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Everything posted by AlimAge
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Strange AI-Controlled Player Behavior
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
And yes, I want to add that changing the character's speed through a script causes the same issue. So the problem is specifically related to the character's speed, which, for some reason, triggers this issue when moving slowly. -
Strange AI-Controlled Player Behavior
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
Thanks for the response. I don't even know where to start. In short, I haven't been able to solve the problem, even though I've considered different options, from changing the stairs to altering the character's height. In general, none of that worked. I disable player control and switch it to the game AI. Simply put, at that moment, the player becomes an NPC, who is then controlled by the quest scene in which they participate. As I mentioned, I'm creating a quest, so yes, it's a mod and not a vanilla game. And no, I don't change the player's speed with scripts. I just activate the AI package in the scene that tells the player to move to a specific point with a "preferred speed" of walking. The problem is strange because it only occurs when the AI controls the player but doesn't appear with NPCs. If I manually controlled the character as a player and walked slowly down the stairs, there would be no problem. The only thing I haven't tested yet is creating another scene with a different descent in a different location to check whether this problem is consistent or just local. -
Hi everyone. I'm working on a quest where, at one point, the player’s control is taken over by AI, and the character is supposed to walk down a staircase. They’re supposed to do this slowly, i.e., walking, but a strange problem has arisen. The character starts to walk very slowly (as if I set their speed to 5 instead of 100) and begins to shake. However, if I set the player to run instead of walk, everything works fine. I thought the problem might be due to the NavMesh (the action takes place in a location I created, so I also made the NavMesh myself), so I tried reworking it in different ways. I tried extending it further into the staircase and placing it directly over the stairs, but that didn’t produce any results. Has anyone encountered a similar issue? Other NPCs walk down the stairs without any problems.
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Greetings! I recently learned that in order for parallax textures to work on objects, they need new meshes that support these same parallax textures. However, as the game progresses, I often notice how objects that use textures with parallax do not have depth effects at all, hence the conclusion that these meshes are not made to support it. I would like to know how to add this support for the parallax effect to meshes, because, as I understand it, simply adding an additional layer of textures with a parallax map through nifSkope is not enough, because it does not have any effect
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[LE] add button icon in tutorial message
AlimAge posted a topic in Skyrim's Creation Kit and Modders
I created my own tutorial message that asks me to press a button (in this case left alt). I searched the Internet and found a site that provides tags for displaying a specific key that corresponds to its action. For example [Activate] means E and so on. The fact is that I have an action from the mod assigned to Alt, and I can't write a standard tag to display it. Is there a way to display not an action button, but just an image of the button that needs to be clicked? Because I wrote [Alt] and [Left Alt], but nothing worked. -
I replaced the texture this way, but the shape of the head does not want to change
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I'm talking about the fact that my NPC does not accept nif files from his head. Whether they exist or not makes no difference.I used the exported head of my NPC and replaced it with the head of another NPC and everything works, but as soon as I do the opposite, nothing happens.Nifscope and combining heads will not help me,if the NPC does not accept nif files
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Yes, I used NifScope to select the head I want, but the problem is that I don’t know how to replace the head of my NPC with it. I don't understand how to replace nif head, because my npc simply doesn't have its own file with nif head. And if I create it myself via CK via Ctrl + F4, then replacing it does not affect anything.
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Hi all! It’s such a thing that I have the RSChildren mod installed and for my mod I created a child NPC. The problem is that the mod RSChildren replaces standard children with some scary ones, so I would like to use the appearance of another child from the same mod, but I don’t understand how to do this. Can anyone give me a hint? I tried NPC Visual Transfer - it didn’t help, and I also tried to create a FaceGeom using Ctrl + F4 in the Creation kit and then replace the .nif file that created, but as I understand it, it doesn’t work that way
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[LE] Condition of legendary skills
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
thanks, i'll try this -
[LE] Condition of legendary skills
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
Global variable maybe? Anything? -
Is there any "Condition function" that determines what level a legendary skill is? I want to create a skill that is only available if you have level 100 of this tree or level 1 or higher legendary.
