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Laerithryn

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Everything posted by Laerithryn

  1. For your reference: Reference ID The reference ID of the NPC you wish to change the relationship of (relationship between this reference ID and your current target). Relationship Rank A number between -4 and 4: -4 - Archnemesis-3 - Enemy-2 - Foe-1 - Rival0 - Acquaintance1 - Friend2 - Confidant (not a mispelling of confident!)3 - Ally4 - Lover
  2. @CasperTheLich, The only thing that pops into my head even remotely connected to your issue would be the getrelationshiprank and setrelationshiprank command. Using the console, target each actor you want to lower their regard in your character and type in getrelationshiprank, then press enter which will spit out a number, probably 3 or 4. Then type in setrelationshiprank to at least 1 or 2 lower than what was spit out. That should alter their view and comments accordingly.
  3. @Treelot - Faendal creeper... booo... hisss... lol! This post was not recieving the desired feedback in a sufficient time frame, so I reposted in the General Mod Author section where I had much better response. If your a mod author and have access and wish to follow it, this is the link. [sSE] Immersion and an Acceptable period of Mourning? Like the ideas, thank you for for the feedback. Very much appreciated. After much debate with friends and the few folks online that have shown an interest I've come to the conclusion that a week will suffice for several reasons. 1. Priority number one is not to have this aspect become an annoyance and deterrent from anyone's initial interest. Immersion is not everones cup of tea. 2. Regardless of marriage option, as both unlock together, who wants to wait a month, or longer just to get a follower, which may be their sole interest. 3. Immersion-wise, a number of people have concluded it would seem strange, odd, or weird she'd go out adventuring while in mourning anyways. 4. Then there's her adolescent son Gralnach, she'd be leaving behind. She'd require huge consessions and incentive for becoming a follower even if only temporarily. So in the the end, gamewise, a week seems to be reasonable. For immersion folks, they'll see an attempt was made for a shade of realism. For other folks a week in game flies by quick enough to run across Skyrim and back to Heartwood Mill in the Rift.
  4. I second, Nether's Follower Framework. I used to use Amazing Follower Tweaks but switched to Nether's when I found that it does everything AFT does plus tons more. Customization with Nether's is off the charts. And with support for up to 10 followers, not that I need that many. I'm normally happy running around with 2 or 3 but rarely more. Unless I'm running with my Taarakian followers then I might run with more simply for the eye candy.
  5. @ HeyYou, Really appreciate the feedback, thank you. Wow, an entire month game time! Never thought I'd hear thoughts for more than a week; which IMHO I already thought was too long. Consider me amazed! As for prompting her to be willing, even though she's hates men, thanks to her late husband. Lets consider by the point in dialogue that courting becomes available the following has been established: 1. A complete stranger (the player) happens by to hear about her plight and offered to find her missing husband and does so. 2. Even though sad news, this stranger brought her closure. (This is where the vanilla side quest ends.) (Grosta's Plight - new quest picks up here) 3. Still she's looking at selling the house and mill so she reluctantly accepts help. Again, stranger steps in with coin, problem solved. 4. This is where the mourning phase of the new side quest takes place, and the player leaves her alone for whatever amount of time. 5. Returning after said time she tells the player that she learned they are the Dragonborn! This is huge and exciting news for her. So from her perspective, the Dragonborn stepped in to help her and her son out of a bind. On top of all that she learns the Dovahkiin now has courting interest in her. This all together might be enough for your afformentioned prompting, yes, no?
  6. I never could get Sexymove working with Nemesis. A shame really because I loved that mod. I've since given up hope for a fix.
