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Everything posted by LogicalD
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SSE Converting NPC home into Family Home?
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
Redid all the location steps and it got past the error finally. Now I have a home with 2 children's beds. Next step to try an adoption :) -
SSE Converting NPC home into Family Home?
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
I'm 90% sure it's the locations setup. Because I'm already working with an existing NPC house, I'm not sure how that changes the instructions. I'm supposed to make 2 new locations and link/switch them. This part is very confusing to me, which is why I was really hoping to find some video demo. -
SSE Converting NPC home into Family Home?
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
I got the permissions worked out. Now I have a message that says the home is not appropriate for my family. Looking at the log, the error says "PHXCH - No SandboxOutside found!" But I've double and triple checked that I do have an outside sandbox X marker. Even added a 2nd one to be safe. For some reason it doesn't seem to see that marker. Hmmm... -
SSE Converting NPC home into Family Home?
LogicalD posted a topic in Skyrim's Creation Kit and Modders
Anyone know of a good tutorial video for creating a hearthfire compatible house (w/ multiple adoption)? I've gone through an article, but it skips a few steps that assume my knowledge is higher than it really is :) I've watched several tutorials (such as Darkfox) on building a house, but I haven't found one specifically about making a house ready for adoptions. I've already got creation kit set up, added beds, added idle markers etc. But Bless home says "This is not one of your homes". I'm not surprised since I started with an NPC's home as a base, but after changing the door ownership, I'm not sure what else needs to be modified. Any hints? Since Bless Home isn't working I haven't been able to test the rest of my changes yet, but looking forward to getting over this first hurdle :) Thanks! -
Working in Skyrim SE I saw a mod called "chilled dogs" that changes the default behavior of dogs to lay down more frequently. I thought that sounded like a fun idea so I wanted to see how it was done. Looking at the changes in SSEdit it looks like conditions are modified in DogBehavior.hkx This is the file name for dog behavior even in vanilla. But when I searched for that file, I couldn't find it anywhere. In fact the directory "Actors\Canine\Behaviors\DogBehavior.hkx" doesn't exist either. Since dogs seem to have behaviors, I must be looking in the wrong place? Has anyone changed dog behaviors, and if so, what am I missing? Thanks for any assistance.
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SSE Change AI package for existing NPC
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
I'm sorry...I'm not trying to be vague hypothetical or condescending...this is exactly what I'm trying to do. I'm working with a Blue Palace mod that adds several new areas. One of those is an entirely new dining area. It doesn't matter which NPC you choose, there are several in the area to update. Sybille, Elisif, Falk, Palace Guards... I was simply letting you choose your favorite because to me it really doesn't matter. If I can get one to work, I can probably get any to work. Just like the sandbox area or the time. Doesn't matter. If one works, any should work. I understand you're trying to help, it's simply that the specifics matter less to me than the general theory. If someone has an example of how they made Balgruuf go fishing every day at 5am...I'll take it and learn from it. Thank you. -
SSE Change AI package for existing NPC
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
Let's just take for example getting the inhabitants of the Blue Palace to use a new dining area...or use any particular room for a couple hours at some time of day. No real risk of them dying from it. If I change the NPC AI package there is zero change...I assume it's already loaded for them. So I made a quest with some dialog for them to use the new area. In the quest I made an alias for them and assigned that alias a new package to go there and sandbox. Still no change. I really thought that one would work. So obviously I'm missing something. -
Ok so I have a mod with a new area that I want an existing vanilla NPC to use during the day. Tried changing the NPC's default AI package, but that didn't do anything. Then I made a dialog quest for the NPC and set up an alias for them with a Sandbox Package to spend an hour per day in the new location. I know the quest is running because the dialog options are available. I tried an evaluatepackage() on the NPC. Still no behavior change. What am I missing? Any ideas? Thanks for all the help!
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SSE Fade To Black ISM Works! But Fade-In not working?
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
FadeToBlackHoldImodISM.Remove()TOImageSpaceModifier.RemoveCrossFade(2.0) Works wonderfully, thank you! Such a simple change, but it just wasn't making sense to me :) -
Hey modders! For some reason I've never been able to generate lip files. I just get a "FATAL ERROR" Red circle with an x in it error. "Unspecified exception" I updated my creation kit with the fixes (so much improvement!!) from https://www.nexusmods.com/skyrimspecialedition/mods/20061 Then I copied the FonixData.cdf into my data/sound/voice/processing folder. So far that's everythign I can find on fixing lip file generation errors. But when I try, either inside the dialog editor, or via batch using creationkit.exe -GenerateLips:MyModName.esm I get the same fatal error. Any ideas for other ways to generate lip files...or even fake it somehow? Thanks!
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I'm running some dialog and for part of it I want to fade to black, wait 2 seconds than fade in to normal. I'm using: Function StartFade() FadeToBlackHoldImodISM.ApplyCrossFade(2)EndFunction Function EndFade() Utility.Wait(2) FadeToBlackHoldImodISM.Remove()EndFunction This works fine, but the switch back to normal is abrupt. I would like to change it so that it FadesIn over 2 seconds. I thought I could use FadeToBlackHoldImodISM.RemoveCrossFade(2) This would be perfect, and I'd be done if that worked. But it doesn't work. Instead I get an error: "cannot call the global function RemoveCrossFade on the variable ::FadeToBlackHoldImodISM_var, must call it alone or on a type" Any ideas why ApplyCrossFade works but RemoveCrossFade does not? Or if there is another ISM to use to fade in from black to normal? Thanks!
