JakubDaviau Posted July 2, 2012 Author Share Posted July 2, 2012 (edited) I have some problem with that dwemer sphere port thing, script works and open sphere port thingy but after it gets closed if i activate activator again it wont open again :( i thought it would play open and close animation each time player activate it via activator? :( The script for the dwemer sphere is made that way, it only plays the animation once. Remove the script from the sphere reference and add a new one like this: Scriptname DwemerSphereAnimation extends ObjectReference import debug import utility Event onActivate(objectReference triggerRef) playAnimation("open") wait(2) playAnimation("close") EndEvent Should work now every time it gets activated. So I would need to create yet another script, but is there a way to remove/delete scripts I added? I don't want to add too many mods it could slow down the game right? even if they aren't used it just... inelegant sort to speak, well maybe I'm exaggerating, is it ok to have bunch of unused scripts in mod? Because I would like to try few solutions including item that when it is equipped in inventory teleports player, spell that works same when used and such. The house I am making is a bit large and I just wanted to have some way for player to move around it from room to room faster so I thought it would be nice to have something (portal, wearable item, spell) that could transport player to small room where I would put door-stones thingies or some sort of teleporting devices leading to each room of the house. Also I'm a bit worried if my house cell is too filled, I experience some FPS drops in certain areas, I tried using roombounds but because a lot of rooms aren't easy rectangular shaped its very difficult to get it to work properly and I would want to keep entire thing in one interior cell. Maybe I'm thinking too much, its just my first mod really and I am thinking about uploading it in the future and I would want it to be as good as I could make it to be I guess. EDIT: Just my curiosity, is there some way to edit/change meshes in skyrim? i know i would need to "unpack" it from the file and then edit the mesh file with certain program but are there programs for that that are easy to use? Edited July 2, 2012 by JakubDaviau Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 2, 2012 Share Posted July 2, 2012 (edited) You don't necessarily need a new script, it's also possible to modify the script on your trigger/button: ScriptnameTeleportMoveToLocation extends ObjectReference ObjectReference Property MyReturnMarker auto {Set this to the XMarkerHeading that is to be used as a return point} ObjectReference Property DwemerSphere auto Event OnActivate(ObjectReference triggerRef) DwemerSphere.playAnimation("open") utility.wait(2) Game.GetPlayer().moveto(MyReturnMarker) DwemerSphere.playAnimation("close") EndEvent It has a new property DwemerSphere, link it to said object.Edit: you can also remove the activate parent from the dwemer object, no longer needed. Of course you can delete unused custom scripts from your scripts and scripts\source folder, or just don't include them to your mod archive for upload. Edited July 2, 2012 by Ghaunadaur Link to comment Share on other sites More sharing options...
JakubDaviau Posted July 2, 2012 Author Share Posted July 2, 2012 You don't necessarily need a new script, it's also possible to modify the script on your trigger/button: ScriptnameTeleportMoveToLocation extends ObjectReference ObjectReference Property MyReturnMarker auto {Set this to the XMarkerHeading that is to be used as a return point} ObjectReference Property DwemerSphere auto Event OnActivate(ObjectReference triggerRef) DwemerSphere.playAnimation("open") utility.wait(2) Game.GetPlayer().moveto(MyReturnMarker) DwemerSphere.playAnimation("close") EndEvent It has a new property DwemerSphere, link it to said object.Edit: you can also remove the activate parent from the dwemer object, no longer needed. Of course you can delete unused custom scripts from your scripts and scripts\source folder, or just don't include them to your mod archive for upload. I don't know what I'm doing wrong but it doesn't work :( I did exactly what you said and I "deactivated" original scripts in both dwemer thing and activator impbutton - didn't help, I activated them both together with mod - didn't help, I activated one and deactivated another - no effect, and of course I also linked new property to dwemer port thing also before all that heh :(. Would making a simple spell that would move player to specific location? Or is that complicated with scripting and all that? Link to comment Share on other sites More sharing options...
Ghaunadaur Posted July 3, 2012 Share Posted July 3, 2012 (edited) I don't know what I'm doing wrong but it doesn't work :( I did exactly what you said and I "deactivated" original scripts in both dwemer thing and activator impbutton - didn't help, I activated them both together with mod - didn't help, I activated one and deactivated another - no effect, and of course I also linked new property to dwemer port thing also before all that heh :(. Would making a simple spell that would move player to specific location? Or is that complicated with scripting and all that? - deactivate the script of the dwemer sphere, also remove the activate parent - edit the script of the activator as shown above, re-compile it, set the properties I tested it, it works. Never worked with spells, so I can't tell how complicated it will be. edit: oh, just noticed a little mistake in script: ScriptnameTeleportMoveToLocation -> Scriptname TeleportMoveToLocation :confused: Edited July 3, 2012 by Ghaunadaur Link to comment Share on other sites More sharing options...
