My CK Help Thread

Post » Fri Jan 11, 2013 12:30 pm

Edit: I just bought Hearthfires (2.49$, good deal) and i see that even Beth's Official DLC does not have a dependency on Update.esm.
Dawnguard's .esm does, so it's all a mystery.
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Myles
 
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Post » Fri Jan 11, 2013 9:54 am

Is not a mistery it holds all the updates of compatibility between Dawnguard and Skyrim , all the necessary changes that are importat to happen first in skyrim then in Dawnguard....
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Emma
 
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Post » Fri Jan 11, 2013 1:37 pm

Is not a mistery it holds all the updates of compatibility between Dawnguard and Skyrim , all the necessary changes that are importat to happen first in skyrim then in Dawnguard....
Ok, well give TES5Edit a try and let us know how an ESM with more than 2 dependencies works out.
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jadie kell
 
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Post » Fri Jan 11, 2013 4:57 am

can tesedit add more than one dependency ?
Yeah, you can add as many dependencies as you like. Note that CK won't allow ESP dependencies, but the engine and TES5Edit will. If you need *multiple masters in the CK:
[General]bAllowMultipleMasterLoads=1

*Update.ESM dependency doesn't require the INI edit
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john page
 
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Post » Fri Jan 11, 2013 9:26 pm

Any flicker when you do that?
With the PC could the SPF be switched out?
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lydia nekongo
 
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Post » Fri Jan 11, 2013 7:47 pm

So I do have my custom armor but I need to ad dimprovements for it , never done so befoure , I did copy a recipe for other armors but doesnt seem to do anything special and it doesnt appear in any category at forge , what else I am missing?
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Sudah mati ini Keparat
 
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Post » Fri Jan 11, 2013 5:48 am

Create a recipe that requires your armour and whatever else, like ingots etc. Make the created object your armour. For the keyword category you want the blacksmith workbench.
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ruCkii
 
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Post » Fri Jan 11, 2013 8:23 am

Hi what can cause some random behaviours in my dungeon?

I have some draugrs that should sleep and a ghost that shoudl appear only at a certain time , instead sometimes they do work and some others they do not in the sense that the draugrs are standing instead of sleeping and the ghost is too instead than reanimate from a sitting position ....

why is happenig that? the only changes I can see is load and reload a savegame pripor to enter the dungeon and sometimes they do right some others not ... why?
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Chloé
 
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Post » Fri Jan 11, 2013 9:31 am

The first thing that pops in my head is multiple conflicting commands. The conflicting orders are likely coming from a remnant script is your save. That is if your not using a pure save. I recommend using a save that has never seen a mod, not just one from before the one your working on.
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Chavala
 
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Post » Fri Jan 11, 2013 6:33 am

I just copied a block of the warehouseambush into my dungeon ... like a box+enemy+furniture etc ... I don't see how I could add more conflicting scripts ...
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Mrs. Patton
 
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Post » Fri Jan 11, 2013 9:14 pm

Hi I have placed a weapon and I want a monster to appear when the player collects the weapon , but I do not want to stick a script for that in that weapon so how can I do to :

1 enable the trigger monster when sword is collected

2 lock a door when the sword is collected

???
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Iain Lamb
 
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Post » Fri Jan 11, 2013 8:13 am

Is the sword in a container or just placed somewhere in the open?

If it is in a container, then you could attach a script to the container. Then you could use the OnItemRemoved event.

If it is placed in the open, then you could attach a script to a player alias and use the OnItemAdded event (I assume your scenario is part of a quest). Or surround the sword with a invisible volume that acts as an activator and attach a script to that. Then you could use the OnActivate event. The latter isn't foolproof, since the sword could be moved by accident before activating the invisible activator.
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Undisclosed Desires
 
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Post » Fri Jan 11, 2013 10:46 am

Why do you not want to add a script to the weapon?

You could make the weapon an alias and apply the script that way, as to not change the base form of the weapon.
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Lillian Cawfield
 
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Post » Fri Jan 11, 2013 5:08 am

You could make the weapon an alias and apply the script that way, as to not change the base form of the weapon.

This would probably be the best option. You could probably use the OnContainerChanged event.
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Oceavision
 
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Post » Fri Jan 11, 2013 7:20 am

That flag btw is only on the faces not the body parts ...
No, it's not. Have a look at the female bartender torso nif (meshes\clothes\barkeeper\f\torso_0.nif), for example: it has two tri-shapes, one for the dress that doesn't have the flag and one for the body that has the flag.

I've just tested the following method and it works:
- create a new texture based on the existing body texture (e.g. textures\actors\character\female\femalebody_1.dds)
- add a tattoo to it and save it using a different name (e.g. femalebody_1_tattoo.dds, there are 4 in total: male and female for both "normal" humanoid bodies and Argonians)
- open the CK
- find the TextureSet 'SkinBodyFemale_1' and edit it
- edit the ID to 'SkinBodyFemale_1_tattoo'
- replace the Diffuse map (the actual texture) with your new texture that has the tattoo
- close and create a new Form when prompted
- find the ArmorAddon for your armor (I tried 'BarKeeperTorso01')
- set the 'Skin Texture' of the ArmorAddon to your newly created TextureSet.
- save the mod and play :wink:

This worked for my very dark skinned Redguard with a black tattoo. Other more muted colors will probably be shifted in color by the color shifting the game does to create the different skin colors. Saturated colors will probably work best.

