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JugX

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Everything posted by JugX

  1. Your solution worked perfectly thank you very much.
  2. I'm not completely sure what kind of issue could cause that. If you're talking about any work bench or table in the game then the only thing I can think of is, their base was edited. Turn marks on in ck and make sure they have activators attached to them and make sure their scripts were not removed or edited.
  3. I'm having a difficult time getting my object to apear in the creation kit. I created a throne in blender and exported it with the appropriate settings. I opened a mesh in nifskope that I previously confirmed does work. I then opened the mesh I created, copied the NiTriShapeData's from it and pasted them in the working mesh. I removed all the unwanted trishapes and assigned the propper children to the BSFaceNode. I linked the working lighting properties to the new trishapes and finally went through the node tree to make sure everything was alligned properly. Everything seemed to work, the texture displayed properly to the mesh in nifskope. After opening the creation kit I edited the base to a duplicated object select my newly created .nif file but the object is completely black. The lighting and shading effects work. They actually add a shiney gloss to the object but the texture is not there the object is just a glossy black shape of my mesh. Not sure if it's any help but below i included an image of the original mesh (left) and the created mesh (right). http://i.imgur.com/yNaKerh.jpg Any help would be much appriciated.
  4. :laugh: Thank you very much for the help. Your solution not only got the script to compile but it works in game as intended. There will be an npc named Ghaunadaur in this mod.
  5. Before I get started, let me explain exactly what I'm trying to do. I would like to be able to make a custom container that will display the object I am placing in it, just like a bookshelf. I was successfull in creating a potion rack by taking the 3 "playerbookshelf" scripts and replacing the word book with potion (old potion scripts were all buggered). There were a few other things like duplicating all the bookshelf keywords and triggers and renaming them to match the potion scripts but with a little trial and error it all finally worked. Click on the shelf place a potion in and it pops up right there on the shelf. Not so fast said the shield. I can't for the life of me, figure out what is keeping this same method from working on a Shield Rack. I will try to list all my steps as detailed as possible below in hopes that someone knows where my mistake was. First I needed a default shield marker. The books and potions luckily already had one, but there is no substance to them, they are simply base items, referenced to a "Dummy.nif" model. In order to make one for the Shield Rack I extracted "dummyshield01.nif" from the meshes bwa. I then duplicated a standard Ebony Shield, edited the base by removing all data. I left the Items Biped Object listed as shield and kept the playable tab checked. It wouldn't let me drop it in to CK without it. Finally I changed the World Models to "dummyshield01.nif". This created a "DefaultShieldRackShieldMarker" which glowed orange just like the book and potion markers. I then duplicated "PlayerBookShelfContainer", "PlayerBookShelfClickTrigger", and "PlayerBookshelfTrigger" and renamed them with the word "ShieldRack" in place of the word "BookShelf". I now have all 4 pieces required to create my shelf. Even though I have my triggers and containers created I still need quite a few keywords. So I create; "ShieldRackShield01-18","ShieldRackTrigger01-04", "ShieldRackContainer", and "ShieldRackClickTrigger". I created these keywords the same way I created the triggers, containers, and markers - by duplicating the bookshelf variants and renaming them. This Part I'm not completely sure is nessasary but I did it anyways, just incase. By duplicating the bookshelf versions I created, "LItemShieldClutter", "ShieldRackFirstActivateMessage", ShieldRackNoMoreRoomMessage", ShieldRackNotAShieldMessage", "ShieldRackRoomLeftMessage", and Finally "ShieldRackGlobal" That pretty much wraps up the duplication part. Next I needed 3 scripts; "PlayerShieldRackContainerScript", "PlayerShieldRackTriggerSCRIPT" and "PlayerShieldRackClickTriggerSCRIPT" (Note: the caps are important) I opened the scripts with notepad++ and replaced the word bookshelf, and book, with shieldrack and shield throughout each script. The caps are important here too so I search for specified caps. Example: ShieldRack replaces BookShelf, shield replaces book. Now I should have all the components required to create my Shield Rack. For some reason CK wouldn't read the scripts i created to add them to my items so in order to get around that I dragged the originals I created out of the scripts folder and just created a new blank scripts on CK with the same name. After the scripts are created I then copied and pasted the content into them. Moment of Truth time here. I go to Compile the scripts. "PlayerShieldRackTrigger" success!, "PlayerShieldRackClickTrigger" success!, "PlayerShieldRackContainer" FAILED ><. Go figure... Thats the big script too. I have no typos in that script. It was copied straight from the bookshelf script. Below is the error recieved in the Compiler Output. Starting 1 compile threads for 1 files... Compiling "PlayerShieldRackContainerScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\PlayerShieldRackContainerScript.psc(228,16): cannot convert to unknown type shield C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\PlayerShieldRackContainerScript.psc(228,16): cannot cast a form to a shield, types are incompatible C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\PlayerShieldRackContainerScript.psc(244,16): cannot convert to unknown type shield C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\PlayerShieldRackContainerScript.psc(244,16): cannot cast a form to a shield, types are incompatible No output generated for PlayerShieldRackContainerScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on PlayerShieldRackContainerScript    "PlayerShieldRackContainerScript" Is in the clickable spoiler below.
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