DeonDF Posted October 30, 2010 Share Posted October 30, 2010 BeArbeiter, do not waste your time on my mod yet. Probably it's some interface error which caused it, or the base NPC I used for my Dave had some scripts which are not shown through the main interface (I compared him to Buck Steak and Iguana John). I will try to make another NPC and switch the quest to him. Hello, Cipscis! I used your tool for FO3 when I had to deal with tons of mods and FO3Edit was not always helpful what is wrong with some of them :). I'm glad you're with us. P.S. And I used only interface so far, no custom scripts, so there're no typos on my end. Link to comment Share on other sites More sharing options...
Lingwei Posted October 30, 2010 Share Posted October 30, 2010 If someone has a time to look, could you help me? I am going nuts and it's a deep night, he uses basic dialogue :/. I've made a check "GetIsID" on FSDaveRocketman on GREETING topic, so it's not that. P.S There's definitely something wrong with the NPC himself. I remade all GREETING topics, and all other NPC I've made work and this doesn't. I would still like to figure out why, because it could save a lot of problems in the future. I took the liberty of looking at your mod and no, you didn't set the GREETING topic condition for your 'dave' quest properly. You also haven't set the priorities to an appropriate level. Set them around 50 or 60 or so, otherwise they will revert to using generic dialogue (which has a higher priority than your 0 and 25 priority quests). Another important question: how to check player's stats during quest dialogues? I see GetPCMiscStats, but what if I want to check strength? I want to make NPC to greet/talk to player differently based on player's Intelligence and Charisma. Use the GetActorValue condition. One other thing I noticed is that you aren't prefixing all of your new object entries with a special prefix. This is not a good idea, because not only will it become very difficult and tedious trying to find all of those objects once you have a lot of them, but because it also makes it difficult for people looking through your mod to see what things are new additions and what are changes to pre-existing objects/cells. I usually use the prefix Ling, since it is easy to mark things out that way. You could use deon or something similar. Oh and also, if you are planning on becoming a quest modder then the number one most easy way of learning how to do something or work out what you are doing wrong is to observe the original developers' quests and see what they did. You would have very quickly been able to work out how to check the player's statistics if you had read through the dialogue from one of the Obsidian quests that contained a skill check. This was the method I adopted when I first started modding Oblivion, and it has served me well to this day. Hope this advice assists you. Link to comment Share on other sites More sharing options...
DeonDF Posted October 30, 2010 Share Posted October 30, 2010 If someone has a time to look, could you help me? I am going nuts and it's a deep night, he uses basic dialogue :/. I've made a check "GetIsID" on FSDaveRocketman on GREETING topic, so it's not that. P.S There's definitely something wrong with the NPC himself. I remade all GREETING topics, and all other NPC I've made work and this doesn't. I would still like to figure out why, because it could save a lot of problems in the future. I took the liberty of looking at your mod and no, you didn't set the GREETING topic condition for your 'dave' quest properly. You also haven't set the priorities to an appropriate level. Set them around 50 or 60 or so, otherwise they will revert to using generic dialogue (which has a higher priority than your 0 and 25 priority quests). Another important question: how to check player's stats during quest dialogues? I see GetPCMiscStats, but what if I want to check strength? I want to make NPC to greet/talk to player differently based on player's Intelligence and Charisma. Use the GetActorValue condition. One other thing I noticed is that you aren't prefixing all of your new object entries with a special prefix. This is not a good idea, because not only will it become very difficult and tedious trying to find all of those objects once you have a lot of them, but because it also makes it difficult for people looking through your mod to see what things are new additions and what are changes to pre-existing objects/cells. I usually use the prefix Ling, since it is easy to mark things out that way. You could use deon or something similar. Oh and also, if you are planning on becoming a quest modder then the number one most easy way of learning how to do something or work out what you are doing wrong is to observe the original developers' quests and see what they did. You would have very quickly been able to work out how to check the player's statistics if you had read through the dialogue from one of the Obsidian quests that contained a skill check. This was the method I adopted when I first started modding Oblivion, and it has served me well to this day. Hope this advice assists you. Thank you very much for the detailed answer. I will make prefixes for my new objects, that's a good idea. But you said that I do not set up the condition properly...GetIsID FSDaveRocketman == 1, why is it wrong? Here's how I see it in GECK:http://i55.tinypic.com/kstg3.png Also its priority is 90 as you see, so I don't understand the "You also haven't set the priorities to an appropriate level. Set them around 50 or 60 or so" part. Link to comment Share on other sites More sharing options...
DeonDF Posted October 30, 2010 Share Posted October 30, 2010 Okay now I get that you meant Quest priorities, but still it doesn't work with a priority of 50. Can you be more certain what did you mean when you said that my GREETING is not set up properly? I honestly can't see it, that's probably something stupid :). Link to comment Share on other sites More sharing options...
FuzzyBunnySlippers Posted October 31, 2010 Share Posted October 31, 2010 this seems like the place, how do you drop a weapon in GECK so that it can be picked up in game? I created a "safehouse" in goodsprings in the abandoned house by the graveyard. That works perfictly and even have navemesh so that the NPCs and followers can roam around the shelter which they do with no problems. I added enough cluter that they interact all the time. Now I decided to add a few guns so I started with an AK47. I exported the BBgun from NV out to get the scale and modeled the rifle in MAX (retried in Maya also) and got it so thaat it shows up in Geck and placed it on a table. You can see it in game but can not interact with it. Thinking I had made a mistake in the import process I took the sniper rifle and exported it from NV to MAX then without changing anything expoted from MAX as a NIF and as an OBJ named 1stPersonAK47 and brought them into niftools then GECK. Again when I place the rifle in geck you can see it and the name but in Game nothing shows. So I tried simply placing a weapon from the libarary onto the table and realized that that gun also was not available ingame (so it was not anything in my model or name), any weapon that i dropped from the object window was not interactable in game. I had placed a few boxes and noticed that the "static" items were also not interactable. So the question is, is there a tutorial on how to get a weapon into NV as the ways listed in the GECK do not work with NV. Link to comment Share on other sites More sharing options...
Lingwei Posted October 31, 2010 Share Posted October 31, 2010 deon, My comments were based on the esp you provided earlier on in this thread, in that esp you did not have a getisid condition in the quest. The quest priority I refered to is the priority you set at the beginning, in the quest data tab. If that still does not work I am not sure what is the problem. I'm also not sure why you have selected the NPC in the 'speaker' box in the upper right, that's unneccessary. Link to comment Share on other sites More sharing options...
DeonDF Posted October 31, 2010 Share Posted October 31, 2010 The problem is, that's the exact .esp o_O. May there be a GECK cache problem? Because I've opened the .esp in FNVEdit and the GetIsID is not there, but GECK sees it (in the screenshot above). Anyway, I remade the NPC from scratch and it worked (I basically switched GetIsID on the quest from one NPC to another and it worked), so there was something else I did wrong. Thank you very much for your hints and answers. By the way, I thought "speaker" means which NPC is animated and the speech is referred to. Is it for a case where many NPCs speak? @FuzzyBunnySlippers: So I tried simply placing a weapon from the libarary onto the table and realized that that gun also was not available ingame (so it was not anything in my model or name), any weapon that i dropped from the object window was not interactable in game. I had placed a few boxes and noticed that the "static" items were also not interactable. STATIC items are... well, static. You cannot interact with them, did you try picking up a wall or a streetlight in F:NV? :) It doesn't work. You need an "item" type, not "static". It's not in the World Objects category, it's in the "Items" category, "weapon" subcategory in your case. Link to comment Share on other sites More sharing options...
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