  7. I have a question for everyone as I'm interested in knowing the general opinion of players and modders alike. But before the question a little background for some context which matters overall. A while back I made the mod Grosta the Lumberjack a vanilla npc giving her a visual overhaul plus making her a follower. It was always my intention to add extra dialogue using vaSynth to continue her story, which I felt was incomplete, as well as a missed opportunity for more interaction with the player. I've made the extra dialogue seamless to the existing vanilla dialogue to progress the story while keeping it in context. Grosta's side quest leaves her recently widowed from her deceased husband. In my mod I'm making her a follower as well as marriage enabled. But for the sake of immersion and staying with in the context of her opening story it felt wrong to immediately have her open to marriage. So I'm adding a mourning period that would feel right or at least expected in the eyes of folk in the Rift to keep up the appearance of being respectful. So the question is what's acceptable, both game wise and for immersion? A quick search on Google for in medieval times how long were people expected to mourn a deceased spouse? Showed this: Victorian Mourning Dress Stages Spouses (particularly men) were to be mourned for two years or more.. While a general search showed this: A spouse should spend a year and a day in mourning. Moving through the periods of mourning is considered optional, with the heavy period of mourning being 30 days and half and light mourning equally dividing the remaining time. So the consensus appears to be the further back in time you look, the longer the mourning period was expected from society. Ok, now with all that being said, let's talk about a video game and those interested in immersion. What's considered an acceptable period of mourning for those interested in immersion and the sake of brevity for a player whom is attempting to engage said character for marriage? Taking into consideration the widow didn't like her husband any longer due to faults in his character. Being a drunk for one, but mainly due to him beating their child while being drunk. Plus leaving them to fend for themselves and to run a mill in his absense. And no she didn't murder him. It was his own half-witted ambitions that did him in. Currently, I have a full week in mind for her mourning period. But not everyone will agree I'm sure. And I don't want this aspect of the mod to be a deterrent from anyone's interest in the mod. Especially when the mourning period is in the way of retaining this character as a marriage partner as well as a follower. Should it be less, like 3 days as she didn't have any love left for her ex? What would acceptable for Nords? To everyone, your thoughts and opinions please? And my sincere apologies for this being too lengthy. - Laerithryn
  8. I'm having a problem getting a script to work on an existing vanilla loaddoor. All I need is for the door to SetObjectiveCompleted when the OnLockStateChanged happens. The script compiles fine but in game, nothing happens, it's dead Jim! Scriptname UsedHouseKeyScript extends ObjectReference Quest Property MyMod Auto Event OnLockStateChanged() if Islocked() == 0 Debug.Notification("Used house key to unlock the door") MyMod.SetObjectiveCompleted(30) EndIf ENDEVENTAny ideas or help would be greatly appreciated. Thanks Edit: Issue Resolved by simply updating the associated SEQ file.
  9. I can not find information anywhere on how a mod author generates the info for the "Mod Info Pane" that you get in Vortex when you double-click a mod. I have a FOMOD with both the info.xml and modconfig.xml files but neither appears to be filling in that Info Panel. This is the last thing I need to complete before I upload my mod. Does anyone here know where that info comes from? Am I missing a a file or what?
  10. Many thanks Dybill for your time and continued efforts. It is extremely appreciated man. Ok, I removed 'GetInSameCell' condition then went into combat and got normal vanilla combat music. Killed critters and vanilla combat music ended and went to vanilla non-combat music like in the normal game. NOTE: This result is not consistant. Loaded a new game and I got no combat music vanilla or otherwise. Tried to add spell and got: Prisoner is not in combat Spell 'Detect Combat Ability Spell' not added to prisoner So, I went into combat and then tried to add it and viola, it worked, I got MyCustomCombatMusic to play finally. Oh but it never stopped playing either after combat it never faded out and just kept playing until the music was done. So any ideas on how to fix this? Went back into CK and put back in the GetInSameCell condition as it was before testing this out.
  11. Dylbill, are there any other places in the scripts involved that you can think of that I can add more debug notifications to help figure this out further? We know the combat detection isn't working as intended but does that issue point to a setting for the magic effect or the spell? As for the scripts, other then sometimes renaming them I haven't changed anything. I keep going back over the previous posts in this forum to see if I can find something perhaps that I've missed but notta.
  12. Done, but dang it no effect. I don't understand why the DetectCombat script isn't firing off? I'll pick this up again tomorrow, my head hurts, lol. Thank you for your efforts Dylbill, much appreciated
  13. Ok adding those lDebug notifications to the DetectCombatAbility script, meanwhile do these setting look right to you? EDIT: Nope the Magic Effect is NOT firing off. Magic Effect - DetectCombatAbility ID: DetectCombatAbilityName: Detect Combat AbilityEffect Archtype: ScriptCasting TYpe: Constant EffectDelivery: SelfMagic Skill: NONEMin Skill Lvl: 0Assoc. Item: NONE Target Conditions: Condition Function: IsInCombat Parameters (Use Aliases): 1 Comparison: == Value: 1.0000 Run On: Player Condition Function: GetInSameCell Parameters (Use Aliases): Reference 'defaultActivateSelfTRIG' Comparison: == Value: 1.0000 Run On: Player Papyrus Script As it Is: Spell - Detect Combat Ability Spell ID: DetectCombatAbilitySpellName: Detect Combat Ability SpellType: AbilityCasting: Constant Effect (grayed out)Delivery: Self (grayed out)Menu Display Object: NONEEquip Type: NONECasting Perk: NONERange: blankEffect: Detect Combat Ability
  14. Thanks for the heads up on the AudioCategoryMUS record thing. As for the combat music never being heard I think I may have stumbled on to it maybe not. I notice in the Magic Effect script the following: Take a close look at the following lines: TriggerScript.PlayCustomCombatMusic()TriggerScript.PlayCustomMusic()Shouldn't they read as?: TriggerScript.PlayMyCustomCombatMusic()TriggerScript.PlayMyCustomMusic() Scriptname DetectCombatAbilityScript extends ActiveMagicEffect ;courtesy of Dylbill on the Nexus Forums ;magic effect has the condition IsInCombat == 1 run on the player MyCombatMus01 Property TriggerScript Auto ;script attached to trigger box. ;when filling in the CK, choose the cell the trigger box is in and the trigger box reference. Event OnEffectStart(Actor akTarget, Actor akCaster) ;effect starts when player enters combat TriggerScript.PlayCustomCombatMusic() EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) ;effect ends when player leaves combat TriggerScript.PlayCustomMusic() EndEventNope I was wrong. Tested it and the script wont complie.
