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LittleBaron

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Everything posted by LittleBaron

  1. OK, I have it, and am looking at the .esp... You've got a lot of work put into this!! Anyway, I cannot locate the cell andgraveyard... which exterior tab is it under? Since you put the script directly on the reference that exists there, I have to open the cell render window to look at it. EDIT: Nevermind, I found it.
  2. OK, I've never DL'd anything there but my id is LacunaePhage I'll try it out.
  3. It looks like it should work from here... So... Properties included in an .esp will not work if the .esp had already been initiated in an earlier save. As you are testing your mod, are you always starting with a saved game that existed before you installed your mod? If not, that is likely the problem. You'll need to make a 'clean save' for yourself so that you can properly test your mod. If that isn't the issue, then I'd really have to see it all in front of me to figure out what the problem is. Again, I would be happy to look at it. LB
  4. @ Antsubell: Sorry, change Actor to ActorBase, then select Wolfgang from a pulldown. Can you post a picture of your gravestone's form, please? If it is really an activator there should be some kind of prompt. If it still doesn't work, feel free to upload your .esp somewhere and I will take care of it. This is a very simple operation that I use many times over in Much Ado, but I guess I'm not a very good instructor. LB
  5. Big Problem: Hmm, since it worked fine before having been spawned from an explosion, try this: Make two 'explosions', one that spawns the activator, and another that spawns the hazard. Rather than have the activator spawn your hazard, have it spawn the second, 'real' explosion. I know for sure that you can spawn explosions in this way. Small Problem: There is some script function I cannot recall right now that will clear the arrows that are sticking out of the NPC's 'for show', but I think they may still end up in the NPC's inventory. For my explosive arrow mod I made a scripted effect that was attached to the explosion that would look for that arrow in the inventory and delete it. I'm just saying, yes it is possible to remove the extra arrow. Not sure about knowing if the arrow hit a target actor or hit nothing... seems like there would be some way the game needs to keep track of that, though. Question: No idea on this one, sorry. Again, there must be some way the game keeps track of whether objects should be floating or are submerged... One more Question: Yes, the object is theoretically deleting itself. Since it is being created by a game mechanic and not being called as a property in any other script, it really SHOULD be deleting itself. It is possible, however, that it will not really delete itself until you leave the area it is in. Are you experiencing game bloat?
  6. You just have to make a new, empty script. The code I wrote above includes the part that makes anything it is attached to an 'activator' (the 'Event OnActivate()' part means 'if the player clicks on me do this stuff') You should probably check out the CK wiki. http://www.creationkit.com/Main_Page
  7. Make a copy of that gravestone activator (with a new ID) & then just 'add' a 'new' script to the activator, then insert the following: Actor propert Wolfgang auto Auto State Waiting Event OnActivate(ObjectReference Whodid) if Whodid == Game.GetPlayer() self.PlaceAtMe(Wolfgang,1) GoToState("Dormant") endif EndEvent EndState State Dormant ;does nothing EndState This script will place a copy of Wolfgang at the gravestone 1 time and then do nothing ever again. It will also not produce any VFX or anything like that, but you could add those with the same script too. You will need to point the property "Wolfgang" to your actor Wolfgang using the properties tab.
  8. Ah, well, I would check out the CK wiki in that case. Here is the page that lists all the entries in an Activator form: http://www.creationkit.com/Activator There is already an 'xMarkerActivator' in vanilla SKYRIM's list of activators. Open that up and rename it's ID for yourself to create your new marker, which you can then attach the script to.
  9. Well, here is what I would try doing: Instead of having your explosion spawn the hazard, have it spawn a marker. You might need to make a special activator marker for yourself so you can attach a script to it. Put an OnLoad event script on the marker that spawns the hazard & also spawns the arrow at 'self'. Hazard property MyHazardProperty auto Projectile property MyArrowProperty auto Event OnLoad() self.PlaceAtMe(MyHazardProperty,1) self.PlaceAtMe(MyArrowProperty,1) self.Delete() EndEvent You may also end up needing to script the duration of the Hazard, I suppose. Let me know if it works out for and/or if you need a better explanation of what I'm on about.
  10. @ Budcat: You may encounter another problem when you test your heads in-game: If the BSShaderProperties you copied from existing Actor meshes were not edited by you already to removed the 'skinned' flag, they will be invisible in-game.
