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ItsMeToo

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Everything posted by ItsMeToo

  1. FYI - I got everything working. Check out my new mod called Shout Travel. Skyrim Nexus link: http://skyrim.nexusmods.com/mods/44804//? Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=186817961
  2. To add items into FormLists you need to drag them into the FormList. Now I need to find out why I CTD when I try to unlock the shout.
  3. I'm trying to make a Wordwall Shout for one of my mods, but I'm having problems. I have everything working up to unlocking the shout with a dragon soul. If I try to unlock the shout with a dragon soul my game CTD. I think it's because I can't add the shout to the WICastDragonBornShouts in the FormList in the CK. The CK won't let me add items to FormLists. Does anyone know how to add items to FormLists in the CK or am I missing something else to make it work? Any help would be appreciated. Thanks
  4. Thank-You Dark0ne and Staff. This is why the Nexus is the best place for me to put my mods and get the mods I want. You keep improving the Nexus and making it better.
  5. I added the generic voice lines to my voiced NPC in the CK, but I don't know where the generic voice lines that I added show up so that I can record them like I did with my new dialog I added. The lines are in the Filtered Dialog Window with all the other NPC dialog and there is no recording option there. And how do I assign just this new dialog to the Merchant Faction so that the NPC will buy and sell again like normal?
  6. Yes, i know. I added the generic voice lines to my voiced NPC in the CK, but I don't know where the generic voice lines that I added show up so that I can record them like I did with my new dialog I added. The lines are in the Filtered Dialog Window with all the other NPC dialog and there is no recording option there. And how do I assign just this new dialog to the Merchant Faction so that the NPC will buy and sell again like normal?
  7. Thanks, that pointed me in the correct direction and now my quests work like I want. I still had to change some other code and change some logic, but now it's working. Thanks again. Now I need help with Problem #2... anyone have any ideas? 2) The NPC is also a vendor. The generic vendor dialog was working and the player could buy and sell goods with the NPC. As soon as I voiced new quest dialog for the NPC (which works), the vendor dialog stopped showing up. I went into the CK’s dialog tool area to add my new voice type to the generic vendor dialog that I wanted. How do I get these new generic dialog lines re-voiced and showing up when the player talks to the NPC?
  8. Thanks, I thought that is what you were getting at. I'll go change it and let you know how it goes.
  9. Thanks for responding. That is correct, but the topic is in a different branch. When I set the requirement that a certain quest stage (the finding of the object) be completed, I don't get the dialog that I found the object even after I have the object in my inventory. That is why I think that my script is not running. I want the script to advance the next stage after the object gets into the player's inventory. Everything compiles correctly, no errors, no warnings. Thanks for the Debug.Notification() option, I'll check that one out. spoiler tag, good idea, I'll have to look into how to do that. The OnContainerChanged() is set-up like the CK wiki tutorial. I don't understand what you mean. Could you show me an example of the correct way I should do this? Thanks in advance.
  10. This is what I discovered is the root (I think), of my Quest not advancing. For some reason my script won’t run. The debug messages in the script don’t display, which tells me that the script didn’t run. I only get the debug messages, “Stage 20” and “End of Stage 20”. This script is attached to the quest object and alias. What am I missing? Thanks for any help. Debug.MessageBox("Stage 20") SetObjectiveCompleted(10,1) SetObjectiveDisplayed(20,1) kmyQuest.pItsMeTooLostBladeRelicsNorthwindSpt Debug.MessageBox("End of stage 20.") The Property Name is pItsMeTooLostBladeRelicsNorthwindSpt Type is Quest Value is ItsMeTooLostBladeRelicNorthwind (the value name is correct, it is spelled differently and has been verified to be correctly spelled) Here is the Script Scriptname ItsMeTooLostBladeRelicsNorthwindSpt extends Quest Quest Property pItsMeTooLostBladeRelicsNorthwindSpt Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) Debug.MessageBox("Running Event.") if (newContainer == Game.GetPlayer()) Debug.MessageBox("Inside of if statement.") pItsMeTooLostBladeRelicsNorthwindSpt.SetObjectiveDisplayed(25) pItsMeTooLostBladeRelicsNorthwindSpt.SetStage(25) Debug.MessageBox("Setting to next stage.") endif EndEvent
  11. I have put in many hours of working through these problems and searching for solutions before I came here to ask for help. I forgot to mention that I already watched and did many tutorials. I even have scripts and quests that run and work. The quest knows where the item is located in the game, has map markers, and knows when the player picks up the item. The problem is when I put the conditional code in the stages to advance the quest. I know that I have a logic error somewhere, but just can’t see it at the moment. What I’m looking for is a general solution to the problem that I can adapt to my code. The tutorials I watched didn’t help, so I came here. For problem two, I know about the generic voicing and dialog. I didn’t change how those functions work. I can add to those voice files or make a new voice type. When adding to the generic voicing you get both the old generic voicing and the new dialog of the new voicing. The vender buying and selling still works using this method, but is immersive breaking when you have two different sounding voices in the same character. That is why I asked the question.
