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Mattiewagg

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So I keep making some mistake that I can't recognize when exporting nifs of clothing. The texture of the items appear fine in game, but I keep getting shadow stripping or abnormal textures on the exposed body.

 

i looked at this thread and it said I might have vertices assigned to more than 4 bones and that I can set some setting in the Skin modifier in 3dsmax to prevent it before weight painting, but I cannot find this option.

Is this the issue and if so, how do I prevent this in 3dsmax. If it's not, what am I neglecting?

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First off, I've never done dialog before. Its all new to me.

 

I have managed to get added player dialog choices to appear in follower dialog. The replies are short and unvoiced, basically just an acknowledgement of the player's request. When the follower replies, it is like watching a Japanese movie with English voice over. The actor's mouth keeps moving long after it should have finished.

 

How can I get the lips to stop moving long after they should have stopped? Can this also be a side-effect of using the Fus Ro Doh mod?

 

FYI - I'm re-visiting the Followers As Companions mod. I'm wanting to clean up the multiple follower version and I decided it was best to start fresh. I am building the mod on a clean MO profile, but testing the mod on a full modded profile where I have an animal follower, stock follower & 3DNPC follower.

You have to actually generate Lip files or it will use the ones in Fuz Ro Doh, which are not meant to match exactly the voice files you have. You can generate manually per response (make sure the WAV file for the voice is correctly named (could be silent if you don't want to voice bit it needs to be there) and then click the file path in response and generate from wav), or go to Gameplay>Facial Animations>Yes and it will auto gen them for you. Again, though, you need some form of WAV for each line, named properly and in the right folder. There are plenty of voicing tutorials out there for you to check out on the implementation process.

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First off, I've never done dialog before. Its all new to me.

 

I have managed to get added player dialog choices to appear in follower dialog. The replies are short and unvoiced, basically just an acknowledgement of the player's request. When the follower replies, it is like watching a Japanese movie with English voice over. The actor's mouth keeps moving long after it should have finished.

 

How can I get the lips to stop moving long after they should have stopped? Can this also be a side-effect of using the Fus Ro Doh mod?

 

FYI - I'm re-visiting the Followers As Companions mod. I'm wanting to clean up the multiple follower version and I decided it was best to start fresh. I am building the mod on a clean MO profile, but testing the mod on a full modded profile where I have an animal follower, stock follower & 3DNPC follower.

You have to actually generate Lip files or it will use the ones in Fuz Ro Doh, which are not meant to match exactly the voice files you have. You can generate manually per response (make sure the WAV file for the voice is correctly named (could be silent if you don't want to voice bit it needs to be there) and then click the file path in response and generate from wav), or go to Gameplay>Facial Animations>Yes and it will auto gen them for you. Again, though, you need some form of WAV for each line, named properly and in the right folder. There are plenty of voicing tutorials out there for you to check out on the implementation process.

 

Giving up on that one.... Doesn't matter what I do, if I put the follower in an alias on another quest to do the walking beside, they flip out. Rarely do they stay to the side like they should. If I use the original version that edited the follower quest directly, they still have quirks but behave way much better. So I'm not going to mess with it and as a result, don't need to figure it out. :P

 

 

Anyway... new question....

Decided to make my own quest to give markers for the dragon priest masks (first sequence quest ever). The mod that is out there is conflicting with USLEEP. I'd rather build new than try to patch the existing.

 

I'm a little stumped on where it is failing. I put a trigger box around the altar. Player enters, if the quest isn't running, it starts and sets stage 0. The quest is flagged as a side quest but nothing ever appears on screen to indicate that it started. Also, I can't seem to get stage 10 to go. I pick up the conditioned item... GetItemCount on the base object, player picks up the reference and it *should* work. Right? Do I need to do a SetStage(10) in stage 0's script fragment first before it will look at 10?

 

So confused cause the tutorials I read only seem to be doing SetObjectiveDisplayed and SetObjectiveCompleted.

 

So two questions here really.

