Belthan Posted July 19, 2014 Share Posted July 19, 2014 Each NiTriShape has its own textures. You're looking for something like this: https://drive.google.com/file/d/0By98Y3-7IeHYV1htb1ZlOWVuX2c/edit?usp=sharing Assuming the values in those properties are correct, there are a couple reasons the texture might not be showing up in NifSkope. First, you need to extract the textures from the BSA file to the data/textures folder. The GECK and the game will read them directly from the BSA file, but NifSkope will not. If they are there, then NifSkope might not be set up with the right path. From the main menu, pull down Render->Settings and look in the Rendering tab of the dialog box that pops up. If you don't see your data/textures path in the list, you can add it manually or try auto detect. Link to comment Share on other sites More sharing options...
Mudguy47 Posted July 19, 2014 Author Share Posted July 19, 2014 (edited) I was able to fix the armor. Both the male and female versions of it. It looks great in the game. Since I was able to get those out of the way, it is time for the quest talk and I know you have extensive knowledge on quests as you made one of my favorite Fallout 3 mods. So my question is when creating the quest stages of a quest, I can't seem to click the Complete Quest check box for my last quest stage. Why is that? I have all the stages in the Quest Objectives tab and the corresponding stages in the indexes in the Quest Stages tab. I was following the Quest and Dialogue Tutorial but I hit that obstacle. EDIT: Lol, I sure know how to pay attention. I just didn't enter the Log Entry thing to get the Complete Quest check box available. Edited July 20, 2014 by Mudguy47 Link to comment Share on other sites More sharing options...
Mudguy47 Posted July 20, 2014 Author Share Posted July 20, 2014 (edited) Alright some more questions. This time just one question that does not pertain to my house mod at all. I am currently merging several mods together, using the knowledge I have gained thus far to fix any errors, and I have come across something that I don't think can be merged. The mod I would like to merge is a esm but the mod that has all the merged data is an esp. Can I merge these together and it still be fine? The mod I am going to merge is the Weapon Mod Vending Machine, which is the esm. This is going to be injected into my esp mod (not the house). EDIT2: Alright well I merged them and everything went alright with it. nothing exploded on my end so that's good. I am still wondering about the question in the post above, So my question is when creating the quest stages of a quest, I can't seem to click the Complete Quest check box for my last quest stage. Why is that? I have all the stages in the Quest Objectives tab and the corresponding stages in the indexes in the Quest Stages tab. I was following the Quest and Dialogue Tutorial but I hit that obstacle.Any help with that would be greatly appreciated. EDIT: Just disregard that bit up there. Me being a nob again. Edited July 21, 2014 by Mudguy47 Link to comment Share on other sites More sharing options...
Mudguy47 Posted July 20, 2014 Author Share Posted July 20, 2014 (edited) OK since I was able to figure out the complete quest thing I now have another question, this time about scripting. I need to make a script to start my quest. This will involve activating the house door, which is locked. For the script I know that I will need an if statement to check if the door is lock or else the quest will continue popping up when you activate the door. To attach the script to the door do I have to make an all new base door and replace the existing on there or can I do s script that doesn't attach directly onto the door itself but has the door ID so when it is activated the script will run? I will also need help with two scripts to enable two actors at certain quest stages, one right after you activate the door and another after you learn who the killer is. I think that would involve having the actor initially disabled then just enabling them under the result script in the quest stages tab. EDIT: Alright well this has nothing to do with the above question but one of my armors are missing it's hands. It is not part of vanilla and is part of several mods I am merging together. I looked in Nifskope to see if there was any way to fix the hands not appearing but no. Here's a picture of the armor I took with the no hands on it. Edited July 21, 2014 by Mudguy47 Link to comment Share on other sites More sharing options...