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I'm working on a new mod where I'd like to invite the adopted children to an event. When I make an alias I'm not sure how to identify and select adopted children. There doesn't seem to be a faction that is specific to your adopted children. Is there some trick to figuring out which kids you've adopted? I know they can attend the wedding in Riften. However after looking through the code and markers in the temple of mara I can't find any code specifically targeting the children. They have 2 child markers in the front row, but I don't see any code related to those. In the Wedding Quest, there are 3 aliases for player guests that seem to be filled by RelationshipRank. However my children are rank 0 and still show up to the wedding. Can't figure out why. Any ideas? Thanks!
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SSE possible to script PotentialMarriageFaction?
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
After searching through the marriage quests I see that a relationship rank of 1 is all that is required to ask an NPC to marry you...as long as they are in the potential marriage faction. -
I'm trying to figure out how you change the PotentialMarriageFaction via script. I would think it would be simple like: Alias_NPC.GetActorReference().AddToFaction(PotentialMarriageFaction) But that doesn't work. It has no idea what that faction is and says it's an unknown variable. So then I thought ok I'll just start the NPC in that faction already and then boost the rank after the quest completes. But I can't find a single example of how to do that. I thought I would check Sylgja because she is so simple. Do 1 fetch quest for her and BOOM she's ready to marry. But in her quest Special Delivery – FreeformShorsStone02 the code when you complete her quest simply says: Game.GetPlayer().RemoveItem(Alias_FFSS02VernerSatchelAlias.GetRef())Game.GetPlayer().AddItem(pReward)Alias_FFSS02SylgjaAlias.GetActorRef().SetRelationshipRank(Game.GetPlayer(), 1)CompleteAllObjectives()Stop() That's it. Set Relationship Rank to 1 and she is ready to marry you? This doesn't make sense to me. Does anyone have a working code example of making an NPC marriable after completing a quest? I hope this makes sense. Thanks!
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SSE Basic question about placing creatures outside
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
I found the answer after searching for a couple more hours. Worth it?? I did not know that "Whiterun World" is not the land outside whiterun. Instead that is what you can see when you are INSIDE whiterun looking over the walls. When you actually go outside the walls you are in a different area. Tamriel -> Whiterun. So if you put something in Whiterun world, you will never ever find it when you go outside. I had to put my creatures in Tamriel, Whiterun and boom, everything is good :) -
SSE Basic question about placing creatures outside
LogicalD replied to LogicalD's topic in Skyrim's Creation Kit and Modders
When I place my creature INSIDE there is no problem. I dropped a mudcrab in the Whiterun catacombs and it showed up no problem. Put the same mudcrab outside by the farms and it doesn't appear. I'm confused. -
I realize this is a total beginner question, but I've been struggling all day simply trying to place a single creature in the area outside of Whiterun. I'm trying to make a simple quest where person gives me a quest to go kill a creature outside. Then I enable the creature and then go kill it. At first I thought it was just my quest creature not showing up, so I just tried placing some random creatures. A few cows by the Whiterun stables. I leave the area (across the map) then return, but there are no cows. Nothing. It seems that no matter what I've tried I can't get even the simplest creature to show up in the game. I've followed several tutorials, but they make it look simple. Click the actor and drag it into the window where you want it. I can see the cows standing on the path near the stables. I save the mod. Run the game, and they aren't there. Obviously I'm doing something very simple incorrectly. Also I've noticed that when I'm looking around in the render window, most buildings, water, and roads aren't visible. I can find whiterun, but the farms and such around it don't draw. How do I get them to show up? that would make selecting a placement area much easier. Any help is appreciated and could save my sanity. Thanks!
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I'm a noob at modding so I was tinkering with another person's mod to see how it worked. I added some papyrus code fragments to dialog and quest stages. after playing around I wanted to reset so I uninstalled the mod (deleted archive) and re downloaded from Nexus. I even checked to make sure the esp was deleted. Imagine my surprise when I re-opened the mod, all my code fragments were still there...wth? How did my changes survive me deleting the mod, and how do I kill them? Thanks for any help :smile:
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I'm working on my first player home mod, and one of my rooms won't render until I enter it. I learn that I need to set up rooms and portals. However, even though I have markers on, when I go to View - > Show/Hide, the portals and rooms checkbox can't be toggled. Even the top "Markers" box can't be checked even though markers are clearly already on. Tried restarting, running as admin. Unchecking everything and rechecking. So far nothing enables this box. Any ideas? Or is there a keyboard shortcut to show rooms and portals? Thanks
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Hey everyone I'm just getting started in modding and following several tutorials and then I hit a wall. This is in Skyrim Special edition with Creation Kit 64 I can set my NPC to a custom voice. I enter the dialog for what I want him to say. I create the data/mod/voice folder and check permissions I run CK as administrator The mod runs ok and I can talk to the NPC with no voice and all displays ok I can hit record a voice clip. I can hit save...then a few seconds later crash to desktop. I record the file separately, put it in the right place with the right name. I record a clip and hit save "A file already exists are you sure you want to overwrite...Yes" Crash to desktop. So far all of the posts I can find about custom voice have one thing in common. You have to record something (even blanks) and then hit save. and this appears to be the one thing I can't do. Does anyone have any experience with this? Is there some other way to set the voice clips to an external file without hitting the save button on the voice record screen? Thanks!