1. How to get it to flash up on screen that X quest has started?

2. How to transition from stage to stage?

 

Flow should be:

Player enters trigger box -- quest starts

Player picks up wooden mask -- quest advances, tells player to find the other masks

Player finds other masks and has them all on person -- quest advances, tells player to return to altar

Player returns to altar -- quest ends with a cliff hanger because the next part is the pre-existing hidden part where player equips wooden mask, etc...

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Quick question!

 

Is there a way to make a quest request a random item by keyword, rather than a specific instance? I've tried making it an alias (quest works via letter spawned in mailbox, which requests item with certain keywords), and it generates in the letter/objectives, but doesn't recognize a matching item in inventory/when picked up. Is there another way to do it?

 

More specifically: I want the quest to have, as its objective, a random object. This random object is set as an alias, with conditions that the object have the keyword "vendoritemsoulgem" or "vendoritemingredient" or some such. While the quest DOES initialize properly and request items from either category, it doesn't recognize acquisition of non-specific instances of an item. What do?

Edited by Feralkyn
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Giving up on that one.... Doesn't matter what I do, if I put the follower in an alias on another quest to do the walking beside, they flip out. Rarely do they stay to the side like they should. If I use the original version that edited the follower quest directly, they still have quirks but behave way much better. So I'm not going to mess with it and as a result, don't need to figure it out. :tongue:

 

Anyway... new question....

Decided to make my own quest to give markers for the dragon priest masks (first sequence quest ever). The mod that is out there is conflicting with USLEEP. I'd rather build new than try to patch the existing.

 

I'm a little stumped on where it is failing. I put a trigger box around the altar. Player enters, if the quest isn't running, it starts and sets stage 0. The quest is flagged as a side quest but nothing ever appears on screen to indicate that it started. Also, I can't seem to get stage 10 to go. I pick up the conditioned item... GetItemCount on the base object, player picks up the reference and it *should* work. Right? Do I need to do a SetStage(10) in stage 0's script fragment first before it will look at 10?

 

So confused cause the tutorials I read only seem to be doing SetObjectiveDisplayed and SetObjectiveCompleted.

 

So two questions here really.

1. How to get it to flash up on screen that X quest has started?

2. How to transition from stage to stage?

 

Flow should be:

Player enters trigger box -- quest starts

Player picks up wooden mask -- quest advances, tells player to find the other masks

Player finds other masks and has them all on person -- quest advances, tells player to return to altar

Player returns to altar -- quest ends with a cliff hanger because the next part is the pre-existing hidden part where player equips wooden mask, etc...

 

 

1. In order for "X quest has started" to appear, you'll need to have a quest objective (and possibly also a journal entry) for the corresponding stage. If you don't have an objective associated with the stage, then the quest started message will not appear. From what I read, you seem to be doing alright, as you need to do SetObjectiveDisplayed and SetObjectiveCompleted.
2. <quest>.setstage( ) is your friend to transition from stage to stage. It's most commonly used in dialogue trees and through custom scripts. A small tip (if you didn't know already) is that you don't need to write a custom script for every trigger, as there are a lot of "default" scripts that handle altering quest stages.
How are you testing the quest? Do you have a save game next to the quest site with the trigger and altar? Stuff tends to not work if you do it from a save file. There's methods to get around this, but my preferred method is to enter the COC command from the main menu to the cell where the quest is (i.e. COC QuestLocation). I've known people who were wondering why their script didn't work, only to find out that their testing method was to blame. It's highly likely that your quest doesn't work because of this.
Edited by Arcky
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Giving up on that one.... Doesn't matter what I do, if I put the follower in an alias on another quest to do the walking beside, they flip out. Rarely do they stay to the side like they should. If I use the original version that edited the follower quest directly, they still have quirks but behave way much better. So I'm not going to mess with it and as a result, don't need to figure it out. :tongue:

 

Anyway... new question....

Decided to make my own quest to give markers for the dragon priest masks (first sequence quest ever). The mod that is out there is conflicting with USLEEP. I'd rather build new than try to patch the existing.

