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How to make NPC play idle animation.


EPDGaffney

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toggle that archive ... it can clear up glitchy package behavior.

 

But my idea was try dialogue with animation to convey that scene.

 

And ya that "ttnpcSadArmsLooseListenA" may be specific to a set of armour?

Edited by Mktavish
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And to add my 2 coppers.

 

Sometimes when you do a lot of edit / testing on the same file.

 

It can work in a groove so to speak. And will always give f*#@ed results ... atleast with the save.

 

Hence to avoid that groove ... make a test file that you work with back / forth .

Then you make the final or near final edit in the file you want to keep.

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Wow, really? I don't think I've ever learnt a way that modding with this engine was easier or more sensible than I'd expected. But I'm getting through it. I'm after writing a bunch of scripts for other stuff that all work as intended. Forgot how good that feels for a good week or so there.

 

So, can I just copy my .esp when the edits are final, or do I have to make a test file and then once I know what I want, redo it all in a new .esp? cos it sounds like a serious increase in the workload if it's not just copying the file once I'm done.

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So, can I just copy my .esp when the edits are final, or do I have to make a test file and then once I know what I want, redo it all in a new .esp? cos it sounds like a serious increase in the workload if it's not just copying the file once I'm done.

 

No you wouldn't want to copy it over , except cut/paste scripts.

Because that would defeat the purpose of making a test file in the first place.

 

In talking about the use of test files ... I mean just for specific fairly small amount of final work done.

But in reality could be a very long test/edit process ... and could dirty up the final product potentially after having pulled your hair out for so long on it already.

And a another reason to do a test edit file , would be in having the pieces you are working with in an isolated environment from previous work ... to better know for sure what works.

 

But just the use of having a mainfile .esm to keep plugging in pieces through .esp's ... then merge them into the main file once they work ... will give you the same results of trying to keep your file from dirty taintedness so to speak.

Or the use of the .Bak files ... keeping an eye on those and separating out the clean points.

It's really just a mention for a few ways to do what I'm suggesting. Each to their own on what works best :wink:

Edited by Mktavish
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Edit 4: Keeping this here for psterity or whatever, but scroll down to Edit 4 to see that it's all been sorted out. I think anyway.

 

Well...this may have just happened to me. That scene was the final part of the converation you can have with this NPC, and now none of the result scripts appear to be working. I'm livid. Everything used to work fine. Now, as far as I can tell, none of it does. Or almost none of it.

 

Here's one example:

set GSBCarmineDialogueQUEST.GSBCMaria to 2
set GSBCarmineDialogueQUEST.GSBCarmineFriendly to 1
player.addnote GSBNoteToCarmine
player.additem GSBWeapFatGrenade
GSBJackal1.disable
stopquest GSBCarmineFindMariaQUEST

Everything there, as far as I can tell, should work. Most of it used to, some of it I hadn't tested but I would expect to work, and some of it I hadn't tested but works fine. It sets GSBCMaria to 2 and adds the note to the player, and no other lines seem to be working. Setting GSBCarmineFriendly to 1 used to work in other places and now it doesn't seem to work anywhere.

 

 

However, I did have a problem before that I thought could be related. I have a quest script that declares all these variables. But I have an object script as well, attached to my NPC, and that script simply references one of the variables from my quest script. One day very recently, I found that my quest script wouldn't compile, so I started cutting out pieces and saving in an attempt to see which part was stopping it. It seems that it was the fact that that variable was used by the object script as well, or at least, that variable was the problem. So, I renamed the variable and saved, and only to-day discovered that I needed to redo every condition in my entire 600-line conversation with this NPC. So I did that. And now a lot of these variables aren't being set when the result script is supposed to set them (but some are, as I've said above, so the script is in fact being run). Any ideas?

 

Edit: Just realised the additem line was missing the count, so I'll fix that and test, but the rest is a mystery to me, at least for now.

 

Edit 2: Adding the count integer to the additem line worked. But it doesn't stop the quest that it should stop, and it doesn't disable the NPC it should disable. I would have assumed it was something to do with just the variables but that stuff should work. Bear in mind this is just one example result script; there are countless others that worked a couple of days ago and don't now. However, anything that is 100% vanilla, like rewarding XP or something, all that works perfectly.

 

Edit 3: Sorry, just thought it could possibly somehow be useful to provide another result script from the same conversation that works perfectly:

set GSBCarmineDialogueQUEST.GSBCCS1 to 1
GSBCarmineRef.AddScriptPackage GSBCarmineFindMaria
StartQuest GSBCarmineFindMariaQUEST
GSBJackalTriggerRef.enable
set GSBCarmineDialogueQUEST.GSBCMaria to 1
evp

That trigger box it's enabling uses its own script to enable a Jackal that is an Enable Parent that enables seven other Jackals. And all of this works.

 

Edit 4: Fixed it. All my variables in my dialogue were of the short variety, but Ladez had given me some help using int for a couple of variables, so I decided to see what would happen if I changed them all to int for the sake of uniformity, and then I forgot I'd done that and that caused everything not to work, even StopQuest, which wasn't dependent on a variable. But having changed them back to short, so far everything is working.

I did have to compile each of my scripts first, though. If there's a better method than doing them all individually, I don't know it; I just know that the Recompile all scripts button is reputed to cause major problems, so I didn't do it that way.

Edited by EPDGaffney
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