bomo99 Posted August 11 Author Share Posted August 11 (edited) ok while this may not be about the staff, but it does have something to do with the scamps, so i wanted them to have a custom model, so i grabbed one, and wanted to use it, it changes the body and the head(its important later), so when i implemented it like so Meshes\ModName\Creatures\scamp CS couldn't read the file, which confused me for a little bit, so i just moved Creatures folder out on modname, and it worked, so after renaming the filenames of the Meshes to my modnameScamp, the Head appears fine, the body is invisible, which i do not understand why its doing this, in NifSkope, they both are using the same texture path, and yet nothing, but if i use the original path textures\creatures\scamp it works, but all i did to change in the texture path was this Textures\ModName\Creatures\Scamp all i added was an additional folder for them to get the texture, mainly to remove incompatibility from any other mods that use the same texture, is there a reason it is happening to just the body and not the head, and can it be possible to use my original Meshes path somehow, to again remove incompatibility Edit: so i just tried to add a new thing for the scamps, in which when the staff is dropped, the scamps will wander around it, but even though i added the package they arent wandering around they will still follow the player. and i also wanted to add a way for the staff to know if it is in a container like a chest, it will disable the scamps, since they cant wander around a storage might as well have them be disabled Edited August 11 by bomo99 Grammer, and new Information Link to comment Share on other sites More sharing options...
bomo99 Posted August 12 Author Share Posted August 12 ok so after doing even more testing around, found out something odd with the model, the head for some odd reason it is darker than it should be, i just checked through the mod i grabbed the model from, and my scamps head is darker that it is suppose to be, which is odd because both the body and the head are using the same texture, just different locations, and using the original texture path, but with no texture, has the body shape but no texture, but as soon as i add my path just like the head, the body disappears, like it is invisible, and the scamps refuse to use the wander package i have for them, they just continue to follow the player, maybe i didnt set it up right(not experience with packages to know where i went wrong), the wander package is suppose to "Activate" when the player drops the staff, and wander close by so that the player can easily find it, similar to how the everscamp quest works, but i was think of doing something like moving a marker to where the player drops the staff, but i dont know if it will work, but for the container part, i dont know if there is a way to detect if it is in a container and not in the player's inventory, and for the teleport part, i just added a summon spell to move them to the player, so far it is working pretty fine, just wish the scamps didnt encase the player in between them Link to comment Share on other sites More sharing options...
RomanR Posted August 12 Share Posted August 12 Original Everscamp scamps (editor ID is MS43StaffScamp) have GetItemCount as condition in their AI packages, so set up wander and follow packages accordingly shouldn't be much problem. Link to comment Share on other sites More sharing options...
bomo99 Posted August 12 Author Share Posted August 12 well i have the wander as the same as the follow, the only difference is that follow is == 1, and wander is == 0, and yet they still follow the player Link to comment Share on other sites More sharing options...
GamerRick Posted August 12 Share Posted August 12 Did you do an EVP command on each scamp to get them to change their AI pacjage? Link to comment Share on other sites More sharing options...
bomo99 Posted August 13 Author Share Posted August 13 the only time evp is used is when the scamps "die" Link to comment Share on other sites More sharing options...
GamerRick Posted August 13 Share Posted August 13 (edited) Well, when you drop the staff, something must do an ECP on them, or they will just stay on what ever package they are on. That's the whole purpose of that command. Edited August 13 by GamerRick Link to comment Share on other sites More sharing options...
bomo99 Posted August 13 Author Share Posted August 13 oh, so even though they have Both packages, i have to use EVP to have it change which one is active? Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted August 13 Share Posted August 13 All actors are eventually processed by the game and change their packages automatically. However, it can take a while, depending on the priority. So if you want the package to be changed at a particular point in time, you have to use EVP then to force a re-evaluation. Link to comment Share on other sites More sharing options...
bomo99 Posted August 13 Author Share Posted August 13 ah ok, but what about the model issue that i have been experiencing, its strange that it is doing this, where the head appears, but its darker than usual (i actually prefer it), and the body just not appears Link to comment Share on other sites More sharing options...
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