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Mattiewagg

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@IsharaMeradin

 

I got it to work using AI Package, well work as in she now will finish the dialogue and move to the Xmarker (as long as the Xmarker is with sight. Now I need to figure out how to write papyrus in the AI Package "On End" tab, I am guessing same as anywhere else.

I think I might start a new thread here, "Help a Noob with his mod" so I don't clutter this question and answer thread up.

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Well That didn't take long.... Question

I am using a AI Package to move an NPC/follower to a point, she does move and that works, What I want to do is once she reaches that point, have her cast a spell. Using the Begin/end/change tab on the AI Package I added the script

 

ObjectReference Property NGIJ_Leala Auto
DLC1VampireBats.cast(NGIJ_Leala, NGIJ_Leala)
Following the Creation Kit's CAST SPELL script, but it does not work ?? any idea's
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Packages are fragments just like quest stages. That means they are functions and you cannot type in a property line. You have to create and compile the script initially (a single semi-colon will do) and then add the property via the properties window. And then you can add your code that uses the property. In your case, you'll need a property for your actor and one for the spell you want them to cast.

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SO I found how to do the AI Package spell cast... (found and existing one in game)... and I set it to kick off with condition stage 50. On Stage 40 I have her do the "Walk" to Xmarker via an AI Package, which she does. But when I used the quest stage to (once it hit stage 40 then setstage 50, it seemed to bypass the AI package "walk" and actually did nothing no walk no spell nothing. So switching back....

I now am trying to have at the end of "Walk" AI Package do the following:

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 2
Scriptname PF_NGIJ_LealaLeavePackage_0412A19E Extends Package Hidden

;BEGIN FRAGMENT Fragment_1
Function Fragment_1(Actor akActor)
;BEGIN CODE
GetOwningQuest().SetStage(50)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment 

It allowed me to save and said the script was successful, and I did it the way you said, but It still does not seem to move to stage 50?? (I have a debug message on stage 50 that never appears) and she does not cast spell.

 

@IsharaMeradin please look me up on a new thread I started "Help a modder with his Mod" I don't want to make this QA thread my thread.

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I have been told that you can merge assets from one mod into your mod, there by using the assets from another mod in your mod without making your mod depended on the other mod. I have written permission (email response) from the other mod author, that I can use his armor (with proper credit to be given).

 

The only problem is How Do I do this? The video tut I watched sort of gave no details on how using TES5edit to do this, just saying I did it and it worked. A posted was made answering a question about this saying the same thing.... but no details.... so how do you do it?

 

I have my follower mod and I want to put 4 pieces of Merta Assassin Armor in her inventory without making my mod dependent on Merta's mod, does anyone know how?

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I have been told that you can merge assets from one mod into your mod, there by using the assets from another mod in your mod without making your mod depended on the other mod. I have written permission (email response) from the other mod author, that I can use his armor (with proper credit to be given).

 

The only problem is How Do I do this? The video tut I watched sort of gave no details on how using TES5edit to do this, just saying I did it and it worked. A posted was made answering a question about this saying the same thing.... but no details.... so how do you do it?

 

I have my follower mod and I want to put 4 pieces of Merta Assassin Armor in her inventory without making my mod dependent on Merta's mod, does anyone know how?

If you have permission, open your plugin in xEdit alongside the other plugin. Make sure that you load your plugin after the other mod. Locate the necessary records (armor, armor addon, texture sets possibly), right click on each record and choose to copy as new record, select your plugin as the target plugin. You may need to change the Editor ID name and/or ID number. If you do, xEdit will ask you. Don't forget to include the assets (meshes, textures) with your mod.

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I have been told that you can merge assets from one mod into your mod, there by using the assets from another mod in your mod without making your mod depended on the other mod. I have written permission (email response) from the other mod author, that I can use his armor (with proper credit to be given).

 

The only problem is How Do I do this? The video tut I watched sort of gave no details on how using TES5edit to do this, just saying I did it and it worked. A posted was made answering a question about this saying the same thing.... but no details.... so how do you do it?

 

I have my follower mod and I want to put 4 pieces of Merta Assassin Armor in her inventory without making my mod dependent on Merta's mod, does anyone know how?

If you have permission, open your plugin in xEdit alongside the other plugin. Make sure that you load your plugin after the other mod. Locate the necessary records (armor, armor addon, texture sets possibly), right click on each record and choose to copy as new record, select your plugin as the target plugin. You may need to change the Editor ID name and/or ID number. If you do, xEdit will ask you. Don't forget to include the assets (meshes, textures) with your mod.

 

 

 

Should I do this on my other computer? I feel like I could really screw up my mod if I did this wrong.

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