jet4571 Posted March 14, 2012 Share Posted March 14, 2012 On an unrelated note, if you follow the link to download my mod... If you load skyrim and immediately coc calavalcave, and leave the cell to skyrim worldspace, if you turn around, the cave entrance isn't there. Not until you go back in a come out again does it appear. WTF? Thats a very common and annoying bug. You could also quicksave and quickload and it will show. Link to comment Share on other sites More sharing options...
ual002 Posted March 14, 2012 Author Share Posted March 14, 2012 (edited) Crazy that the first I've noticed it was on my mod. I thought I did something dumb. Is this will cave entrances only, Because the other rocks I added are there. EDIT: Still, the script doesn't seem to work. I'll have the new version with script added v0.9 in a few mins if someone wants to take a look. The buildup of dried blood from all the head smashing is caking up on my monitor. http://skyrim.nexusmods.com/downloads/file.php?id=12628 Edited March 14, 2012 by ual002 Link to comment Share on other sites More sharing options...
fg109 Posted March 14, 2012 Share Posted March 14, 2012 You didn't set the value for the BanditFaction property. In Papyrus, you can't reference anything directly. You have to use properties, and then set the values to those properties outside of the script. Just go back to the prisonerBanditCell activator you put in your cave, go to the scripts tab, select the script, and click the properties button. Select "BanditFaction" and then press the auto-fill button. Or if you want to choose another faction, just click the edit value button and scroll through the list of factions for the one you want. Then press OK and save your mod. Link to comment Share on other sites More sharing options...
ual002 Posted March 15, 2012 Author Share Posted March 15, 2012 You didn't set the value for the BanditFaction property. In Papyrus, you can't reference anything directly. You have to use properties, and then set the values to those properties outside of the script. Just go back to the prisonerBanditCell activator you put in your cave, go to the scripts tab, select the script, and click the properties button. Select "BanditFaction" and then press the auto-fill button. Or if you want to choose another faction, just click the edit value button and scroll through the list of factions for the one you want. Then press OK and save your mod. OHHHHHHHH when I read the script, I assumed since you set it banditfaction auto I wouldn't have to mess with properties. See, learn learn learn. I credited you for the mod fg109, just fyi ;) Link to comment Share on other sites More sharing options...
fg109 Posted March 15, 2012 Share Posted March 15, 2012 I'm glad you got it working now. :thumbsup: Link to comment Share on other sites More sharing options...
ual002 Posted March 15, 2012 Author Share Posted March 15, 2012 How would I got about adding a cell key to the inventory of a lvl'd guard, without changing the base objects inventory and screwing up the randomization of the other gear. Script? Link to comment Share on other sites More sharing options...
fg109 Posted March 15, 2012 Share Posted March 15, 2012 You could, but it would be much easier just to duplicate the guard into your mod and add the key directly. Link to comment Share on other sites More sharing options...
SinderionsBones Posted March 15, 2012 Share Posted March 15, 2012 (edited) Edit: Previewed this, and fg109 already had the short answer :D "much easier" being the key phrase. First thought would be to roll it like the bethesda quest tutorials with bentu. You can add it to his inventory if you have him in a little quest with him as an alias to the quest. The quest doesn't have to do anything at all if your scenario isn't based around a quest object. You can fill the alias with his generic type, by a guard keyword or something. Then you can manipulate him in the same way you would a non leveled actor, and sort of as if you were only using reference specific scripts and stuff. Keep in mind I tend to approach every problem with how a quest can fix it lol, for maximum flexibility/scalability. It's certainly not necessarily the most appropriate fix. Also, if you don't know anything about quests, plan on like 2 hours research before you get to reliably understanding how to get even something this simple working right. Edited March 15, 2012 by SinderionsBones Link to comment Share on other sites More sharing options...
ual002 Posted March 15, 2012 Author Share Posted March 15, 2012 (edited) You could, but it would be much easier just to duplicate the guard into your mod and add the key directly. Well, yes the guard (a copy of a lvl'd bandit) is actually tweaked a little but I still want the inventory random other than the key. The only way i know how to add stuff to inventory is by editing the base object. Sure I could uncheck inventory and add in lvld gear, but Im not sure what the bandit had to begin with. When you uncheck the box it doesnt show what it HAD, it just wipes the slate clean. Follow? EDIT, your right, I'll just add lvled gear to the guard. What I DO need is a script to give the bandits further in the dungeon a random light saber instead of the same color one ever time they respawn. I should probably duplicate a leveled list and pick it apart to see how to add the lightsabers and delete everything else. That way only these bandits could possibly have lightsabers and no one else in the skyrim worldspace. Another question: When I duplicate a leveled bandit and tweak it for my usage, I still haven't found where to name it something other than bandit (or whatever I duplicated it from.) I want to name all the saber wielders Disciples of Calaval. Im asuming the (easy, medium, hard, super hard) leveled actor tab also adds some sort of prefix/suffix to the name like bandit or bandit highwayman based on your level. Or lesser warlock vs master warlock or whatever. EDIT 2: I created leveled lists for 1 hand/2 hand and all sabers. They work wonderfully. My question is with armor. If i set default outfit to none and set lvld items in inventory for boots, curais, gauntlets and helmet will they show on the actor or just be in the inventory as lootable? Edited March 15, 2012 by ual002 Link to comment Share on other sites More sharing options...
fg109 Posted March 15, 2012 Share Posted March 15, 2012 Leveled bandits, and other leveled characters, are similar to leveled items. For example, let's look at LvlBanditMelee2H. It has the actorbase LCharBanditMelee2H. LCharBanditMelee2H is actually a leveled list of bandits. When you double-click the entry, you see 6 entries. To the left, you see the numbers 1, 5, 9, 14, 19, and 25. Those are the levels that you would begin to encounter these enemies. Say the player is level 8. No matter how many times he reloads his game, he would only encounter bandits from the first 2 entries. If he was level 20, he would never encounter bandits from the last entry. Each entry in this list for LCharBanditMelee2H is actually another list. If you double-click the first entry, you will open up another window with 8 entries. It will look like the first list except that these all have the number 1 on the left, representing you can encounter all of these starting at level 1. Each of these entries are slightly different, whether it's race, or looks, or inventory. So if you count all these entries in all the sub-lists, LCharBanditMelee2H actually represents 48 possible different bandits. If you want to change the inventory and name for this leveled bandit, you would have to change all 48 of the bandits that make it up. This is where following SinderionsBones' advice on quest aliases come in handy. Instead of changing all 48 of these bandits, you could just assign the specific reference of the LvlBanditMelee2H you place in your dungeon to a quest alias. That means whichever one of these 48 possible bandits it turns out to be, the quest alias will apply to him or her. You can put an item in the inventory of the quest alias and have it show up in the inventory of whichever bandit the LvlBanditMelee2H actually turns out to be. You can also choose the display name of quest aliases, and make that bandit have the name "Disciple of Calaval" instead of bandit. NOTE: You can only assign names from the messages you find in the Object window, under the Miscellaneous category. The name chosen is the Title of the message. Link to comment Share on other sites More sharing options...
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