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Tutorials WITHOUT "youtoob"


Allannaa

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You can get around this by opening Notepad and enter the following:

Scriptname DragonClawHolderScript Extends ObjectReference

You can change the "DragonClawHolderScript name to whatever you really want to use. Make sure to save it in the script source folder with the same name that you designated on the Scriptname line and with the PSC extension.

 

If the Creation Kit was open during this process, exit and reopen. This will allow it to recognize the script. You can then attach it to the desired object, make additional changes as well as save and compile. (I do not have the game or the CK installed so I cannot give accurate steps).

Hello,

 

Thank you for this! I was able to create the file, however I am still unable to create the script in the creation kit. The same warning pops up. I double checked to make sure I spelled everything correctly, but it still gives me this warning. Is this something that I might just not be able to bypass?

 

Thanks!

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You are getting the warning when you create a new script. If you have the PSC file that I suggested you make, then you want to add that script instead of creating a new one.

 

Looking at pictures in this CK wiki tutorial: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World

In the window that pops up after pressing ADD, instead of selecting [New Script] scroll through the list or use the filter to find the file you created. That should attach the script and bypass this particular issue. Then you go about editing the script as normal.

 

However, if there is still an issue regarding the ObjectReference script it may reappear when trying to compile. But that error might yield some additional information should it happen.

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You are getting the warning when you create a new script. If you have the PSC file that I suggested you make, then you want to add that script instead of creating a new one.

 

Looking at pictures in this CK wiki tutorial: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Hello_World

In the window that pops up after pressing ADD, instead of selecting [New Script] scroll through the list or use the filter to find the file you created. That should attach the script and bypass this particular issue. Then you go about editing the script as normal.

 

However, if there is still an issue regarding the ObjectReference script it may reappear when trying to compile. But that error might yield some additional information should it happen.

So what should I do if the script doesn't appear in the list...?

 

I apologize for this being so difficult, I admit this is becoming rather disheartening on my end lol

 

I do appreciate the help though,

 

Thank you-

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Make sure that you have saved the file as a plain text document in Notepad (not Wordpad or any other word processor) with the PSC extension. Make sure that the name of the file matches the name given on the Scriptname line. Make sure that the PSC file is located in the correct source folder that the Creation Kit is using.

 

One possibility is to compile the script before attaching it. There is a Papyrus Manager option on one of the pull down menus in the Creation Kit. You can see if the file is listed there, if it is compile it and see if it can then be attached.

 

Beyond that, I do not know.

 

You could try to set up Notepad++, Sublime Text or one of the other third party text editors that are capable of compiling papyrus scripts. Instructions for that stuff can be found here: https://www.creationkit.com/index.php?title=Category:Papyrus (see the External Text Editors section on the right hand side).

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Make sure that you have saved the file as a plain text document in Notepad (not Wordpad or any other word processor) with the PSC extension. Make sure that the name of the file matches the name given on the Scriptname line. Make sure that the PSC file is located in the correct source folder that the Creation Kit is using.

 

One possibility is to compile the script before attaching it. There is a Papyrus Manager option on one of the pull down menus in the Creation Kit. You can see if the file is listed there, if it is compile it and see if it can then be attached.

 

Beyond that, I do not know.

 

You could try to set up Notepad++, Sublime Text or one of the other third party text editors that are capable of compiling papyrus scripts. Instructions for that stuff can be found here: https://www.creationkit.com/index.php?title=Category:Papyrus (see the External Text Editors section on the right hand side).

I got it!

 

Originally, the script still wan't appearing, even in the Papyrus Manager, or anywhere else in the Creation Kit. So, I tried digging some more and found another thread that explained that when you extract the scripts.rar file, it creates a second scripts file for the source file(s) to go into. So to solve my problem, all I had to do was move the source folder into the data/scripts, instead of it being in data/scripts/scripts. Then I compiled it in Papyrus Manager like you suggested and PROBLEM SOLVED!!