Belthan Posted July 21, 2014 Share Posted July 21, 2014 Yes, you will need to make a new base door to attach a new script to it. Your plan to enable the actors sounds right: set "initially disabled" on the REF and then RefName.enable in the appropriate activator or result script. For the armor, the first thing to do is check it in GECK. Since the NIF doesn't have integrated gloves, make sure that LeftHand and RightHand are not highlighted in the Biped Object scroll box. If they are, that would cause the problem. If not, see what's in the Biped Model List drop-down. If the value is anything other than NONE, check that Form List. If the Form List contains Armor Addons that occupy the LeftHand & RightHand Biped Object slots, but NIF for those Armor Addons do not have gloves or hands, that would also cause the problem. Link to comment Share on other sites More sharing options...
Mudguy47 Posted July 21, 2014 Author Share Posted July 21, 2014 Alright so just from that I was able to figure out what went wrong. There was a value in the biped model list called courierglovelist. This was pointing to two glove addons in the armor addons section. Turns out I missed those in transfering the the file changes. So I got the gloves for it and it doesn't look all weird to hold something with no hands. Thanks for that. Ok for the door, all I would need to do is just copy the base door and enable the script if I can manage to do that. I want to start the quest by having the player activate the door which will be locked. Would I use the onActivate command for that or something entirely different? Also to make sure I don't get the quest popping up every time I activate the door, I would need to have an "if(door == locked)" kinda thing or what? I'm pretty lost in the world of coding but it seems I am kinda getting the hang of it by just trying my hand at it. Link to comment Share on other sites More sharing options...
Belthan Posted July 21, 2014 Share Posted July 21, 2014 Yes, that's the general idea. If the player can activate the door again before it is unlocked, you'll also need a flag so the code that starts the quest only runs once. This example will prevent the player or any NPC from using the door until it is unlocked (presumably with a terminal or switch someplace else that you have to find as part of the quest). SHORT DoOnce BEGIN OnActivate if GetLocked if IsActionRef player if DoOnce == 0 set DoOnce to 1 SetStage MyQuest 10 endif endif else Activate endif END Link to comment Share on other sites More sharing options...
Belthan Posted July 21, 2014 Share Posted July 21, 2014 It's slightly less complicated if you want the player or an NPC to be able to unlock it with a key. In this example, the quest will start the first time the player activates the door. Until they get the key, they will get the "this door requires a key" message every time they activate it. Once they have the key, or an NPC with the key uses the door, it will unlock. SHORT DoOnce BEGIN OnActivate if IsActionRef player if DoOnce == 0 set DoOnce to 1 SetStage MyQuest 10 endif endif Activate END Link to comment Share on other sites More sharing options...
Mudguy47 Posted July 21, 2014 Author Share Posted July 21, 2014 (edited) It's slightly less complicated if you want the player or an NPC to be able to unlock it with a key. In this example, the quest will start the first time the player activates the door. Until they get the key, they will get the "this door requires a key" message every time they activate it. Once they have the key, or an NPC with the key uses the door, it will unlock. SHORT DoOnce BEGIN OnActivate if IsActionRef player if DoOnce == 0 set DoOnce to 1 SetStage MyQuest 10 endif endif Activate ENDThat is what I would need. The player is made to go find the key off of a fiend who attacked the original owner. Will this script run everytime you activate the door or will it only activate once? EDIT: No duh it will activate once. Sorry after I posted I saw that the DoOnce function was in there at the top which prevents that. Thanks a ton for the scripting help. I know you didn't have to do that so it means a lot. Edited July 21, 2014 by Mudguy47 Link to comment Share on other sites More sharing options...
Mudguy47 Posted July 21, 2014 Author Share Posted July 21, 2014 Alright I am back for some more scripting help. The enabling of the two actors didn't work when putting it into the result script, it wouldn't save into it. So I decided well I am going to try my hand at scripting something to enable at least on of the actors. Here's the code I have so far. The Geck tells me that the 6th line has an invalid reference but RRNoah is a valid reference as it is an actor. ScriptName RRNoahEnableScript BEGIN GameMode if(GetStage RRMainQuest == 5) RRNoah.enable 1 endif END Link to comment Share on other sites More sharing options...
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