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oh, thanks
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Hi all. Such a problem is that when starting the game, for some reason, the Skyrim.ini and SkyrimPrefs.ini files are used from the Documents folder and not from the profile that I created in MO2.And most importantly, the problem is observed only on Windows 11! 10 is great and yes. i checked "use profile-specific Game INI Files" in profile
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Is there any way to see what this or that "Idle" animation is doing? Just a description is not always enough to understand whether it suits me or not. I'm talking about "idle animation" which can be selected in the dialog
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[LE] Subtitles in scene dialogue
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
OK. Thanks for the help anyway. I had to recreate the entire quest, which fixed the problem with subtitles. But the problem with the marker still remained. The only thing I noticed is that the NPC still uses the marker, but only after the whole scene has played. I tried to use Package UseIdleMarker in and out of the scene,but it just doesn't use the marker. -
[LE] Subtitles in scene dialogue
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
Ah... it still doesn't work... Maybe something else can be done?By the way, I noticed that I can't create a SEQ file. I always created it when I wrote dialogues and made scenes, but this time it just tells me that it is not needed and does not create it. Could this have any effect? It's just that before without a SEQ file, nothing started, but now it starts about the markerhonestly, there is nothing to clarify. I just placed a marker and used Linked Ref to designate the NPC that uses itIt's just a marker on a flat surface. There's nothing there but the road next to it and the grass But for some reason, the NPC does not want to use it the first time, you definitely need to come up and move it so that he starts using it -
hi yall I have some problems with scenes My scene is working fine, NPCs say and do what they are supposed to, but there is only one problemI don't get subtitles.This is the first time for me, I did everything as usual, only this time for some reason the subtitles stopped showing.Maybe someone knows what could be the problem? Oh, and one more little problem.I tied the NPC to the kneeling marker, but for some reason he just stays next to him until I go and move him with my forces. After that, he will again approach the marker and use it as he should. What's wrong with him?
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[LE] Global Variable in Quest Objectives
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
Thanks! -
[LE] Global Variable in Quest Objectives
AlimAge posted a topic in Skyrim's Creation Kit and Modders
Hi all. I'm trying to do a collection task, but I can't do it. I add player as Quest Alias and add script on it thats contains Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if AARAQ.GetStage() < 20 && akBaseItem == RavenBlueFlower AARavenFlowers.Value += 1 AARAQ.ModObjectiveGlobal(1, AARavenFlowers, 10) elseif AARavenFlowersTotal == AARavenFlowers AARAQ.SetStage(20) endifendEvent and added in objective the line (<Global=AARavenFlowers>/<Global=AARavenFlowersTotal>) where AARavenFlowers is amount what i collected now and second is total what i needed. But in the game in objective i see only [...]\[...] and script doesn't work maybe someone can help me? Thanks Yea i already searched by guides in internet, but only what i found is guides for fallout 4 :huh: -
[LE] Game CTD after i create SEQ file for my mod
AlimAge replied to AlimAge's topic in Skyrim's Creation Kit and Modders
The game crashes on the Bethesda splash screen.If I delete the SEQ file, then everything is fine and the game starts -
I created an NPC as usual and wrote dialogues for him, but this time after creating the SEQ file, my game simply stopped running.Any ideas why this might be happening? The only thing I did differently this time was the scripts on the dialogs.Instead of writing on each "SetStage" I created a "DefaultScript" that I simply attached to each dialog and set the value I wanted. Could it be because of this?Here is the code of this script if it is important ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 1Scriptname AALGQSetStageDefault Extends TopicInfo int property SetStage auto ;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODEGetOwningQuest().SetStage(SetStage);END CODEEndFunction;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment
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Sometimes when I create a new location, I just copy the old one. Of course, I immediately change the EditorID, name and "location" in "common data" and "encounter zone" in "interior data" but when in my quest I set the target to an item that is in this Interior cell, the task target points to the original the location i copied