 

Thank you so much for your help! Now I can continue with my mod :D

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Are there any good written tutorials or troubleshooting articles in regards to using triggers/activators for custom containers? I'm having trouble figuring out exactly what I'm doing wrong that's causing them to simply not work. For that matter, I'm having just as much trouble finding any information online about using activators for anything other than magic effects or levers, etc. Any help pointing me in the right direction would be greatly appreciated! Just in case tho, I'll include the steps that I take to create the containers... my eyes are not as "tuned" as many are here on Nexus. lol! Keeping my fingers crossed that my "oopsie" is obvious enough to others even tho it's kept me oblivious to the cause:

 

1st) I created my "container" using static items (i.e.: soulgems in a common crate...all statics for sure)

2nd) I selected all the items that I meant to be included in this custom container and clicked on the "Trigger" button [T in the square] and selected "defaultblanktrigger" from the box --- I assigned it a unique ID

3rd) brought up the Trigger's Ref. Dialogue box and first went to tab --- "3D Data" to make sure that the annals were anything but "0" or "90" --- under "Primitive" Tab checked the flag for "Player Activation" --- lastly under "Scripts" I searched and selected "ActivateLinkedChestDummyScript" --- then clicked "OK"

4th) I located a satchel/barrel (I tried both for different "containers") and assigned them their unique/descriptive IDs once I dropped them into the render window. From there I double-clicked the container, emptied all the auto-contents and made sure that the respawn flag was unchecked.

5th) Then I returned to the trigger and double-clicked it, went to tab --- "Linked Refs" to create a "new" link and selected the container. Of course, clicking "OK" when done.

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Are there any good written tutorials or troubleshooting articles in regards to using triggers/activators for custom containers? I'm having trouble figuring out exactly what I'm doing wrong that's causing them to simply not work. For that matter, I'm having just as much trouble finding any information online about using activators for anything other than magic effects or levers, etc. Any help pointing me in the right direction would be greatly appreciated! Just in case tho, I'll include the steps that I take to create the containers... my eyes are not as "tuned" as many are here on Nexus. lol! Keeping my fingers crossed that my "oopsie" is obvious enough to others even tho it's kept me oblivious to the cause:

 

1st) I created my "container" using static items (i.e.: soulgems in a common crate...all statics for sure)

2nd) I selected all the items that I meant to be included in this custom container and clicked on the "Trigger" button [T in the square] and selected "defaultblanktrigger" from the box --- I assigned it a unique ID

3rd) brought up the Trigger's Ref. Dialogue box and first went to tab --- "3D Data" to make sure that the annals were anything but "0" or "90" --- under "Primitive" Tab checked the flag for "Player Activation" --- lastly under "Scripts" I searched and selected "ActivateLinkedChestDummyScript" --- then clicked "OK"

4th) I located a satchel/barrel (I tried both for different "containers") and assigned them their unique/descriptive IDs once I dropped them into the render window. From there I double-clicked the container, emptied all the auto-contents and made sure that the respawn flag was unchecked.

5th) Then I returned to the trigger and double-clicked it, went to tab --- "Linked Refs" to create a "new" link and selected the container. Of course, clicking "OK" when done.

That is not how I would have made a custom container. I would have used NifSkope to merge the various mesh nodes into a single NIF. I would have then duplicated an actual container record in the Creation Kit and replaced the NIF with the one that I had made. Then placed the container wherever I wanted in the render window. Containers do not need trigger boxes or activators unless they are hidden and intend to be used with something like a bookshelf or mannequin.

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Hello, I know this is again an old topic on this thread, but I am trying to create the bug jar displays, and I am unsure what parts of the claw script to edit/change to make it work for the jars, which may be painfully simple, but I figured it couldn't hurt to ask, since I am so new to this.

 

Thanks! :smile:

The script should work as is. Just assign the jar to the ClawToPlace property variable. Or you can change that variable name to something else throughout the script.

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