Feralkyn Posted April 18, 2016 Share Posted April 18, 2016 (edited) Hey folks! I've written up a mod, and this is the first one I've released to the public that has quests in it. Problematically I can't install a second, clean Skyrim to test with (thanks, Steam...). The issue is that on -my- install, doing the first quest (to buy the house) is meant to hand over items and complete quests and so on through dialogue. I generated and included the SEQ file for the mod, which I think goes into Data? But it doesn't seem to be working for people testing the mod. It's my first time doing this so I may have done it wrong. They talk to the NPC, but do not receive the items or quest progression. It works for me on my PC, so I'm assuming something isn't packaging correctly. Can anyone help? I'm assuming this is a silly noob mistake but I'm not sure. For reference, if anyone needs to see the mod in question, it's over here. Thanks! Edited April 18, 2016 by Feralkyn Link to comment Share on other sites More sharing options...
skinnytecboy Posted April 18, 2016 Share Posted April 18, 2016 You realise that there is only the esp and seq file in the data archive right? You need to also include your scripts and any custom assets ;) Link to comment Share on other sites More sharing options...
skinnytecboy Posted April 18, 2016 Share Posted April 18, 2016 Also... I would loose the red text exclaiming that your mod will destroy saves... I know you're probably joking, but some people read things literally (especially if English isn't their first language) ;) Link to comment Share on other sites More sharing options...
Feralkyn Posted April 18, 2016 Author Share Posted April 18, 2016 (edited) I included it just... in case :D (GENUINELY I don't want to damage anyone's games with buggy scripts or the like, so until it's been tested...) And thanks, I wasn't aware it /also/ had to include scripts. I thought the SEQ file + mod itself would include that. I'll change the download, appreciated! (Wish there was a better simple 'packaging' tutorial out there. They really don't explain that stuff!) Also... If it's the script fragments in a quest that aren't including, how on Earth do I figure out which ones belong to my mod in order to include them? Edited April 18, 2016 by Feralkyn Link to comment Share on other sites More sharing options...
skinnytecboy Posted April 18, 2016 Share Posted April 18, 2016 I included it just... in case :D And thanks, I wasn't aware it /also/ had to include scripts. I thought the SEQ file + mod itself would include that. I'll change the download, appreciated! (Wish there was a better simple 'packaging' tutorial out there. They really don't explain that stuff!) Also... If it's the script fragments in a quest that aren't including, how on Earth do I figure out which ones belong to my mod in order to include them?Open up your quest in ck and on the first tab hit "recompile all scripts". That way, all your scripts will be timestamped with today's date. For future modding, get used to adding a prefix to everything you create/duplicate. For example I use SKQ_ .You can auto add the prefix to scripts by selecting Scripts from the preference menu. :) Link to comment Share on other sites More sharing options...
Feralkyn Posted April 18, 2016 Author Share Posted April 18, 2016 Ahh, I see. The quest ones seem to all start with QF and my scripts/quests all do have a prefix! I think I should hopefully/theoretically/maybe have it fixed now. if not, I know what to do! Thanks again! Link to comment Share on other sites More sharing options...
Feralkyn Posted April 21, 2016 Author Share Posted April 21, 2016 Anyone know where activators are 'stored' in the files? The custom activators work on my own computer, but apparently they are not properly packaged with the mod as they do not work on other machines. SOME of the activators work, just not all--strange things like only one of the masks, etc. I'd say it was a rotational issue but they're all slightly rotated and they work fine on -my- machine, so I assume there's again something simply missing in packaging? I have the quests sorted out and that should all work when I update, but the activators are really throwing me for a loop :S Thanks! Link to comment Share on other sites More sharing options...
Hoamaii Posted April 22, 2016 Share Posted April 22, 2016 I'm not sure what you mean about 'storing' activators - in my experience they can be stored anywhere in your mod's meshes folder. Actually, you can make an activator from almost any .nif you can find in the game, or custom meshes imported with Nifskope - you make it an activator in the CK by pointing the model to whatever .nif you chose in your folder, and the info (whether you used than .nif to make itactivator or a miscitem or a static object, etc.) is stored in the .esp. So if people can't find your activators on other machines, it's probably because your CK activator is not pointing at the right .nif - or you did not pack that .nif in the same folder when you uploaded your mod. Hmm... sorry, I know my English can be a little strange (not my native language) - what I mean is: 1. look at the model your activator is pointing at in the CK - what's its name, in which folder? 2. when your pack your mod's assets, just make sure the .nif you used for you activator is in the same folder and has the same name as in the CK - usually: Data\meshes\YourMod\MyActivator.nif Link to comment Share on other sites More sharing options...
Feralkyn Posted April 23, 2016 Author Share Posted April 23, 2016 (edited) Hi! When I say custom--it doesn't have a custom model. It's just a trigger box with an activator script, but it only works on my machine. It's--I assume--for custom objects--the claws and so on. It's from a modder's resource but the items were renamed, which is meant to remove the resource dependancy. Does this still apply? Thanks for the detailed response! Edited April 23, 2016 by Feralkyn Link to comment Share on other sites More sharing options...
Hoamaii Posted April 23, 2016 Share Posted April 23, 2016 Hi again, If it's a trigger box you created in the CK, you don't need a .nif, that's stored in your .esp. If it's a trigger box triggering some event onTriggerEnter (when the player enters for instance), you shouldn't need anything else but the script attached to it, provided of course that you included that script in the script folder when you packed your mod - essentially the .pex - the .psc version of it is optional. If it's a trigger box which can be activated by the player to, say, turn on lights or trigger a trap, in order for it to work you need to reference the object as a property, either by name or making it a linked ref of your trigger box. Properties are stored in the .esp too. Again, you'll need to pack your activator script in the proper folder, as well as the mesh it's pointing at, if any. But if you renamed the items, pointing at the proper meshes and included them in your meshes folder and it's working in your game, I see no reason why it wouldn't work on other machines... What are you trying to do with that claw? Like place it on display or something? Link to comment Share on other sites More sharing options...
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