 

I'm a little stumped on where it is failing. I put a trigger box around the altar. Player enters, if the quest isn't running, it starts and sets stage 0. The quest is flagged as a side quest but nothing ever appears on screen to indicate that it started. Also, I can't seem to get stage 10 to go. I pick up the conditioned item... GetItemCount on the base object, player picks up the reference and it *should* work. Right? Do I need to do a SetStage(10) in stage 0's script fragment first before it will look at 10?

 

So confused cause the tutorials I read only seem to be doing SetObjectiveDisplayed and SetObjectiveCompleted.

 

So two questions here really.

1. How to get it to flash up on screen that X quest has started?

2. How to transition from stage to stage?

 

Flow should be:

Player enters trigger box -- quest starts

Player picks up wooden mask -- quest advances, tells player to find the other masks

Player finds other masks and has them all on person -- quest advances, tells player to return to altar

Player returns to altar -- quest ends with a cliff hanger because the next part is the pre-existing hidden part where player equips wooden mask, etc...

 

 

1. In order for "X quest has started" to appear, you'll need to have a quest objective (and possibly also a journal entry) for the corresponding stage. If you don't have an objective associated with the stage, then the quest started message will not appear. From what I read, you seem to be doing alright, as you need to do SetObjectiveDisplayed and SetObjectiveCompleted.
2. <quest>.setstage( ) is your friend to transition from stage to stage. It's most commonly used in dialogue trees and through custom scripts. A small tip (if you didn't know already) is that you don't need to write a custom script for every trigger, as there are a lot of "default" scripts that handle altering quest stages.
How are you testing the quest? Do you have a save game next to the quest site with the trigger and altar? Stuff tends to not work if you do it from a save file. There's methods to get around this, but my preferred method is to enter the COC command from the main menu to the cell where the quest is (i.e. COC QuestLocation). I've known people who were wondering why their script didn't work, only to find out that their testing method was to blame. It's highly likely that your quest doesn't work because of this.

 

 

 

So the quest won't show as started until it hits an actual objective to perform? This means the quest could be half over before it lets the player know it is running.

So use SetStage() to advance from stage to stage. It isn't done automatically when the conditions are correct?

 

As far as testing, since the location is in the open world, I use COC from the main menu and go to the nearest "safe" indoor location and run to the spot.

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Giving up on that one.... Doesn't matter what I do, if I put the follower in an alias on another quest to do the walking beside, they flip out. Rarely do they stay to the side like they should. If I use the original version that edited the follower quest directly, they still have quirks but behave way much better. So I'm not going to mess with it and as a result, don't need to figure it out. :tongue:

 

Anyway... new question....

Decided to make my own quest to give markers for the dragon priest masks (first sequence quest ever). The mod that is out there is conflicting with USLEEP. I'd rather build new than try to patch the existing.

 

I'm a little stumped on where it is failing. I put a trigger box around the altar. Player enters, if the quest isn't running, it starts and sets stage 0. The quest is flagged as a side quest but nothing ever appears on screen to indicate that it started. Also, I can't seem to get stage 10 to go. I pick up the conditioned item... GetItemCount on the base object, player picks up the reference and it *should* work. Right? Do I need to do a SetStage(10) in stage 0's script fragment first before it will look at 10?

 

So confused cause the tutorials I read only seem to be doing SetObjectiveDisplayed and SetObjectiveCompleted.

 

So two questions here really.

1. How to get it to flash up on screen that X quest has started?

2. How to transition from stage to stage?

 

Flow should be:

Player enters trigger box -- quest starts

Player picks up wooden mask -- quest advances, tells player to find the other masks

Player finds other masks and has them all on person -- quest advances, tells player to return to altar

Player returns to altar -- quest ends with a cliff hanger because the next part is the pre-existing hidden part where player equips wooden mask, etc...

