-
Posts
13 -
Joined
-
Last visited
Nexus Mods Profile
About glittertind

Recent Profile Visitors
3061 profile views
glittertind's Achievements
Apprentice (3/14)
0
Reputation
-
NPC stuck in animation loop on marker
glittertind replied to glittertind's topic in Skyrim's Creation Kit and Modders
Okay. I managed to compile it. It didn't stop the dance animation though. I am struggling with compiling this one. It fails no matter what I do. Get the errors no viable alternative at input 'ScriptName" and "Object reference not set to an instance of an object". It's getting late now so I will continue tomorrow. I will defently check this out. I've had my eyes on the Selen Kate mod. I used to have it back when I was playing LE. Regarding "my task", I may have taken a too quick decision when claiming "the dances lasts forever and won't stop, ever". I just put my ADHD on hold for some minutes and started watching the dances. The dance actually lasted only 89 in game minutes (using the wait function ingame did not surpass this). After that the NPC continued with the next package. So with that in mind, I'm wondering If should just sit down and watch these dances one by one and customize my ai packages duration according to the dance.hkx length. I mean.. why do it the hard way . Besides the dance animations comes with animated starts and ends. -
NPC stuck in animation loop on marker
glittertind replied to glittertind's topic in Skyrim's Creation Kit and Modders
Hatsune Miku? It sounds Hentai... but yeah.. the dances are weird . Most dances for Skyrim is pretty weird if you ask me. I'm going to try what you suggest. Sounds professional But what is this called? It's not really scripting is it? I mean, I am compiling this to create a script in scripts folders (I've done this a couple of times before). perplexity did tell me to try this and add it to the On End as well. No idea if it would work: Actor akActor = GetOwningActor() if akActor akActor.PlayIdle(None) ; This stops any current idle animation endif -
NPC stuck in animation loop on marker
glittertind replied to glittertind's topic in Skyrim's Creation Kit and Modders
Hi. Thank you for replying. Shouldn't my Ai package be evaluated when it started at 8:00pm, lasted for 60 minutes, and at 09:00pm another package is valid? All other packages I've made earlier terminates when the time runs up. But with this dancing animatoin, the NPC is dancing for eternity, even skipping all other packages. If I "interrupt" the NPC, with a shout, spell or etc etc... said NPC will stop the dance animation and start following the valid package at the time. It seems all other idles and idle markers work fine in my mod. It's just this custom dance animation, which I used FNIS, to get registrated in CK. "Calling evaluatePackage on the NPC". This sounds like something I should try. I am not good with scripts. Where exactly do I set up this function? Do you add it inside the AI package itself? Like the tab I've attached a screenshot of? Or is this an script already existing in CK? Thanks for trying to help. My mod is already FNIS dependent if that was what you meant . It's one of those dances that comes with the mod "https://www.nexusmods.com/skyrimspecialedition/mods/70279". The dance animations are pretty long. Up two minutes at least. I've used the FNIS options b -h,a (acyclic animation: 1-time only) just make sure it's not looping. About this: Onstart register for update 600 seconds (ten minutes) On Update stop with a debug and maybe a Global for cool down too I need to create a new script to compile fo this then? And attach it to the AI package itself? I appreciate all help I can get on this. I am a complete noob when it comes to scripting. -
I've mad a little dance club in Drunken Huntsman. In this club I've added ai packages for the dancers so they have daily routines such as sandboxing, dancing (custom animations) and sleeping. The custom dance animations are linked in an Ai package with the template package "useidlemarker", and the Ai package instructs the NPC to dance near a patrolidlemarker. All this works okay ingame. The issue arrise when the Ai package with the dance animation has ran out (duration = 60). The NPC will instead of using the next Ai package in the list, which is resting on a bench, just won't stop dancing but seems stuck in an animation loop. What can I do to make sure the NPC stops dancing when those 60 ingame time units has passed? What I've tried, but failed: -Linking animations to idle marker instead of Ai package -Setting patrol data to 60 on patrol idle marker to force an stop ,(didn't change template package in Ai package) -Linking the patrol idle marker to another idle marker to try to interrupt the dance animation by moving the actor to next marker - turn off "must complete" on Ai package. Any other ideas I can try?
-
I made a random wilderness encounter quest in creation kit. This is what I did: a) Opened CK, went to quest tab, selected the WE27 there which is "Imperial Scout Patrol" (those 3 imps travelling around in certain holds) and duplicated it. b) Renamed the new quest to my likings, changed the generated script name to my likings, changed aliases, and instead of imperial soldiers, I choosed three types of goblins. c) changed all that needed to be changed inside the script itself, saved/compiled...no errors/warnings d) then I go to "story manager quest node" located in dawnguard.esm. I choosed this because it contained WE quests fir both Skyrim and Dawnguard. Which makes sense since it's the same landmass. Selected WEQuests and copy as override into my own mod. e) added my new quest to the bottom of this list. Ingame it works. I encountered those three goblins on a patrol. They weren't actually patrolling but chasing. But that is ok.... That is what goblins do. I have a hunch that the approach I did in step d) and e) is not a good approach for a mod that is going to be distributed? Is there something else I rather should be doing than making a override copy of WEQuests?
-
Skyrim - Spawn groups of enemies through leveled lists
glittertind replied to glittertind's topic in Skyrim's Skyrim LE
I'm bumping this. I'm also wondering about the "count" parameter which you can set in the leveled lists. I've read that it should be set as 1. I've understood that if I set it to "2", then two creatures will spawn at the same point. Is that a wrong assumption? -
Hi So I'm putting together a new creature mod. Around 70-80 creatures. I've distributed them into custom leveled lists which again is referenced in Skyrim vanilla leveled lists. Everything works fine. Until I try to spawn a random group of enemies that is. I have forexample implemented the whole pack of Skaven soldiers into my mod (melee and archers, elites, gasbombers, peons and mounted riders). What I want to achieve is to spawn a random amount of NPC (say everything between 1 to 15 NPC) from the different Skaven types. How do I do this? Create a zillion leveled lists to make it as random as possible?
-
Animal Behavior - wolves attacking one another
glittertind replied to Mebantiza's topic in Skyrim's Skyrim LE
Allright, I fixed this in my game. If was just a good example of a mod conflict. I had 2-3 mods that altered the wolf (both NPC and RACE records). Solution requires tes5edit. In my case I removed all entries with regards to wolfs from Tropical Skyrim. That fixed the wolf behaviour. The mudcrabs was also attacking each other. -
Animal Behavior - wolves attacking one another
glittertind replied to Mebantiza's topic in Skyrim's Skyrim LE
Did any of you fix this? I also have the wolfs attacking each other. Kind of funny, but the wolves make a bad hunting pack together.