Mattiewagg Posted June 9, 2014 Share Posted June 9, 2014 Creating a New Exterior Cell (Basic Level) ...This is a great tutorial, but Is there a way to create an exterior structure (i.e. a bandit camp, with no interior) outside of Whiterun, and give it a map marker? There are plenty of tutorials on how to create Interiors, but none on exterior structures (NOT worldspaces) Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 9, 2014 Share Posted June 9, 2014 It would be great if I could find a tutorial on how to:Use a property from one script in the script of my quest. Make an NPC sit in a chair indefinitely (he will be sitting in that chair forever, from the moment you meet him)Find out what code you guys use when you're typing into the <code> thing on these forums Using a property from one script in the script of my quest: I want to be able to use the property in my quest via the GetVMQuestVariable command, but I can't do that unless the property is associated with my quest script (the one containing all the fragments, etc.) I've found some tutorials on how to typecast, which have been helpful (and the one on this page has been incredibly helpful - the scripting tutorials), but I'm unsure how the process works exactly. The reason I'm doing this is so I can create multiple log entries for one stage of the quest, but a different one is shown depending on the conditions of an actors death. I have a property in an alias' script section (he is allowed to be dead) that checks the stage before his death, and sets that as a property. If I can put that property into the Quest script (the one generated for fragments), then I can use GetVMQuestVariable as a condition check for the log entries. If I used this method, would both the property in the non-quest script and the quest script have to be Conditional? Or just one? If there is a better or more efficient way to do this, please tell me. I'm doing this in the hopes that it is more efficient to have one quest stage with multiple log entries, rather than multiple quest stages with one log entry. If that's not the case, then I can just as easily use a different format. An Example of the Log Entries: Log Entries: Conditions: You killed man1 GetVMQuestVariable StageBeforeDeath == 100 You killed man2 GetVMQuestVariable StageBeforeDeath == 120 Etc. Make an NPC sit in a chair indefinitely/forever: I figure this can probably be done via package, but I want an NPC to be sitting in a certain chair from the moment I might them, on (until a certain stage in a quest happens, then he gets up and goes somewhere else). I've made a Sit Target package, and make a common chair in the Drunken Huntsmen his target (and it is a persistent reference) but he still isn't sitting in it. How would I make him do that, and stay there? What Code do you use in the Nexus Forums post editor: All of your code is color-coded in blue and green, etc. but I don't know which code type to choose when I press the code <> button on the bar above the post. So it just ends up gray, which is a lot harder to read. What do you use? Thank you so much for creating this topic. I realize that most of these questions are probably incredibly simple, but they've been frustrating me for a long time now. If you could answer them, that would be great. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 9, 2014 Share Posted June 9, 2014 Use a property from one script in the script of my quest. I do not know how much of this will help in your situation.Better to have an example:Script 1 has a function that somewhere inside determines if HearthFires is installed and sets this bool property Bool Property HFCheck = false Auto hidden Script 2 wants to check the value of this property before doing certain things that require HearthFiresScript 2 must first have access to Script 1 abimIMSControllerScript Property ControlScript Auto The above breaks down to: NameOfScriptOne Property VariableNameToUseInScriptTwo Auto Script 2 now uses this property which points to Script 1 to access any property or function from Script 1 If ControlScript.HFCheck == false ;do non-HearthFires stuff Else ;do HearthFires stuff EndIf Hopefully that helps a bit. Make an NPC sit in a chair indefinitely/forever:Try disabling their AI after making them sit down. Then at the appropriate moment enable their AI again. This is the same method used on mannequins so that they'll stay in place. What Code do you use in the Nexus Forums post editor:Nothing special. I just use the <> button and put the text in. There is no selection of code type. The code will appear grey when you are typing your post but after you post it, it will be colored. To verify you can go into the full editor (More Reply Options) and preview the post. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 10, 2014 Share Posted June 10, 2014 Use a property from one script in the script of my quest. I do not know how much of this will help in your situation.Better to have an example:Script 1 has a function that somewhere inside determines if HearthFires is installed and sets this bool property Bool Property HFCheck = false Auto hidden Script 2 wants to check the value of this property before doing certain things that require HearthFiresScript 2 must first have access to Script 1 abimIMSControllerScript Property ControlScript Auto The above breaks down to: NameOfScriptOne Property VariableNameToUseInScriptTwo Auto Script 2 now uses this property which points to Script 1 to access any property or function from Script 1 If ControlScript.HFCheck == false ;do non-HearthFires stuff Else ;do HearthFires stuff EndIf Hopefully that helps a bit. Make an NPC sit in a chair indefinitely/forever:Try disabling their AI after making them sit down. Then at the appropriate moment enable their AI again. This is the same method used on mannequins so that they'll stay in place. What Code do you use in the Nexus Forums post editor:Nothing special. I just use the <> button and put the text in. There is no selection of code type. The code will appear grey when you are typing your post but after you post it, it will be colored. To verify you can go into the full editor (More Reply Options)... Thank you very much for all your help. It's been invaluable so far. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 10, 2014 Share Posted June 10, 2014 Disabling AI will make them retain current pose but unable to talk. Well, dialog might play but there would definitely be no lip syncing. You would have to turn their AI on for them to visibly talk. That said, I guess if you want the actor to be able to talk while sitting, you'll have to do some other approach. Probably make the sit package 24 hours in duration and remove any other packages on the actor (that might mean layering the actor with different quest aliases). No idea. I've not dealt with packages. Check out the Jarls, they almost always stay seated during the day. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 10, 2014 Share Posted June 10, 2014 Thanks ishara. I'll look at that. I'm also going to write a few tutorials here. I know the topic hoster isn't busy right now, but I don't think this topic should go dead because of it. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 10, 2014 Share Posted June 10, 2014 maybe someone can help me here... i need to find a simple script woth CK thats will allow my home gate to close behind me 5.10.15sec after i use it someone can help me plz thanks alotsI'm not exactly sure, but it should be something like this; scriptname myscript extends objectreference Event onActivate() Utility.wait(10) ; do close animation Endevent The closing animation should have something to do with states -- it goes to the closing state, and plays the animation. I'm not very familiar with states, however, so I can't help much more. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 10, 2014 Share Posted June 10, 2014 Ignore this. Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 10, 2014 Share Posted June 10, 2014 Am I allowed to credit all of you guys (Ishara, Sjogga, Allannea) for the help here, and link to your Skyrim mod page, or should I just put down your name in the credits for my mod? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 10, 2014 Share Posted June 10, 2014 Some linked tutorials with downloadable files may have specific instructions regarding permissions and credits. Everything else posted in this thread is done so for the express purpose of sharing information. Credit is not necessary as far as I am concerned. I cannot speak for anyone else, yet I believe that they shared the information they have learned not for credit but for the benefit of other mod authors. If you wish to make some acknowledgement that this thread was helpful to you, simply mention the thread. Link it if you want. That way you give blanket credit to all contributors rather than naming specific individuals. Link to comment Share on other sites More sharing options...
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