My CK Help Thread

Post » Fri Jan 11, 2013 9:36 am

Ok I have tried another way , made another trigger box with defaultselfactivate trigger , then I enabled as parent the door , when I enter it shoudl autoactivate but does not ... :( ...
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Ludivine Poussineau
 
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Post » Fri Jan 11, 2013 6:44 pm

enabled as parent the door
???

I really don't know much about setting up triggers, but I wonder if that can be right. I would assume, that enable parent stuff would be appropriate for linking other objects to a master when you want them to be jointly enabled/disabled, but with a trigger I suspect you need to use a linked reference structure or something. But let me repeat, that I really don't know much about setting up triggers.
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Kim Kay
 
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Post » Fri Jan 11, 2013 5:27 pm

Ok, so ShowLimitedRaceMenu() will allow the player to select a new warpaint for themselves, which is not what you want.

Using SKSE ActorBase.SetNthHeadPart(...) on the player might not suffer from the gray face bug like it does on NPCs, it's worth a try. To get around the "not saving" problem: you could just re-apply the warpaint on load using http://www.creationkit.com/OnPlayerLoadGame_-_Actor.
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sam
 
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Post » Fri Jan 11, 2013 7:48 am

I was thinking to use a pushed face model but it would need to be comformed to the surface morphs of the head mesh , is it possible to use the nitridata for it?
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Wayland Neace
 
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Post » Fri Jan 11, 2013 6:44 pm

perhaps someone remembers of any trap door closing on behind the player that is in ck so I can take a look?
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Joe Alvarado
 
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Post » Fri Jan 11, 2013 9:08 am

So how to I have found lots of different scripts and none is working , I mean vanilla scripts , I even tried trap scripts but I can't link the door with activate parents to the box , so I liked ref to the box but nothing ... any idea how this needs to be setup?
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Britney Lopez
 
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Post » Fri Jan 11, 2013 7:46 am

Are you linking both ways and filling all the properties?
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ashleigh bryden
 
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Post » Fri Jan 11, 2013 4:51 pm

yes but if you do a working sample it woudl make things easier .. .
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Heather Stewart
 
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Post » Fri Jan 11, 2013 8:40 am

yet another question ...

I see it is used in a lot of quests to do a setstage ...

but at level 0 is used to make setup() why that and what's for?

Also when I tried to use in my quest

I get


Starting 1 compile threads for 1 files...
Compiling "QF_PROM_HyborianMound_01047909"...
d:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_PROM_HyborianMound_01047909.psc(68,0): variable kmyQuest is undefined
d:\giochi\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_PROM_HyborianMound_01047909.psc(68,9): none is not a known user-defined type
No output generated for QF_PROM_HyborianMound_01047909, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on QF_PROM_HyborianMound_01047909


why?
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louise tagg
 
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Post » Fri Jan 11, 2013 9:00 am

I think there may already be some examples in the Warehouse resource cells in Skyrim.esm. I put those cells into a separate mod that you can access and use without worrying about dirty edits of the Skyrim cells. The mod is on Nexus at http://skyrim.nexusmods.com/mods/21940

If there isn't an example of a trigger door in there already, I will add one and try to update the mod later tonight. It will be a few hours before I get back to my computer. What door do you intend to use? If I am doing it, I might as well use the same door.
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Damned_Queen
 
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Post » Fri Jan 11, 2013 6:26 pm

Thanks I will take. A look , custom werehouse mods with new trigger stuff and samples that are not in vanilla are usefull ... Anyway it ended that I was keeping trying tomselect the activare parent and dint work because there was a wall in the middle that with its transparency didnt let me select the trigger box... Now I rested and finally worked but surely more scripts and more premade stuff help a lot ...
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meghan lock
 
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Post » Fri Jan 11, 2013 6:37 am

Glad you got it to work. Sometimes the simplest things can be so frustrating. Those warehouse cells are all vanilla stuff. I didn't add anything into them, I just separated them from Skyrim.esm so they would be safer and easier to use. I did it originally as an example for someone to see how to access the vanilla cells without causing dirty edits. I have intended to go in and fix some of the stuff that doesn't work (like the barred door) and add some things, but I have not yet had the time.
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butterfly
 
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Post » Fri Jan 11, 2013 2:25 pm

Something you should know about the CK though. When you copy multiple objects to the clipboard it tends to lose the ref linking between the objects and clears the script properties associated with them. Ctrl+D in the same cell does not do this so if you need multiple copies of that setup fix the first paste in then Ctrl+D to copy it.
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Ernesto Salinas
 
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Post » Fri Jan 11, 2013 10:57 am

From what I've been able to gather, it's just a way to reference a script attached to the quest itself, in the scripts tab.