JakubDaviau Posted July 4, 2012 Author Share Posted July 4, 2012 I don't know what I'm doing wrong but it doesn't work :( I did exactly what you said and I "deactivated" original scripts in both dwemer thing and activator impbutton - didn't help, I activated them both together with mod - didn't help, I activated one and deactivated another - no effect, and of course I also linked new property to dwemer port thing also before all that heh :(. Would making a simple spell that would move player to specific location? Or is that complicated with scripting and all that? - deactivate the script of the dwemer sphere, also remove the activate parent - edit the script of the activator as shown above, re-compile it, set the properties I tested it, it works. Never worked with spells, so I can't tell how complicated it will be. edit: oh, just noticed a little mistake in script: ScriptnameTeleportMoveToLocation -> Scriptname TeleportMoveToLocation :confused: Yes this one worked thank you :) but id like to ask another question if I may. I made navmesh for my house and it seems to be ok I followed tutorial on the wiki and all. When I test it in CK it seem to work, sometimes there are some problems with larger distances but when I choice nearer point it shows green trial so I think its ok. How ever I would like to test it in game and I would need an NPC for that, can I make custom NPC just to walk around in the house and use objects/furniture/animation markers to see if NPC could navigate freely? I mean I obviously could but can I then remove that NPC from my mod without any evidence it was there XD I don't want to add things that are not necessary to this mod and that NPC would be juts for testing, unless I could make that NPC a follower/healler if that would be doable and easy enough for me to do I perhaps could try it but I think I will just test the navmesh with him and that's it. Link to comment Share on other sites More sharing options...
flobalob Posted July 4, 2012 Share Posted July 4, 2012 (edited) The larger distances when checking navmesh should be green as well unless either There is a problem with your navmeshorYou picked a strange/oversize NPC for the path testing (Try Aela, it's near the top of the list). ps: If you want more help with navmesh issues, may I suggest starting a new topic. Edited July 4, 2012 by flobalob Link to comment Share on other sites More sharing options...
JakubDaviau Posted July 4, 2012 Author Share Posted July 4, 2012 (edited) The larger distances when checking navmesh should be green as well unless either There is a problem with your navmeshorYou picked a strange/oversize NPC for the path testing (Try Aela, it's near the top of the list). ps: If you want more help with navmesh issues, may I suggest starting a new topic. I tried Derkeethus (argonian, I'm not sure whether I wrote his name properly but on the other hand if his name was jim or bob it would not go very well would it) So it is probably problem with my Navmesh but I think I can manage it myself, problems seem to appear on staircases and navmesh is a bit narrow there on occasion I will have to rearrange some stuff and it should be ok, I'm just concerned if it will really work as I want that's why I wanted to put NPC in the house to see if he/she could walk in every area I specified would interact with furniture and markers and so on but I guess I'm just paranoid it should be ok after I fix staircases. Thanks for help :) EDIT: I checked how NavMesh looks in similar areas in the game and modified my NavMesh on stairs and sure enough now it works normally. I get green trail no mater where to where so it should work fine I guess, thank you :) Edited July 4, 2012 by JakubDaviau Link to comment Share on other sites More sharing options...
JakubDaviau Posted July 5, 2012 Author Share Posted July 5, 2012 (edited) One more question. This mod I'm making is player house type of mod so do I need to assign interior house cell to be owned by player? Or would it be better for player to earn that ownership but that would require a quest or scripting I think. Maybe the house could become player property when player picks up some object like key to front door or something? Also I know I asked before about it but its really that hard to add this house as spouse optional? I mean so when player marries an NPC and he can move that npc to different houses he own could I add my house to that list without usage of external mods? Does it really need much scripting and dialogue changing? EDIT: I just realised I didn't change NavMesh on exterior cell, should I? Wont it change any cells around or mess anything? Edited July 5, 2012 by JakubDaviau Link to comment Share on other sites More sharing options...
flobalob Posted July 5, 2012 Share Posted July 5, 2012 IIRC adding your house to the spouses list involves editing the greeting dialogue. I can't, off the top of my head, think of anything more likely to screw up your game than pratting about with the greeting dialogue (because it affects EVERY NPC). Not to mention that it will almost certainly make your mod incompatible with any other mod that also prats about the the greeting dialogue (even if both mods get it right). From my past knowledge of messing with dialogue the Greeting is very, VERY fragile. Your mod area doesn't HAVE to be owned by the player (after all it's not like you are going to get squatters) but it work hurt either. Your mod however will have to be Navmeshed & finalised INSIDE AND OUT. And yes this means that your mod wil likely affect 5 exterior cells , assuming your house fits within 1 cell.One cell for the house & modified Navmesh and the 4 adjacent cells when you finalize (possibly 8, if you mess around with Navmesh near the corners) The best bit of advice I can offer before you Navmesh an exterior cell for the first time is BACKUP YOUR MOD. Link to comment Share on other sites More sharing options...
JakubDaviau Posted July 5, 2012 Author Share Posted July 5, 2012 IIRC adding your house to the spouses list involves editing the greeting dialogue. I can't, off the top of my head, think of anything more likely to screw up your game than pratting about with the greeting dialogue (because it affects EVERY NPC). Not to mention that it will almost certainly make your mod incompatible with any other mod that also prats about the the greeting dialogue (even if both mods get it right). From my past knowledge of messing with dialogue the Greeting is very, VERY fragile. Your mod area doesn't HAVE to be owned by the player (after all it's not like you are going to get squatters) but it work hurt either. Your mod however will have to be Navmeshed & finalised INSIDE AND OUT. And yes this means that your mod wil likely affect 5 exterior cells , assuming your house fits within 1 cell.One cell for the house & modified Navmesh and the 4 adjacent cells when you finalize (possibly 8, if you mess around with Navmesh near the corners) The best bit of advice I can offer before you Navmesh an exterior cell for the first time is BACKUP YOUR MOD. I'm almost done with exterior NavMesh and yes I made safe copy and usual and yes my house is on one cell only. So I guess ill give up with that spouse thing its not that important all thou it would be cool thing. I have question about actors/animals thou, in game there are hares/rabbits and I would like to put few on exterior of my house but I would like them to respawn regularly if killed and not be scared of player and to keep them on the house cell so they would not run away. I guess that will need new rabbit actor but I didn't work with actors much for now, just player preset in separate mod but that's all. Link to comment Share on other sites More sharing options...
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