simsarmy Posted October 25, 2006 Share Posted October 25, 2006 Right, not sure how to say this but.Im doing my first mod, 'Sortof' (I have been working on mods for a while now, being the first I have ever done, but now I am settling down and working on a mod everyone will like) Anyway!!! :) I have made it so that when you equip a ring it teleports you to a xmarker. Begin onEquip player Player. moveto xsimsarmysxmarker End But when you get there, my character cannot move from the xmarker, unless you save, and reload...I think that the problem is that, when you equip the ring, you are still in the inv, that might cause a problem.So please, can someone tell me a way of fixing this, or telling me what to type to make it come out of your inv, before it teleports you? o_O Link to comment Share on other sites More sharing options...
simsarmy Posted October 25, 2006 Author Share Posted October 25, 2006 OH!, and as long as I have the chance, I need to know how to make my DARNED NPC's, speak!!! I don't need to give them sound, just to make sure. Problem: Right I type in, urm lets say... Hello my name is bob I put in:GetisID xsimsarmysbob == 1 RIGHT??? o_O All I come up with is the almighty: I HAVE NO GREETING??? AND!!!!!! I also, seem to have a glitch witch means that the Mage Schoars still call you an apprenitce, even when you are Arch-Mage, this kinda links with the problem that I have with making NPC's speaking, but at the moment I have made a patch () that simply asks if you are in the Arch-Mage rank... Getfractionrank < 9 So if you are in the Arch-Mage rank, it will just go to rumours... BUT, I want to know how to make my own dioulogue, or if a patch already exists? Link to comment Share on other sites More sharing options...
Povuholo Posted October 25, 2006 Share Posted October 25, 2006 Right, not sure how to say this but.Im doing my first mod, 'Sortof' (I have been working on mods for a while now, being the first I have ever done, but now I am settling down and working on a mod everyone will like) Anyway!!! :) I have made it so that when you equip a ring it teleports you to a xmarker. Begin onEquip player Player. moveto xsimsarmysxmarker End But when you get there, my character cannot move from the xmarker, unless you save, and reload...I think that the problem is that, when you equip the ring, you are still in the inv, that might cause a problem.So please, can someone tell me a way of fixing this, or telling me what to type to make it come out of your inv, before it teleports you? o_OTry going in game and select the ring as a hotkey. Then equip the ring using the hotkey, so you won't be in your inventory while doing it. This isn't a solution, but it helps you see whether the inventory is the problem. Or if the ring being equipped is the problem, what if the ring would be unequipped right away?Begin onEquip player player.UnequipItem YourRing 1 Player. moveto xsimsarmysxmarker EndAnd maybe you can check my quest tutorial to find out how I made the greetings. ;) Link to comment Share on other sites More sharing options...
simsarmy Posted October 25, 2006 Author Share Posted October 25, 2006 Or if the ring being equipped is the problem, what if the ring would be unequipped right away? No, I think that the problem is that your still in the inventory screen when you teleport...So there must be somthing likeinventorymenu.disable o_O or somthing... How would I go out of my way to find out? Plus I DO THE WHOLE JUNK for diolouge, *Pant* >:( its all there,I go to greeting, do it allPut in GetIsID MyguyBut nothing... Waaaaa! :ohmy: PLUS!!! Thanks Povuholo, your a real mate! Link to comment Share on other sites More sharing options...
Povuholo Posted October 25, 2006 Share Posted October 25, 2006 If you show me a screenshot of your quest window with your greeting, I'm sure I can figure it out. ;) I tried searching for disabling/closing inventory already, but I couldn't find anything.You could do something with a spell. I think it will work, but I'm not sure.ScriptName YourScriptedSpellScript begin ScriptEffectStart Player.moveto xsimsarmysxmarker end begin ScriptEffectFinish endAdd a new spell with this scripted spell effect.And then this is the script for the ring:Begin onEquip player cast YourScriptedSpell player End Link to comment Share on other sites More sharing options...
simsarmy Posted October 25, 2006 Author Share Posted October 25, 2006 Ah, thanks! I tried using a spell for this too, but I put in: begin onActivate for the spell script And, I lost the modem for my computer latey, and I can't transfer data from this comp and the one with my mod on... So I can't show you a screenshot... Thanks anyway!!! Anyways, I'm off now to try out the new starting part for the script, if it doesnt work, I will just carry on with the main part of the mod. Link to comment Share on other sites More sharing options...
lilleku Posted October 25, 2006 Share Posted October 25, 2006 here is the function you need: MenuMode example:begin OnEquip If (MenuMode 1002 == 1) Player. moveto xsimsarmysxmarker Endif end more info at The Elder Scrolls CS Wiki. Link to comment Share on other sites More sharing options...
Povuholo Posted October 25, 2006 Share Posted October 25, 2006 here is the function you need: MenuMode example:begin OnEquip If (MenuMode 1002 == 1) Player. moveto xsimsarmysxmarker Endif end more info at The Elder Scrolls CS Wiki. Yes but the player was supposed to be moved when the menu was CLOSED. This only prevents it from running when the item is equipped while the menu is closed (E.G. by using a hotkey) So that would be(MenuMode 1002 == 0). But since you have to be in your inventory to equip the item (Or you'll have to hotkey it but not everyone will know that and that's annoying.) the menu is open, so the player won't be moved. If I'm wrong I'm sorry, but I think I'm right. I suggest you stick with the spell, since the spell will be casted after you close your inventory which means you get what you want. Link to comment Share on other sites More sharing options...
Septim741 Posted October 25, 2006 Share Posted October 25, 2006 Why would you need a script for dialogue? You can go to the dialogue section of the CS and make you dialoge there. Find bob and click the dialogue box and find the greeting you made. Personally, I'd just skip dialogue altogether. Link to comment Share on other sites More sharing options...
Povuholo Posted October 25, 2006 Share Posted October 25, 2006 Why would you need a script for dialogue? You can go to the dialogue section of the CS and make you dialoge there. Find bob and click the dialogue box and find the greeting you made. Personally, I'd just skip dialogue altogether. Why skip dialogue? Because of the voice acting? As long as your lines are good people won't mind the lack of voice acting... The dialogue question was an extra question, not related to the script help. And let's not forget you should go into the quest window of the CS to make your dialogue, because the real dialogue window with 'filtered dialogue' can create some bugs... Somehow. Alright about the dialogue: Did you add the dialogue to a quest? If it was a new quest you created, did you change the priority (If it's at 0 it won't work)? Did you use the quest window to go to your dialogue, instead of going directly to the dialogue window as mentioned above? (wow I've been posting a lot here. Oh well it's no spam so...) Link to comment Share on other sites More sharing options...
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