[Quest Mod] Chapter 3 - The March Of The Dwemer (Help Topic)

Post » Mon Nov 19, 2012 9:12 am

I don't know how many of you know of my story mods, but with the release of Skyrim and the Creation Kit, I am now able to design Chapter 3, the final chapter to the series...

...but, I guess "able to" is a poor choice of words; I've read all the tutorials, I've browsed all the different events and scenes in the Kit, but...

...to be honest, I'm still completely in the dark on many, many things...

So, I was hoping, if it's allowed, to make my own thread dedicated to all the walls and problems I come across in the design of my final chapter; I will post the thing I'm having trouble with, and, hopefully, someone will have the answer...

But don't think I'll just post here whenever I hit a wall; I read, I look, I learn, and only when I simply cannot find a way around it, that is when I will post my problem...

Questions and problems will be printed in gold...
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NO suckers In Here
 
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Post » Mon Nov 19, 2012 4:11 am

So far, I have two problems:

#1 - (DONE)

I've torn the NPC's that can do this apart, and nothing I do will make her carry those damn flowers; I've copied the package and altered it to change the location that they do it in, I've added the script that is attached to each NPC that appears to have something to do with the animation, and altered the properties to match my NPC, but still she won't carry that damn basket...
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Marilú
 
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Post » Mon Nov 19, 2012 9:26 am

#1 its a basic teleport script you'll need, with an if function to it, that checks if the player is sleeping in the correct bed, and as mentioned make sure you only run the script once, in case the player desides to sleep in the bed again, so they dont get taken away a second time


#2 http://www.youtube.com/watch?v=9cNHxmPxsWo&feature=youtu.be&hd=1
Should cover some of it, if you want her to carry the basket all the time, im not sure how that is done, but the basic idea is in that video.
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Timara White
 
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Post » Mon Nov 19, 2012 6:34 pm

Is there a reason that you're text has to be dark green? A lot of people might have trouble reading that.
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Sophie Louise Edge
 
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Post » Mon Nov 19, 2012 2:55 pm

#1 its a basic teleport script you'll need, with an if function to it, that checks if the player is sleeping in the correct bed, and as mentioned make sure you only run the script once, in case the player desides to sleep in the bed again, so they dont get taken away a second time

I'm sure it is simple, but I've never seen it written before, so I still have no idea how to do it...

#2 http://www.youtube.com/watch?v=9cNHxmPxsWo&feature=youtu.be&hd=1
Should cover some of it, if you want her to carry the basket all the time, im not sure how that is done, but the basic idea is in that video.

Thanks for the video, but it didn't help; she still won't carry that damn basket...

Is there a reason that you're text has to be dark green? A lot of people might have trouble reading that.

It's as bright as it can be without hurting your eyes; I can't see how anyone would have trouble reading it...
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Syaza Ramali
 
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Post » Mon Nov 19, 2012 11:10 am

ObjectReference Property TeleportMarker autoEvent OnActivate(ObjectReference akActionRef)Game.GetPlayer().MoveTo(TeleportMarker)EndEvent
the "TeleportMarker" is a x-markerheading that is linked to in the properties. as for how to check if player is sleeping, thats done with the other functions you mentioned in your second post. again written in an if/else function.

How to write so it works i can not do, still learning the language my self right now.

And for the flowergirl, i belive there is a basket named something with "Carry" have you tried to make use of that?
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Bek Rideout
 
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Post » Mon Nov 19, 2012 10:46 am

Yes, I've known about that item since I dissected the other NPC's, and have been using it since; as for how it's written, that's my main problem, so thank you for the details, but I may need someone to come along and piece them together...

...I think an alias is involved here...

...

...the Construction Set was so much easier than this; I must have gotten soft...
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Laura Shipley
 
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Post » Mon Nov 19, 2012 4:47 am

Okay, I worked a way out of doing it; I added an Alias that takes over the main bed in the Bannered Mare, and added a script to the Alias so, when activated (the bed), you're moved to the new cell, where, at the point you appear, is a trigger that updates the quest...

...probably more complicated than needed, but hey, it works...


