Tanaka Posted June 10, 2007 Share Posted June 10, 2007 I'm trying to make it so that when you put a crystal (rayskykey2), into an activator (rayredwelkyndact), 3 doors unlock on their own. The reference editor id's of these doors are 'rayMainDoor', 'rayUpperDoor', and 'rayBackDoor'. I have the script typed up, but it s not working. I was wondering if you guys could give me a hand. scn RayRedWelkynd begin onactivate if player.getitemcount rayskykey2 == 1unlock rayMainDoorunlock rayUpperDoorunlock rayBackDoorsetstage skycastlequest 9endif if player.getitemcount rayskykey2 == 0setstage skycastlequest 20endif end Also, I made an armor mesh and textured it, but the only things that show up in game are the pauldrons, and they're purple/pink. Any advice? Link to comment Share on other sites More sharing options...
SickleYield Posted June 10, 2007 Share Posted June 10, 2007 I'm not a scripter, so I can't help you there. With the mesh/texture, though - Purple/pink means the game can't find the texture; carefully check your path in NifSkope and make sure it shows up in that program, is in .dds format, and that it has a normal map called texturename_n.dds. Invisible rest of the armor usually means one of these three things as far as Blender is concerned (sorry, don't know enough about Max yet to help you with that one): 1. You didn't give it vertex weights. Copy some from another armor or paint it yourself. Here's a copying tutorial for Blender, easier than painting by hand: Tutorial on CanadianIce & Howndog's Forum There are many other useful tutorials on that site also; people like me are more willing to post them there because obnoxious people and flamers are quickly eliminated. (Not that the mods here are bad, but they're scooping the ocean with a teaspoon.) 2. More likely is that you have a dirty skeleton on the armor. Delete it in Blender, import another one, reparent it, and export again. If you don't know how to do that, go back to the tutorial you started from to begin with. If it's one of mine, there are instructions. 3. Third possibility, also frequently happens: You might not have done the full NifSkope workaround necessary for Oblivion export from Blender. Again, go back and read the tutorial all the way through and make sure you update the tangent space on every piece of the armor. Hope that helps. Link to comment Share on other sites More sharing options...
Tanaka Posted June 10, 2007 Author Share Posted June 10, 2007 I'm not a scripter, so I can't help you there. Purple/pink means the game can't find the texture; carefully check your path in NifSkope and make sure it shows up in that program. Invisible rest of the armor usually means one of these two things as far as Blender is concerned (sorry, don't know enough about Max yet to help you with that one): 1. You didn't give it vertex weights. Copy some from another armor or paint it yourself. Here's a copying tutorial for Blender, easier than painting by hand: Tutorial on CanadianIce & Howndog's Forum There are many other useful tutorials on that site also; people like me are more willing to post them there because obnoxious people and flamers are quickly eliminated. (Not that the mods here are bad, but they're scooping the ocean with a teaspoon.) 2. More likely is that you have a dirty skeleton on the armor. Delete it in Blender, import another one, reparent it, and export again. If you don't know how to do that, go back to the tutorial you started from to begin with. If it's one of mine, there are instructions. 3. Third possibility, also frequently happens: You didn't do the full NifSkope workaround necessary for Oblivion export from Blender. Again, go back and read the tutorial all the way through and make sure you update the tangent space on every piece of the armor. Hope that helps. I made the armor by taking parts of different armor sets from Oblivion and putting them together all through Nifskope, so I doubt it'd have anything to do with Blender. Besides, we don't have access to Blender... Link to comment Share on other sites More sharing options...
SickleYield Posted June 10, 2007 Share Posted June 10, 2007 My bad, when you said "made" I thought you meant it was custom. In that case, you definitely need to check the texture paths and normal maps. Link to comment Share on other sites More sharing options...
Tanaka Posted June 10, 2007 Author Share Posted June 10, 2007 I've checked them at least 3 times, and they all match up. EDIT: I've fixed the doors. They all unlock just fine now. Link to comment Share on other sites More sharing options...
Hsandman_1 Posted June 10, 2007 Share Posted June 10, 2007 What was wrong with your script before? Look fine to me except maybe.scn RayRedWelkynd begin onactivate if player.getitemcount rayskykey2 == 1 unlock rayMainDoor; <- add REF at the end of both (in the script and editor reference id's eg: rayMainDoorREF) unlock rayUpperDoor unlock rayBackDoor setstage skycastlequest 9 elseif player.getitemcount rayskykey2 == 0; <-use elseif insted of 2 if's, just looks better :P setstage skycastlequest 20 endif end Link to comment Share on other sites More sharing options...
Tanaka Posted June 10, 2007 Author Share Posted June 10, 2007 We've already gotten the doors to work, all that's left is the armor. Any ideas? Link to comment Share on other sites More sharing options...
Hsandman_1 Posted June 11, 2007 Share Posted June 11, 2007 We've already gotten the doors to work, all that's left is the armor. Any ideas? I understand that you did, was just curious what was wrong (guess you messed up the references or something) ------Hmm, when you made armour did you add the texture to (xxx.dds) path to .nif meshes file in the "nifscope, 3dmax, whatever you used) ? was the path you set to it in oblivion/data/textures folder? edit: ahh nifscope.. find a icon there that looks like flower -> set texture path there. link to the xxxx.dds file in your oblivion textures folder. you should have 2 ->.dds texture files there. a) xxxx.dds and b) xxxx_n.dds <- normal map texture. Hope that helps. Add "scripting" in header if you after scripting help :D Link to comment Share on other sites More sharing options...
Povuholo Posted June 11, 2007 Share Posted June 11, 2007 I understand that you did, was just curious what was wrong (guess you messed up the references or something)I'm not sure, but maybe 'unlock rayUpperDoor' should've been 'rayUpperDoor.unlock'. That's how I do it usually. Link to comment Share on other sites More sharing options...
Tanaka Posted June 12, 2007 Author Share Posted June 12, 2007 We've already gotten the doors to work, all that's left is the armor. Any ideas? I understand that you did, was just curious what was wrong (guess you messed up the references or something) ------Hmm, when you made armour did you add the texture to (xxx.dds) path to .nif meshes file in the "nifscope, 3dmax, whatever you used) ? was the path you set to it in oblivion/data/textures folder? edit: ahh nifscope.. find a icon there that looks like flower -> set texture path there. link to the xxxx.dds file in your oblivion textures folder. you should have 2 ->.dds texture files there. a) xxxx.dds and b) xxxx_n.dds <- normal map texture. Hope that helps. Add "scripting" in header if you after scripting help :D Oh, sorry. And the textures all match up, although I don't know where you'd put the normal maps in. Also, if it's any help we've got one mesh for the entire suit, but the textures are separate, we've got the cuirass, arms, gauntlets, and belt in one texture, everything ;else (greaves, skirt, boots, pauldrons) are in separate textures. All of which have normals. EDIT: Almost forgot, the textures are in Oblivion\Data\Textures\Armor\Raylon\ Link to comment Share on other sites More sharing options...
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