  15. @Dylbill - PROGRESS, thank you for the heads up on the Should Appear on Menu check box for AudioCategoryMUS sure enough I had it unchecked as well. Put the check back and viola, the music slider is back in the Audio Menu in game. And also noted when I checked the Audio Menu while in the trigger box in combat the music slider was set to ZERO Yay, progress. Now I just need to figure out why I'm not hearing MyCustomCombatMusic? Going to try making the descriptors for each wave file now. EDIT: Ok, this last run through was pretty much the same as before making a separate Descriptor for each wav file. But no combat music ever fires off at all. Wonder if its because the script portion to DectectCombat isn't working as intended? Rechecking setup for that yet again.
  16. Still the same after varifiying. I get the 3 Debug notifications while entering the trigger but then default vanilla combat music plays. Also noted the 3 music entries in the audio settings menu have disappeared completely. Removed / unchecked the box for "Should Appear on Menu" for all of the Categories used in this script, hope thats right? Also don't understand the gray pull-down menu below the Name and ID fields of the Sound Category window. I've put them all to NONE. My Entries for the Properties of the MyCombatMus01 Script: Question: For my Sound Descriptors, I currently only have two. One for MyCustomMusic with a list of two wave files and for MyCustomCombatMusic it has two files listed. Would it be better to separate the wav files into their own Descriptors or just keep is. Also noted: Was I supposed to create/make a Sound Descriptor for AudioCategoryMUS as I see that is missing as well as any Sound Markers for it?
  17. The 3 Debug notifications do show when entering the trigger, but I only get default vanilla combat music still. Also, I removed the two sound markers you stated do not need to be in the cell/trigger. Checked the Magic Effect, this is what I have: MAGIC EFFECT ID: DetectCombatAbility Name: Detect Combat Ability Effect Archtype: Value Modifier Casting Type:: Constant Effect Delivery: Self Magic Skill: None Minimum Skill Level: 0 Assoc. Item 1: None TARGET CONDITIONS Condition Item Condition Function: IsInCombat Parameters (Use Aliases): 1 Comparison: == Value: 1.0000 Run On: Player Condition Item Condition Function: GetInSameCell Parameters (Use Aliases): Reference: 'defaultActivateSelfTRIG' Comparison: == Value: 1.0000 Run On: Player PAPYRUS SCRIPT DetectCombatAbilityScript Property: TriggerScript Settings: Cell: 00_IceTunnelUpper Refernce: defaultActivateSelfTRIG GAME AUDIO SETTINGS AFTER ENTERING TRIGGER BOX (don't know why there are 3 Music) MASTER: 100 % EFFECTS: 100 % FOOTSTEPS: 75 % VOICE: 75 % MUSIC: 100 % MUSIC: 75 % MUSIC: 50 % Excuse all the friggin A's in this edit it's the phone app adding crap on edit.