So if you have a custom function in that script for example like SomeFunction(), you can call that by calling kmyquest.SomeFunction() in the quest stage, and selecting your script in the drop down where it actually says kmyquest (just above the stage fragment).

There's probably more to it, but that's how I've used it before.
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Sherry Speakman
 
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Post » Fri Jan 11, 2013 9:39 am

perhaps someone remembers of any trap door closing on behind the player that is in ck so I can take a look?

There's a trigger setup tutorial over at the CK. How about doing it recurrently until it works? Or use this...

http://www.youtube.com/watch?v=4EtFXkvcgIA

...or this...

http://www.creationkit.com/Creating_a_Mannequin

...or this...

http://www.creationkit.com/Complete_Example_Scripts

...or why not this?

http://www.google.de/#hl=de&tbo=d&sclient=psy-ab&q=creation+kit+setting+up+trigger&oq=creation+kit+setting+up+trigger&gs_l=hp.3..33i21l2.1312.6538.0.6689.31.30.0.1.1.4.789.5726.14j4j7j5-3j1.29.0...0.0...1c.1.6lbmnp4wMuk&pbx=1&bav=on.2,or.r_gc.r_pw.r_qf.&bvm=bv.1357316858,d.Yms&fp=8751db711a4e2a25&biw=1600&bih=1037

I mean, it's not like Google wouldn't spit out anything about correctly setting up triggers in the CK.***

*** To create all thoose links and search for YOU, took me 1 minute. I'm 100% certain when following one of this links and attentively read the content, you understand how to correct set up triggers.
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Becky Palmer
 
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Post » Fri Jan 11, 2013 5:47 pm

From what I've been able to gather, it's just a way to reference a script attached to the quest itself, in the scripts tab.

So if you have a custom function in that script for example like SomeFunction(), you can call that by calling kmyquest.SomeFunction() in the quest stage, and selecting your script in the drop down where it actually says kmyquest (just above the stage fragment).

There's probably more to it, but that's how I've used it before.

How can I use it too ? whenever I try in the fragment it gives that error message ...
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Hella Beast
 
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Post » Fri Jan 11, 2013 7:12 pm

Think of it as 'kMyQuest' rather than 'kmyquest' and it'll make more sense. It's a placeholder property name for a quest which is to be determined later, like any of the default scripts that can be used in numerous different situations. For argument/variable/property names, a *'k' prefix denotes a form/alias. Point in case that standardized capitalization helps with script legibility...

Reads like nonsense:
form property kmyform autoevent oncontainerchanged(objectreference aknewcontainer, objectreference akoldcontainer)	kmyform.registerfirsingleupdategametime(1.0)endevent
Is far more legible:
Form Property kMyForm AutoEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)	kMyForm.RegisterForSingleUpdateGameTime(1.0)EndEvent

*a : Argument :: b : Bool :: f : Float :: i : Int :: k : Form/Alias :: s : String :: u : Unsigned
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JERMAINE VIDAURRI
 
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Post » Fri Jan 11, 2013 5:34 am

hello I needed to make a fight when the player is almoust to kill the opponont it needs to stop , so when the npc is actually on ground on knees he needs to be made invulerable and talk again to pc , is that possible? is there any sample in ck to see? or how u think to do ?
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Bitter End
 
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Post » Fri Jan 11, 2013 8:26 am

Just mark the said NPC essential, you can fight all you want and he will not die, will enter bleedout everytime.
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josh evans
 
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Post » Fri Jan 11, 2013 6:27 pm

Hello , is there any volunteer that can help me debug my quest? I have nailed it all down more or less but for some reason scripts are acting weirdingly doing erratic things , activating befoure requred stages and so on ....SO I 'D need someone to explain me what I am doing wrong and why , and ofcourse I will send the files ...
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Richard
 
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Post » Fri Jan 11, 2013 9:05 am

Mostly a quest scripter ...
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mimi_lys
 
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Post » Fri Jan 11, 2013 12:18 pm

anyone willing to help?
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Shae Munro
 
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Post » Fri Jan 11, 2013 10:35 am

Post the script(s)?

[indented and in code + spoiler tags, please]
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Kelly James
 
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Post » Fri Jan 11, 2013 3:42 pm

they are too many
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C.L.U.T.C.H
 
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Post » Fri Jan 11, 2013 8:14 pm

Try OnEnterBleedout() it's an actor script event.

http://www.creationkit.com/OnEnterBleedout_-_Actor

Then you can use StopCombat.

http://www.creationkit.com/StopCombat_-_Actor

Set them in a freindly faction, etc. Not sure if setting their AI to unagressive would be enough - worth testing. There's a few threads about doing this very thing, worth taking a look at.
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Rachael
 
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