 

 

1. In order for "X quest has started" to appear, you'll need to have a quest objective (and possibly also a journal entry) for the corresponding stage. If you don't have an objective associated with the stage, then the quest started message will not appear. From what I read, you seem to be doing alright, as you need to do SetObjectiveDisplayed and SetObjectiveCompleted.
2. <quest>.setstage( ) is your friend to transition from stage to stage. It's most commonly used in dialogue trees and through custom scripts. A small tip (if you didn't know already) is that you don't need to write a custom script for every trigger, as there are a lot of "default" scripts that handle altering quest stages.
How are you testing the quest? Do you have a save game next to the quest site with the trigger and altar? Stuff tends to not work if you do it from a save file. There's methods to get around this, but my preferred method is to enter the COC command from the main menu to the cell where the quest is (i.e. COC QuestLocation). I've known people who were wondering why their script didn't work, only to find out that their testing method was to blame. It's highly likely that your quest doesn't work because of this.

 

 

 

So the quest won't show as started until it hits an actual objective to perform? This means the quest could be half over before it lets the player know it is running.

So use SetStage() to advance from stage to stage. It isn't done automatically when the conditions are correct?

 

As far as testing, since the location is in the open world, I use COC from the main menu and go to the nearest "safe" indoor location and run to the spot.

 

Are you referring to the Conditions table in the Quest Stages tab? It isn't something you use to determine when quests need to advance from stage, but to determine whether a stage needs to applied when called with SetStage().

In your case, you'll need to apply a script containing an event with the SetStage() when the wooden mask is picked up by the player, as well as tracking if the player has all masks needed in their inventory for them to trigger the stage for them to return to the altar.

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Giving up on that one.... Doesn't matter what I do, if I put the follower in an alias on another quest to do the walking beside, they flip out. Rarely do they stay to the side like they should. If I use the original version that edited the follower quest directly, they still have quirks but behave way much better. So I'm not going to mess with it and as a result, don't need to figure it out. :tongue:

 

Anyway... new question....

Decided to make my own quest to give markers for the dragon priest masks (first sequence quest ever). The mod that is out there is conflicting with USLEEP. I'd rather build new than try to patch the existing.

 

I'm a little stumped on where it is failing. I put a trigger box around the altar. Player enters, if the quest isn't running, it starts and sets stage 0. The quest is flagged as a side quest but nothing ever appears on screen to indicate that it started. Also, I can't seem to get stage 10 to go. I pick up the conditioned item... GetItemCount on the base object, player picks up the reference and it *should* work. Right? Do I need to do a SetStage(10) in stage 0's script fragment first before it will look at 10?

 

So confused cause the tutorials I read only seem to be doing SetObjectiveDisplayed and SetObjectiveCompleted.

 

So two questions here really.

1. How to get it to flash up on screen that X quest has started?

2. How to transition from stage to stage?

 

Flow should be:

Player enters trigger box -- quest starts

Player picks up wooden mask -- quest advances, tells player to find the other masks

Player finds other masks and has them all on person -- quest advances, tells player to return to altar

Player returns to altar -- quest ends with a cliff hanger because the next part is the pre-existing hidden part where player equips wooden mask, etc...

 

 

1. In order for "X quest has started" to appear, you'll need to have a quest objective (and possibly also a journal entry) for the corresponding stage. If you don't have an objective associated with the stage, then the quest started message will not appear. From what I read, you seem to be doing alright, as you need to do SetObjectiveDisplayed and SetObjectiveCompleted.
2. <quest>.setstage( ) is your friend to transition from stage to stage. It's most commonly used in dialogue trees and through custom scripts. A small tip (if you didn't know already) is that you don't need to write a custom script for every trigger, as there are a lot of "default" scripts that handle altering quest stages.
How are you testing the quest? Do you have a save game next to the quest site with the trigger and altar? Stuff tends to not work if you do it from a save file. There's methods to get around this, but my preferred method is to enter the COC command from the main menu to the cell where the quest is (i.e. COC QuestLocation). I've known people who were wondering why their script didn't work, only to find out that their testing method was to blame. It's highly likely that your quest doesn't work because of this.

 

 

 

So the quest won't show as started until it hits an actual objective to perform? This means the quest could be half over before it lets the player know it is running.