  18. I am not having any luck Dybill. The following are my settings/entries and I can't seem to find where I'm screwing up. In-game I get the debug notification about entering the trigger, followed by something about volume set to .80000000. I placed 1 sound marker for MyCustomMusic, and 1 sound marker for combat MyCustomCombatMus, loaded a new game and I hear the MyCustomMusic just fine, but as I near the trigger I hear MyCustomCombatMusic already playing and then when I do enter the trigger and enter into combat I get the default vanilla combat music on top of MyCustomCombatMusic that was already playing. It's like the muting part of the vanilla isn't working for some reason. And why MyCustomCombatMusic is already playing before entering into combat has me confused as well. I'm lost. The Properties filled out: AudioCategoryMUS (AudioCategoryMUS) DetectCombatAbility (DetectCombatAbilitySpell) MyAudioCategoryMUS (AudioCategoryMUS_Taarakian) MyCustomCombatMus (Custom combat music (sound markers)) MUS_Custom_HeavyMetal_HeavyMetal MUS_Custom_HeavyMetal_Prefabricated MUS_Custom_HeavyMetal_RadarRider MUS_Custom_HeavyMetal_TheMobRules MyCustomCombatMusicLengths 192.000000 161.000000 228.000000 172.000000 MyCustomMusic MUS_Custom_DungeonIce01 MUS_Custom_DungeonIce02 MyCustomMusicLengths 135.000000 118.000000 PlayerRef PlayerRef ('Player' ) My Entries: SOUND CATEGORIES AudioCategoryMUS_Taarakian _AudioCategoryMaster (gray pulldown menu entry - ???) AudioCategoryMUS_Taarakian_Combat _AudioCategoryMaster (gray pulldown menu entry - ???) SOUND DESCRIPTORS MUS_Custom_Combat_HeavyMetal (Category: AudioCategoryMUS_Taarakian_Combat ) HEAVY METAL_The_Mob_Rules_Black_Sabbath.wav HEAVY METAL_Riggs_Radar_Rider.wav HEAVY METAL_Sammy_Hagar.wav HEAVY METAL_Prefabricated_Trust.wav MUS_Custom_DungeonIce (Category: AudioCategoryMUS_Taarakian) mus_dungeon_ice_01.wav mus_dungeon_ice_02.wav SOUND MARKERS MUS_Custom_DungeonIce01 MUS_Custom_DungeonIce02 MUS_Custom_HeavyMetal_HeavyMetal MUS_Custom_HeavyMetal_Prefabricated MUS_Custom_HeavyMetal_RadarRider MUS_Custom_HeavyMetal_TheMobRules
  19. Thank you for clearing that up for me Dylbill. I guess these old eyes just didn't see the obvious, my apologies. At a quick glance I didn't notice the difference between MyCustomMusic and MyCustomCombatMusic. Umm... do I actually place the sound markers in the cell like normal, and if so do they have to be inside a trigger box or just anywhere? And for (Property AudioCategoryMUS Auto ;vanilla music sound category) is this the Music Type selection we would normally choose for our cell?
  20. @Dylbill, Ok trying to figure this one out. Self explanatory for the most part I can see but I admit I'm a bit confused by the property names when it comes to filling in those properties. Are the custom ones first then vanilla? It looks like they're mixed. SOUND MARKERS and LENGTHS are listed twice. I assume for MyCombatMus as well as the VanillaCombatMus? Problem is I can't tell which goes where? For clarity can we rename the properties to differentiate stating what they are for like MyCombatMus for custom things and for Vanilla things maybe something like VanCombatMus? MyCombatMusMarkers, VanCombatMusMarkers. MyCombatMusLength, VanCombatMusLength?
  21. Sounds promising. I'll definitely have to give it a go after work tonight. Thanks again Dylbill.
  22. @Dylbill on the subject . . . Ok, have done all this too step by step and it worked once, but now wont work again, even on a new game. I don't get it. Seems like I have only that earlier one that works pretty reliable but would have to set the cell Music Type to Default, not ideal as I can't get that Music trigger script to turn off on Leaving the trigger. Besides it behaves as if you have set the cell to your choice there after anyways, which in turn makes the Combat music trigger to not work at all. What a viscous cycle. I think for now I'm going to leave custom music out of the mod release as is with vanilla music. Later, I can make a mod to provide the custom combat music as an optional download. For folks that want that intended full effect. Actually now that I think about that's probably the better way to go giving that all efforts are not working as desired. Bethesda must of hard coded the cells Music Type so that it's not script friendly at all. Again, thank you Dylbill. And you guys who showed an interest in this issue.
  23. Will do, it'll be on tomorrow's agenda for me as I'm pretty much tapped out for the day. Don't want it to go with out being said, as always thank you Dylbill. OBTW, found this default script in the CK a while back, pretty sure you've seen it before. I've tested it and found that it's pretty reliable for putting a Music Type in place where the cell is set to default. Problem is you can't use it twice in the same cell to override itself with another choice. Heck if you could I wouldn't be having a hard time of it.
  24. Ok, tried that. I set one of my mod's cells to Music Type of Default, then set the property to MUSDungeonIce what I normally had set for the cell. In-game practice run, MyCombatMus plays just fine, but the cell is dead of any Music Type at all, before entering the trigger or leaving it, no music plays.
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