So, just the basket left, but I've got plenty of time for that; it's only cosmetic...
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Richard Thompson
 
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Post » Mon Nov 19, 2012 5:44 pm

That problem still hasn't been solved, but I now have another:

#3 - DONE

I'm sure I'm just missing some obvious function, or I haven't ticked the right box, but it's starting to get annoying; I'm tempted to just MoveTo the NPC, but that would look awful...
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carley moss
 
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Post » Mon Nov 19, 2012 5:26 pm

#3 did you check the navmesh, it is known to have that effect :)
could be you forgot the travel AI package?

Just tossing ideas, sometimes its the simple things :)
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Gwen
 
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Post » Mon Nov 19, 2012 7:25 am

Yes, I know all too well how such simple things can do this...

As for the Navmesh, I've edited around the house, and Finalized it, so there is a green triangle underneath the Door Teleport Marker; as for whether or not the Travel Package is on the NPC, it is, and has the condition that it only take place when the correct stage is met...
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Rowena
 
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Post » Mon Nov 19, 2012 12:05 pm

hmm cant you do it with story manager? when a set stage is met, let her walk the trip (guided by patrol markers i think they are called) and sort of force her to do the trip. since it's something that should only happen a set stage it should be simple enough to script her trip?
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Riky Carrasco
 
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Post » Mon Nov 19, 2012 11:57 am

I haven't had much experience with the Story Manager, so I didn't really know how to set that up; also, can Patrol Markers that are in different cells be connected?

Anyway, it doesn't matter; I decided it was probably too long a walk anyway, so I got her package to lead out into the city, but near the door is a Trigger Box that teleports her to the farm...


Thank you for the assistance, though...

So, just the Flower Basket animation problem at the moment...
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мistrєss
 
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Post » Mon Nov 19, 2012 5:05 pm

Old problem, new problem:

#4 - DONE

Nevermind; it would seem the game doesn't like quest markers being attached to objects in unnamed Wilderness cells...
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Solène We
 
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Post » Mon Nov 19, 2012 8:06 am

#2 - NO LONGER CURRENT

New problem:

#5 - NO LONGER CURRENT

Anyone feel like explaining how I do it? I tried using the little dots on the edges to make my triangle, but when I tried to use them, no triangle would appear...

EDIT: I found a forum that told me how to do it, and I did it; now there are green lines all around the cell, except where there is no Navmesh on one of the sides of the cell, but I still get the same errors...
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Kevin Jay
 
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Post » Mon Nov 19, 2012 4:46 pm

#6 - DONE

Nevermind, it's decided to simply fix itself...
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Georgine Lee
 
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Post » Mon Nov 19, 2012 5:22 am

#7 - I wanted a vapor over a basin of liquid I have, so I took the Gas Trap object, copied it, renamed it, and removed the script so it wouldn't explode; the only problem is, in game, it makes a loud hissing noise. So, I deleted the reference, and then the base object, but whenever I load the game, even using a Save File made before the mod was even loaded, the gas vapor and the hissing remain...

What's gone wrong?
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JUan Martinez
 
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Post » Mon Nov 19, 2012 4:31 pm

I do apologize for the shameless bump, but I really need a solution to this, some ideas on how to deal with it, at least...
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Paula Ramos
 
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Post » Mon Nov 19, 2012 5:14 pm

can't you use "FXMistLowSwirls01HalfVis" ?
duplicate that and alter the colors of it to fit your needs?
basicly any "FXMist..." could be used
might not give the same effect or look as the vapor from the gas, but could be a desent workaround :smile:
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herrade
 
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Post » Mon Nov 19, 2012 10:03 am

Thank you for the response, but that's not my problem; I no longer care for the vapor visual, all I care about is removing this gas that has already been removed, yet still appears in-game...
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Lucky Boy
 
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Post » Mon Nov 19, 2012 3:36 pm

#8 - I wish to add an underwater section to an interior ice cavern I am making, but when I place down the Water Activator, regardless of what I do, the water underneath is always pitch black; how can I make it so I can see at least a little?
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Sarah Unwin
 
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