So use SetStage() to advance from stage to stage. It isn't done automatically when the conditions are correct?

 

As far as testing, since the location is in the open world, I use COC from the main menu and go to the nearest "safe" indoor location and run to the spot.

 

Are you referring to the Conditions table in the Quest Stages tab? It isn't something you use to determine when quests need to advance from stage, but to determine whether a stage needs to applied when called with SetStage().

In your case, you'll need to apply a script containing an event with the SetStage() when the wooden mask is picked up by the player, as well as tracking if the player has all masks needed in their inventory for them to trigger the stage for them to return to the altar.

 

I'm a step ahead of you... We will see how it goes. Already got the quest to display as started to the player. Working on getting the next stage to show.

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Giving up on that one.... Doesn't matter what I do, if I put the follower in an alias on another quest to do the walking beside, they flip out. Rarely do they stay to the side like they should. If I use the original version that edited the follower quest directly, they still have quirks but behave way much better. So I'm not going to mess with it and as a result, don't need to figure it out. :tongue:

 

Anyway... new question....

Decided to make my own quest to give markers for the dragon priest masks (first sequence quest ever). The mod that is out there is conflicting with USLEEP. I'd rather build new than try to patch the existing.

 

I'm a little stumped on where it is failing. I put a trigger box around the altar. Player enters, if the quest isn't running, it starts and sets stage 0. The quest is flagged as a side quest but nothing ever appears on screen to indicate that it started. Also, I can't seem to get stage 10 to go. I pick up the conditioned item... GetItemCount on the base object, player picks up the reference and it *should* work. Right? Do I need to do a SetStage(10) in stage 0's script fragment first before it will look at 10?

 

So confused cause the tutorials I read only seem to be doing SetObjectiveDisplayed and SetObjectiveCompleted.

 

So two questions here really.

1. How to get it to flash up on screen that X quest has started?

2. How to transition from stage to stage?

 

Flow should be:

Player enters trigger box -- quest starts

Player picks up wooden mask -- quest advances, tells player to find the other masks

Player finds other masks and has them all on person -- quest advances, tells player to return to altar

Player returns to altar -- quest ends with a cliff hanger because the next part is the pre-existing hidden part where player equips wooden mask, etc...

 

 

1. In order for "X quest has started" to appear, you'll need to have a quest objective (and possibly also a journal entry) for the corresponding stage. If you don't have an objective associated with the stage, then the quest started message will not appear. From what I read, you seem to be doing alright, as you need to do SetObjectiveDisplayed and SetObjectiveCompleted.
2. <quest>.setstage( ) is your friend to transition from stage to stage. It's most commonly used in dialogue trees and through custom scripts. A small tip (if you didn't know already) is that you don't need to write a custom script for every trigger, as there are a lot of "default" scripts that handle altering quest stages.
How are you testing the quest? Do you have a save game next to the quest site with the trigger and altar? Stuff tends to not work if you do it from a save file. There's methods to get around this, but my preferred method is to enter the COC command from the main menu to the cell where the quest is (i.e. COC QuestLocation). I've known people who were wondering why their script didn't work, only to find out that their testing method was to blame. It's highly likely that your quest doesn't work because of this.

 

 

 

So the quest won't show as started until it hits an actual objective to perform? This means the quest could be half over before it lets the player know it is running.

So use SetStage() to advance from stage to stage. It isn't done automatically when the conditions are correct?

 

As far as testing, since the location is in the open world, I use COC from the main menu and go to the nearest "safe" indoor location and run to the spot.

 

Are you referring to the Conditions table in the Quest Stages tab? It isn't something you use to determine when quests need to advance from stage, but to determine whether a stage needs to applied when called with SetStage().

In your case, you'll need to apply a script containing an event with the SetStage() when the wooden mask is picked up by the player, as well as tracking if the player has all masks needed in their inventory for them to trigger the stage for them to return to the altar.

 

I'm a step ahead of you... We will see how it goes. Already got the quest to display as started to the player. Working on getting the next stage to show.

 

 

Good to know :D Tell me if everything works out :)

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