  12. There are two Skyrim modding problems I need help with. If anyone has a solution to any one or both of these problems, I would be very grateful. 1) I made an NPC that gives out quests to the player to find an item. The quest is given, but as soon as the dialog for finding the item is over, the dialog that the item was found is displayed. I don’t want that dialog to be displayed, to the player, until after the item is found and in the player’s inventory. 2) The NPC is also a vendor. The generic vendor dialog was working and the player could buy and sell goods with the NPC. As soon as I voiced new quest dialog for the NPC (which works), the vendor dialog stopped showing up. I went into the CK’s dialog tool area to add my new voice type to the generic vendor dialog that I wanted. How do I get these new generic dialog lines re-voiced and showing up when the player talks to the NPC?
  13. Thanks for your help. I found the solution and posted it here. http://forums.bethsoft.com/topic/1438041-next-quest-pull-down-menu-in-the-ck/
  14. In the CK, in the Quest Stages tab, there is a Next Quest pull-down menu that the CK documentation says is not implemented in the code. How would you get around this to be able to start a new quest after the current quest has finished using the last stage of the active quest to start the new quest?
  15. Mjoll the Lioness has a tatoo texture on her face. Maybe the file is looking for that texture if you removed it.
  16. I need help getting a quest started in the mod I am making. I have searched and read wikies, modding forums, Google, and YouTube, with no solution to my problem. I’ve spent hundreds of hours trying to get this quest working. Therefore, I have post to this forum in hopes that someone here can help me resolve my problem or give me some ideas to try that I have not thought about. I am in the process of adding quests to my mod called Recruit More Blades – SkyHavenTempleEnhanced, located on Steam and Nexus. If you want to see the mod and what I am working on, go here. http://skyrim.nexusmods.com/mods/11750 I have tried starting the quest many different ways. Each way has given me problems due to CK or game bugs that I tried to work around. I tried the following ways; Using the courier – (Courier bug issues, won’t give the player the note after saying they have a note. The note is verified on the courier.) Using the ‘Start Game Enabled’ flag set in the CK – (didn’t work) What I want to start the quest is picking up a journal and reading it, but I don’t want to use the ‘Start Game Enabled’ flag. I’ll use it, if it’s the only way I can get this quest started, but as you have read, it didn’t work for me. I can use console commands to start and advance the quest, but the map markers don’t appear on the map and the NPC dialog options don’t show up when you finally find the NPC in the quest. I have uninstalled all mods, deleted all saved games, deleted all Skyrim folders, and reinstalled Skyrim from Steam, and started a new character, but still this quest won’t start. I’ve since then added mods and played Skyrim with new characters while working on my mod. If I have to uninstall everything again, I will, but as a last resort. Let’s see if we can solve this together before doing that again. I have even used the SEQ procedure to see if it was, ‘The Dialog Bug’, but that didn’t work either. I think if the map markers show up when the quest starts, then the dialog options should show up too. Therefore, I want to focus on getting the quest started and map markers displaying on the map. All the aliases are assigned and working, plus a few scripts. I also have the Story Manager ‘Player Add Item’ for the journal quest. So, am I fighting a CK/game bug, that can’t be resolved until Bethesda repairs the CK/game or is there a solution that I’m not seeing? Thanks for any and all help.
  17. @0Prime0 - I would love for you to be the first one I invite to help me with my mod (see Recruit More Blades - SkyHavenTempleEnhanced by ItsMeToo - klcjr on Steam) Link http://skyrim.nexusmods.com/mods/11750 Your texture abilities with making Blade Armor that I like and "Lore Friendly" is what I'm looking for. I could do the work, but seeing your mod and how far you've taken yours, plus the high quality you've put into it, makes me want to use your talents to help me improve my mod. What I'm looking for is to incorporate your mod into mine as part of my Quest: Upgrading the Forge Quest – This will allow upgrading and crafting new types of Blade weapons and armor. I would also like you to add Blade weapons retexturing to the mod. If you would like to join me, please either send me a PM on Nexus or post on my mod thread. I look forward to working with you. ItsMeToo
  18. If when you play the Dawnguard side and they attack you, it’s because you have a bounty in the area where the Dawnguard castle is located. Get the bounty taken care of. If when you play the Vampire side and they attack you, it’s because you have a bounty in the area where the Vampire castle is located. Get the bounty taken care of.
  19. DawnGuard has now given me a reason to turn into a beast more often. It's a lot more fun for me now.
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