Texture:
[img]https://dl.dropbox.com/u/170850/Games/Skyrim/FemaleBody_1_tat.png[/img]

In game:
[img]https://dl.dropbox.com/u/170850/Games/Skyrim/tattoo.png[/img]

Of course, this makes the tattoo only appear with this specific armor/clothes.
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Abel Vazquez
 
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Post » Fri Jan 11, 2013 7:58 pm

It looks like it can be done using SKSE ActorBase.SetNthHeadPart(...), but that doesn't persist in saves and is vulnerable to the "grey face" bug.

For the player, it can be done using Game.ShowLimitedRaceMenu() (also used by the Dawnguard face sculptor).

P.S. It's not very polite to keep bumping this every few hours...
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Scarlet Devil
 
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Post » Fri Jan 11, 2013 12:35 pm

To allow your armor to be created at the forge, take a look at a Constructible Object that starts with "Recipe" (e.g. RecipeArmorIronCuirass).
To allow your armor to be improved at a workbench, take a look at a Constructible Object that starts with "Temper" (e.g. TemperArmorIronCuirass).
To allow your armor to be created and later improved, you need both.

Note that these prefixes "Recipe" and "Temper" have nothing to do with what the Constructible Object is actually for, it's just a naming convention. A Constructible Object has a Workbench Keyword that controls for which workbenches the recipe will work. The Workstation determines what kind of crafting is done.

For example, using the "CraftingSmithingForge" Workbench Keyword will make the item appear (if the conditions match) at any Workstation that has the "CraftingSmithingForge" keyword, typically forges and anvils. Such workstations are most likely set to the Bench Type "Create Object", which allows them (surpise, surpise) to create new objects.

Using the "CraftingSmithingArmorTable" will make the recipe appear at any Workstation that has the "CraftingSmithingArmorTable" keyword, typically the armor workbenches. These are most likely set to the Bench Type "Smithing Armor", which allows them to improve armor (but not weapons), etc.
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Jessica Nash
 
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Post » Fri Jan 11, 2013 5:37 am

Hi I made a trigger box

and made this script for it ....

Spoiler

Scriptname PROM_LightEnablertrigger extends ObjectReference   bool Property PlayerOnly = TRUE auto{Does this only trigger for the player? (DEFAULT = TRUE)}bool Property Fade = FALSE auto{Fade in/out when enabled/disabled? (DEFAULT = FALSE)} ObjectReference myLinkedRef       Event onTriggerEnter(ObjectReference triggerRef)        if (triggerRef == Game.GetPlayer()) || (!PlayerOnly)            myLinkedRef = GetLinkedRef() as ObjectReference                             myLinkedRef.enable(Fade)               else                GoToState("Done")                endif        endEvent 


Then I used a xmarker and I linked it to the box

then I linked to the xmarker all braziers , ashes and lights and set all of those ( xmarkers only ) to initially disabled

when the player enters the trigger those shoudl fade in but nothing happens any idea why?

I have set in the properteis the fade in and the player only but nothing ..
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chinadoll
 
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Post » Fri Jan 11, 2013 6:50 am

I did all that but I fixed by simply adding the material type keyword that was missing in the files ...
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stacy hamilton
 
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Post » Fri Jan 11, 2013 2:35 pm

It looks like it can be done using SKSE ActorBase.SetNthHeadPart(...), but that doesn't persist in saves and is vulnerable to the "grey face" bug.

For the player, it can be done using Game.ShowLimitedRaceMenu() (also used by the Dawnguard face sculptor).

P.S. It's not very polite to keep bumping this every few hours...

I just need to do it for the player not NPC ...
Game.ShowLimitedRaceMenu() how works?
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gemma king
 
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Post » Fri Jan 11, 2013 8:36 am

Game.ShowLimitedRaceMenu() how works?
http://www.creationkit.com/ShowLimitedRaceMenu_-_Game

I don't think that's what you're looking for. That would simply allow the player to edit their appearance, not you as the modder. (Or the 'game')
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Emma Parkinson
 
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Post » Fri Jan 11, 2013 5:15 pm

this works for a npc but I need to use on a player character , would that work?
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Vera Maslar
 
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Post » Fri Jan 11, 2013 6:51 am

First, you don't need the bool ,second, you don't need the state.

You just set up the person who is entering the triggers area and wrap it inside an If condition. Did you created the trigger box?

And what's with that (fade) inside your enable function? This does absolutely nothing. You need to put (true) into this function.


Actor Property PlayerREF AutoActor Property WhatEverPersonREF AutoEvent OnTriggerEnter(ObjectReference akActionRef)If triggerRef == PlayerREF	  WhatEverPersonREF.enable(true)EndIfEndEvent
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J.P loves
 
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Post » Fri Jan 11, 2013 5:05 pm

the fade needed to not make the light pop up instantly ...
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Adam Baumgartner
 
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Post » Fri Jan 11, 2013 1:40 pm

your script doesnt work either , it doesnt allow me to specify a xmarker to use neither specify the fade or limit the enabling to player only , and it asks me to pick in reference the player and whatever other person ... :/ ....
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Matt Terry
 
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