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Mattiewagg

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For @IsharaMeradin,

 

You answered someone else's question here that piqued my interest. I've been attaching scripts to dialogue 'til the cows come home, but I'm starting to consolidate and streamline the scripts in a rather extensive mod. What I'm trying to figure out is if I can point to a common script from a dialogue box. i.e., Not as a fragment. I've done it with other objects where multiples of the same Form type all point to a single script, but dialogue boxes seem to be their own unique kind of animal and only seem to want to execute their own generated scripts. I rename them once they do, but I do pretty much what you describe when it comes to creating the script.

 

The thing that leaves me wondering is the purpose of the "Add" button on the dialogue box editor. It will attach an "outside" script, but in my experiments that script never seems to execute like the self-generated ones. Is there a way to pull this off? If not, isn't the "Add" button sort of pointless?

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  On 1/28/2019 at 3:36 AM, blackbirdwanderer said:

For @IsharaMeradin,

 

You answered someone else's question here that piqued my interest. I've been attaching scripts to dialogue 'til the cows come home, but I'm starting to consolidate and streamline the scripts in a rather extensive mod. What I'm trying to figure out is if I can point to a common script from a dialogue box. i.e., Not as a fragment. I've done it with other objects where multiples of the same Form type all point to a single script, but dialogue boxes seem to be their own unique kind of animal and only seem to want to execute their own generated scripts. I rename them once they do, but I do pretty much what you describe when it comes to creating the script.

 

The thing that leaves me wondering is the purpose of the "Add" button on the dialogue box editor. It will attach an "outside" script, but in my experiments that script never seems to execute like the self-generated ones. Is there a way to pull this off? If not, isn't the "Add" button sort of pointless?

Let me make sure I understand what you are wanting to accomplish.

 

Dialog script fragments A, B & C

Each one needs to call a common function that is to be located on a separate script so that it does not need to be replicated on each dialog fragment.

Correct?

 

Should that be the case...

You want to utilize one of the methods detailed here: https://www.creationkit.com/index.php?title=Variables_and_Properties#Getting_Properties_of_a_Quest_Script

 

********************************

Regarding the Add button. Yes you can add additional scripts so that an object can execute code on different scripts. This may be helpful when wanting to utilize an MCM quest record to house a rather lengthy script that manages behaviors for various hot key presses without adding such code to an already lengthy MCM script.

 

With fragments, however, it is kinda pointless to be there. Tho, technically, I suppose it may be possible to create the full fragment script outside of the CK and add it in. But I'm sure that would require a very specific way of labeling the functions so that the CK can match them up with the correct fragments. Better to ignore, in my opinion, the add button when dealing with fragments.

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  On 1/28/2019 at 6:27 AM, IsharaMeradin said:

 

  On 1/28/2019 at 3:36 AM, blackbirdwanderer said:

For @IsharaMeradin,

Let me make sure I understand what you are wanting to accomplish.

 

Dialog script fragments A, B & C

Each one needs to call a common function that is to be located on a separate script so that it does not need to be replicated on each dialog fragment.

Correct?

Not quite, no. I'm actually already doing that. I've made extensive use of multiple library scripts I set up for things that are referred to by more than a single site. Multiple because apparently there is an overall character limit, at least through the CK's editor.

 

What I was really trying to accomplish was reducing my overall number of tiny scripts littering the folder (178 at last count) since there are lots of redundancies. Many of them, particularly in dialogue driven menu selections, are simple one liners that call a function from within the library script. If I want that functionality in multiple topics though, such as picking from amongst up to 5 followers (by name), then that's five scripts multiplied by the number of places it occurs. In one place there's a selection from up to 5 followers and 5 captives present (10 dialogue boxes and associated scripts) and the overall dialogue topic is already pretty huge so I'm not going to link it to another one that's equally huge (it nearly breaks the CK if I do).

 

If there was a way to make the add button attach an existing script that would actually execute, I could point to a common fragment .pex file for a lot of these (i.e. It does attach it; it does not, apparently, give you an executable script.) Thanks for the reply though; much appreciated. I'll just continue to pepper out scripts.

 

  On 1/28/2019 at 6:27 AM, IsharaMeradin said:

 

Tho, technically, I suppose it may be possible to create the full fragment script outside of the CK and add it in. But I'm sure that would require a very specific way of labeling the functions so that the CK can match them up with the correct fragments. Better to ignore, in my opinion, the add button when dealing with fragments.

BTW - I effectively do this with pretty much every script by cut/paste the code into the script fragment via the CK editor/compiler. The only thing I use the fragment editor windows for is to "anchor" the script with a comment like you described. As long as there's something in one of those windows, it doesn't try to overwrite my script with what it thinks is there in those. (But I've been bit a couple of times. :pinch:)

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  • 5 weeks later...

What does all this mean, My game keeps crashing at the same spot (The road path that passes the honningbrew meadery going towards Whiterun)

 

  Reveal hidden contents

 

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  • 9 months later...
  On 12/23/2019 at 1:32 AM, darkness1970 said:

Hello,

If I would convert animations from Oldrim to SSE, do I have to do something with them, or can I use them as they are?

Google is your friend on this one. First result on a search of "convert skyrim animations to sse"

Guide to Animation.hkx conversion for Skyrim Special Edition

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so a odd question here,

 

I am looking for a castle or Keep maybe a fort.... stone building , no snow, in Skyrim. I would like it to be whole (intact) I want to re-use it in my mod. I was looking a bloodlet keep (even tho it is snowed). The building can't be overly large and can't be purpose built (Mistveil keep is built in section custom to Riften). The bandit fort near the Whiterun watchtower, fort Graymoor, is a bit to large.

 

Any ideas?

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  • 4 months later...

Need help,

What I am wanting to do is ... when my quest reaches a stage (35), which will occur in another cell after player kills bad guys and hits trigger box, I want some items to be disabled and others to be enabled in another cell (manor home). I had planned to do this with a trigger box at the Manor home and when player enters, check quest stage and do what needs to be done.... however, player will kill bad guy, travel to Manor home, use door and enter one big room where some of the items that need to disappear and other replace them are. So placing a trigger box right inside the door, where they "come in" the items would appear and some would disappear.

 

Is there someway to script a load door to check for quest stage and if correct enable items and disable others, and would this happen before player "enters"?

 

Or am I thinking about this all wrong?

 

If I have an AXE sitting on the bridge at Riverwood, but I don't want it to appear until quest reaches 35, is there away to do this without using a large triggerbox around the area to detect player and quest level?

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If the quest is your own custom quest, then use the script fragment there on stage 35 to enable an xMarker which is linked to the items you want to appear and the items you want to disappear as an enable parent. One set will need to be flagged as opposite state of the enabled parent. i.e. when the xMarker gets enabled it will enable all the desired items and disable all the undesired items. NOTE: This is very similar to how the various features in the player homes get activated when purchased. The stewards dialog enables / disables an xMarker which in turn enables / disables the stuff.

 

Similar approach can be done for the axe but it can be enabled directly rather than linked to an xMarker.

 

Now if the quest is not your own custom quest, that option is out the window. However, if the player ends up needing to change location before accessing the home, you can set up your own quest that gets triggered by the story manager when changing location. You'd basically do the same thing except that the script would be on the quest itself using the OnInit event rather than a stage fragment.

 

And if that turns out to not be an option, then a trigger volume box somewhere that checks the quest stage would be your last resort.

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