  11. Your explosion form actually has a field in it that allows you to specify that something be spawned on impact, like another explosion or light, or any other object. I just checked and arrows are included in the list of possible objects to spawn.
  12. Indeed, Myself has helped me many times when posting in the Skyrim Mod Authors forum. Myself is in fact the most helpful person around. You should give [Your]self a Kudo!
  13. It might help to let us know what work you have done already, i.e., where does your mod stand at the moment?
  14. @ DreamKingMods: WHEW! I just tried the save then load again trick and thank bujeezus it worked. What an odd bug... I'm so used to the problems having to do with old data lodged in a save that I certainly would have never thought of trying that. KUDO! @ Korodic: Thanks for taking the time to test your quests out in the name of uh... science. Now we know. :biggrin: You already have a KUDO with my name on it somewhere in your knap-sack.
  15. Many of us work months and months on mods, without any expectation of money... we do it 'cause it's fun to make stuff and share it with other people. If you're doing it for money, well... you picked the wrong hobby.:unsure:
  16. Once again a patch (1.7) has f'd up the custom dialogue in my quest mod. It's as if suddenly the dialogue just doesn't exist, even though I still see it in the CK where it should be, and the related quest *seems* to be operating correctly with all its aliases, etc. The last time this happened, I had to completely rebuild my quest from scratch in order for it to function again. It took several months, and I'm just not willing to go through it again. Did anyone succeed in fixing their dialogue issues after the last patch that broke them, and if so can you recall what fixed it? I'm hoping for a way to do it that might only require me to redo the dialogue and not the whole .esp, or something even better. :wallbash: LB
  17. Post moved to this forum: http://forums.nexusmods.com/index.php?/topic/751456-custom-dialogue-borked-again-by-the-17-patch/
  18. If you have Nifskope you can delete the (usually two) meshes that create the 'bloodied' look in the game. Vanilla Skyrim blood meshes are easy to find since they usually have the word 'blood' in their identifiers somewhere. Not sure about the custom weapon you are referring to.
  19. Since you are attempting to make a relatively minor change to the .nif, I would: 1. Load the un-touched mesh into Nifskope 2. Click on 'FILE', and then UNcheck 'Auto Sanitize Before Save' 3. Make your change 4. Save the file. My guess is that the Auto-Sanitize feature is actually breaking the .nif on save. It is generally not a good idea to use this feature with SKYRIM .nifs, and it is on by default.
  20. I have experienced this problem, and it had to do with the fact that my custom area was a copy of a vanilla area, and the Navmesh not having been finalized. I think I also recall having needed to correct the 'location' data, (found by right-clicking on your cell in the list and choosing 'edit'). It was still pointing at the original location area. Regarding the navmesh, the little 'green' triangles in a navmesh are kind of like portals, and are how the game finds the correct path to your target. If you don't see those near entrances/exits, your navmesh isn't finalized.
  21. You should be able to give the 'unkillable' creature such a high resistance to weapons and magic it would be very hard to kill without the special weapon, then add a scripted enchantment to your weapon with an effect that requires your creature as a condition, and whose 'effect' is scripted damage to health (which would over-ride the resistances).
  22. Did you make sure that the object you want to delete doesn't fall into one of the categories listed at the beginning of this wiki page? http://www.creationkit.com/Delete_-_ObjectReference
  23. @ Fore: You seem like a smart guy. Animations take a lot of work and expertise to master. I hope you're right and you find out what we've all been doing wrong since November of 2011. Once you start putting out some mods [for SKYRIM] with scripting in them and experience some of the frustration and all the same inexplicable complaints from users that we have, I'm sure you will be able to find a sure-fire way to avoid it without the need for a pesky clean save. Many issues that players seem to experience are alleviated by ensuring a clean save has been made. For the time being, that is proof enough for me to encourage players to install my mods after doing a clean save before sending me a bug report. In any case, I can't wait to find out what you come up with! :thumbsup:
  24. 0,0,0 is where the player's hand will be when the weapon is gripped. In Nifscope this where the 3 axis meet, of course. You should move the individual meshes separately so that the handle is in the right place. Otherwise, without looking at the mesh I have no idea why you would be unable to fix that problem by moving the meshes.
  25. Have you tried the 'merge vertices' tool to connect the triangles? You just select one vertice, then another, clicky the merge vertices button and they join up. When you have connected the vertices of the sides of two triangles together, they will join with the larger NavMesh.
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