newbie learning with the creation kit tutorial, having issue

Post » Mon Nov 19, 2012 6:00 pm

hey so i started learning to use the creation kit the other day, ive just been learning using the creation kit wiki tutorial. im up to the radiant story section, i havent started with it yet but i want to address some issues ive had during the learning experience and havent been able to solve yet. just to simplify what im going to say, everything ive done has been done using the tutorial, i just dont want to have to reference it everytime.

1st issue is with the boss ambush, where you bring in the draugr in his tomb from the "warehouseambush" cell, ive placed it and the trigger, but for some reason when i load up the game, the draugr is standing where his monster marker is rather than being inside the tomb. the trigger is connected to the draugr. all i did was copy and paste so not sure what the problem is.

2nd issue. i created a mining ore node, created the furniture and linked everything together, but when i use the node in game, my character hits it once then instantly stops the animation. i tried changing the time delay but that didnt work either, so its set to 0. not sure what the problem is.

3rd issue. i tried making a barred door, i copied the one out of "warehouseprefabs" and used it but for some reason when i try to open the door, the door actually opens, even though the wood bar is down, i also get a message saying "the door is barred" yet the door still opens, the door is also opening in the proper direction.

4th issue. i tried making removable torches and did it exactly as the tutorial says, copied the right parts from the prefa warehouse as well, but there are no torches in the holders in my game wen i load it up but the light effects are still present, also, what is the name of the torch you use for this? i tried looking up torches and coulnt find one i could pickup to place in the holders to try it.

thanks for any help.
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Barbequtie
 
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Post » Mon Nov 19, 2012 8:17 am

1. You also need to copy the ambush marker (The orange shape with the blue guy) and link it properly. You need to make the Sarcophagus lid a linked ref of that ambushmarker (CreatureAlcoveMarker, or something similiar), and the ambushmarker the linked ref of the ambush NPC. Then, if the ambushing NPC needs to activate something before popping out (Like the lid), you need to set AmbushOnTrigger to True in the properties of the script attached to the NPC.

2. You should just place the node, place either the "PickaxeMiningFloorMarker" Table, or Wall marker depending on where you want the player to mine, then make it the linked ref of the Ore. No variables need to be set or anything. It's a simple place and link.

3. Sounds like you again missed an object in there. There needs to be the door, the bar, and the navmesh collision on the bottom. The bar needs to be a linked ref of the door, and the NavCutCollision needs to be a linked ref of the bar, with the keyword "BarredDoorNavCutKeyword". If you're careful about copy+pasting this it should be ready to go, just place it properly.

4. Again this one is simple. Place the 'RemovableTorchSconce01' on a wall, place a light near it and make the light a linked ref of the torchsconce. Bam, you're done.

Hope all this helps. :)

AJV
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Alexander Horton
 
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Post » Mon Nov 19, 2012 4:01 am

#1 That should work, I've done that quite a few times without problems, could be you grabbed the wrong trigger box?

#2 at times I've seen mining lag, or all together nothing when mining. Now if there is a bug with it, im not sure, however make sure that the marker (the wall/table/floor mining marker) are ABOVE any ground level. Dont know if thats the case but when i had one, that was just slightly below the floor/ground (even by 1 pixle) it didnt work proberly.

#4 The standard Torch is named "Torch01" listed as a weapon (the CK icon is a weapon) and as to get the torch to be in the handle, i think (cant remember right now) that you need to linkref it to the handle.

Hope that can give you something to work with :)
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StunnaLiike FiiFii
 
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Post » Mon Nov 19, 2012 7:46 am

alright i still cant get the ambush to work, i didnt miss any of the pieces, and everything looks to be hooked up by linkrefs

2 thanks treeki that solved the mining problem, looks like i still need to add a way for the node to give me ore though.

look like there was a door i used from the warehouse that didnt have that navmesh for some reason, but i found the one that did, even when i used it and checked the linked refs it still didnt work, i also cant lift up the bar on the other side of the door either.

sweet i found the torch (it had a lightbulb icon rather than an item icon which is why i missed it" but i still cant place it in the sconce though. and also why do the sconces need a light source attached to them when the torch itself has its light source built into it?
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Joie Perez
 
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Post » Mon Nov 19, 2012 6:04 am

i loaded the warehouseambush in game and the ambush works, but as soon as its moved into my game it doesnt work, i tried building it from scratch an i still cant get the guy to actually lay in the sarcophagus, he just stands where his monster marker is even though hes linked up. does the little orange square that indicates where he will stand have to be perfectly flush with the ground or something? cause i ave no idea why its not working
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James Baldwin
 
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Post » Mon Nov 19, 2012 7:19 pm

alright i dont know wtf happened, but i just loaded up my area in skyrim and somehow the torches and the mining node not giving ore as well as the door problem all completely fixed themselves, no idea what happened, they just all worked.

im still stuck with the ambush problem though. cant get it working.
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Wane Peters
 
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Post » Mon Nov 19, 2012 6:54 pm

any advice would be great!
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Janine Rose
 
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Post » Mon Nov 19, 2012 8:29 am

For the mining ore, once you linked the marker to the ore, it should give the right kind of ore, no need to add ore to it or anything for more detail watch http://www.youtube.com/watch?v=UqKPrQS1KpI&feature=youtu.be&hd=1

as for the ambush part, did you proberly navmesh your dungeon? http://www.youtube.com/watch?v=Ihuedsk7QNc&feature=youtu.be&hd=1 is vital for mobs and follows to work proberly

as for the blocked door, there should be 1 door, one wooden beam, onetrigger/navmesh blocker, if you copy those over from the warehouse prefabs it should function.
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Kim Bradley
 
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Post » Mon Nov 19, 2012 3:17 pm

well i got everything fixed aside from the ambush, i moved the navmesh around so none of it touches the tomb, i dont know what else to do, it still wont work
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No Name
 
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Post » Mon Nov 19, 2012 7:26 pm

could you take a screenshot of it ingame as well from your creation kit ?
It should work, since its just a copy/paste thing, everything is setup in those
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katie TWAVA
 
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Post » Mon Nov 19, 2012 8:19 pm

[img]https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/74807_371611486250757_1083658660_n.jpg[/img]
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dav
 
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Post » Mon Nov 19, 2012 6:10 pm

everything is navmeshed excpet for right under the tomb
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Yvonne Gruening
 
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Post » Mon Nov 19, 2012 6:54 am

itd be nice if there was more than 10 people on these forums, is there a site with a bigger community for the creation kit?
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Kay O'Hara
 
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Post » Mon Nov 19, 2012 11:05 am

at times there is alot of people here, sometimes only a few, depends on the day of the week and if people are up for working on their mods.

With that, I've been trying to recreate the rrors you get, but methodical following the tutorial (been through it twice now) and have not been able to recreate it.
Could be that I'm still new to this and doesnt quite understand the underlineing stucture of skyrim or that i have been checking and double checking everything i have done.

My best guess is that you likely have missed a step along the way, as simple thing as a checkbox somewhere can really mess things up.
Try and go back, from the start of the tutorial, and check the verious settings on your actor, trigger all of it. Takes time i know, but the best i can give you right now. From what you have told you did every thing right, and it all looks right in your screenshot. Can't really think of anything else that might be the problem.

Treeki
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Penny Flame
 
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Post » Mon Nov 19, 2012 5:34 am

Hi seaplusplus,

Just in case... But check that you are testing your mod on a clean save (save done without the mod having been ticked at any point). I have had issues were nothing worked without reason and all got solved at the moment I tested with a clean save...
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ImmaTakeYour
 
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