problems with things that worked before

Post » Mon Nov 19, 2012 2:39 am

Hi!

I've always been crazy about clocks and have also tried creating some in Skyrim. I asked WillieSea for help and he told me to take a look at Leveler's Tower clock to see how its made. So I did and soon recreated my (two) clocks, which worked flawlessly. But now I decided that I will change a clock's dials, that I made months back, so that they will be white instead of brown. So I duplicated the existing dials in object window, changed the model to white dials, changed the name to include word "white" and added them again into the cell where old ones were. But from there on, they simply did not work anymore. I tried checking everything, I have changed nothing (except updating skyrim) yet they do not want to move. The clock nr. 2 on Dragonscreach, which was managed by same script still worked. Then I decided to separate the plugins for those two clocks to see if that helps. I deleted the non-working clock and recreated it in new plugin and split the script into two, one for each clock. Now both aren't working anymore >.< arrgh. I tried recreating the second clock too now, but it wont work anymore either.


I would really appreciate some help in this regard, I am dead in the water. Thank you!

Here is a tutorial I created for myself while reverse-engineering WillieSea's clocks: https://www.dropbox.com/s/9p5pwbgt7v05b4l/CLOCKS%20IN%20SKYRIM.pdf
And the script:

Scriptname DragonsreachClockQuestScript extends Quest  {Controls Clock Hands}GlobalVariable Property GameHour  Auto  GlobalVariable Property GameDay  Auto  GlobalVariable Property GameMonth  Auto  GlobalVariable Property GameDaysPassed  Auto  ObjectReference Property MinuteHandFront  Auto  ObjectReference Property HourHandFront  Auto  ObjectReference Property MinuteHandLeft  Auto  ObjectReference Property HourHandLeft  Auto  ObjectReference Property MinuteHandRight  Auto  ObjectReference Property HourHandRight  Auto  ObjectReference Property MinuteHandBack  Auto  ObjectReference Property HourHandBack  Auto  float myMAnglefloat myHAngleint myIntfloat mySpeedfloat myDatefloat myMonthfloat myDayint myDaysPassedEvent OnInit()registerForUpdate(1)mySpeed = 100EndEventEvent OnUpdate()myHAngle = GameHour.GetValue()myInt = myHAngle as intmyMAngle = ((( myHAngle - myInt ) * 100 ) * 3.6 )if myHAngle >= 13.0myHAngle = ( myHAngle - 12.0 )endifmyHAngle = ( myHAngle * 30.0 )if (MinuteHandFront.Is3DLoaded())MinuteHandFront.SplineTranslateTo(28105.8848, 1484.0991, 950.8602, 270.0000, 45.0000, myMAngle, 1.0, 1.0, mySpeed)HourHandFront.SplineTranslateTo(28106.4609, 1485.2988, 951.4893, 270.0000, 45.0000, myHAngle, 1.0, 1.0, mySpeed)endifif (MinuteHandRight.Is3DLoaded())MinuteHandRight.SplineTranslateTo(28431.6914, 1483.7139, 950.8602, -90.0000, -45.0000, myMAngle, 1.0, 1.0, mySpeed)HourHandRight.SplineTranslateTo(28430.4727, 1484.2573, 951.4893, -90.0000, -45.0000, myHAngle, 1.0, 1.0, mySpeed)endifif (MinuteHandLeft.Is3DLoaded())MinuteHandLeft.SplineTranslateTo(28103.8555, 1815.1019, 950.8602, 90.0000, 45.0000, myMAngle+180, 1.0, 1.0, mySpeed)HourHandLeft.SplineTranslateTo(28105.0371, 1814.4867, 951.4893, 90.0000, 45.0000, myHAngle+180, 1.0, 1.0, mySpeed)endifif (MinuteHandBack.Is3DLoaded())MinuteHandBack.SplineTranslateTo(28429.6035, 1817.4072, 950.8602, 90.0000, -45.0000, myMAngle+180, 1.0, 1.0, mySpeed)HourHandBack.SplineTranslateTo(28428.9766, 1816.2299, 951.4893, 90.0000, -45.0000, myHAngle+180, 1.0, 1.0, mySpeed)endifEndEvent
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J.P loves
 
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Post » Mon Nov 19, 2012 4:44 am

1. Is the quest Start-Game-Enabled?? It may not matter, but if it is there is a bug with Start-Game-Enabled and dialogue ... and maybe Start-Game-Enabled and just quests. If it is SGE let us know, there's a couple of potential work arounds to try,

2. Have you tried to test using a brand-new game? (coc to a cell from the Main Menu ... you'll get a default nord bod and a guaranteed new game ... without dragons and such but that won't matter for your clock-testing). This will discount any issues with your previous scripts and saved games.
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emily grieve
 
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Post » Mon Nov 19, 2012 12:09 pm

You might want to roll back to an earlier version where everything worked (it should be auto-saved into your Steamapps/common/Skyrim/backup folder), and use a texture set to change the colour, rather than just a whole new model. That way you're not messing with anything that could break it.
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Britta Gronkowski
 
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Post » Mon Nov 19, 2012 3:31 pm

1. Is the quest Start-Game-Enabled?? It may not matter, but if it is there is a bug with Start-Game-Enabled and dialogue ... and maybe Start-Game-Enabled and just quests. If it is SGE let us know, there's a couple of potential work arounds to try, 2. Have you tried to test using a brand-new game? (coc to a cell from the Main Menu ... you'll get a default nord bod and a guaranteed new game ... without dragons and such but that won't matter for your clock-testing). This will discount any issues with your previous scripts and saved games.

1. Yes, it is enabled. A bug? Has it been introduced recently? Because it worked before...
2. I tried it on friend's game and the clock doesn't work there either.

You might want to roll back to an earlier version where everything worked (it should be auto-saved into your Steamapps/common/Skyrim/backup folder), and use a texture set to change the colour, rather than just a whole new model. That way you're not messing with anything that could break it.
Unfortunately in the process I deleted the old esp :(
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Veronica Martinez
 
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Post » Mon Nov 19, 2012 12:31 pm

1. Yes, it is enabled. A bug? Has it been introduced recently? Because it worked before...
2. I tried it on friend's game and the clock doesn't work there either.


Unfortunately in the process I deleted the old esp :(

The bug was introduced with 1.7 - Here's a link to the third of our topics (links at top for older versions): http://www.gamesas.com/topic/1413287-dialoguequest-bug-thread-3/

It is somewhat likely, if your quest is Start-Game-Enabled, that you have been bitten by it. Here's how you can check/workaround/fix:

Workaround (When testing in game ...)
  • Start a NEW Game (coc to a relevant cell)
  • SAVE the game
  • (Exit to Main Menu - possibly optional)
  • LOAD the Saved game.


If that works ... then you were bugged ... and your users will probably be bugged to.


Fix (most of the time):
  • Uncheck Start-Game-Enabled
  • Create a trigger box somewhere that you know the player will go ... Or figure another way to start a quest (Oninit() on the player is reportedly OK)
  • Have that "trigger" start your quest (which runs your scripts for the clock)
  • (It is obviously possible that a player may see the clocks before they are working, if the trigger doesn't fire ... So you could set them to be initially disabled and then enable them via the scripts above)

Best of luck :)
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vicki kitterman
 
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Post » Mon Nov 19, 2012 3:44 pm

I have tested it on a new game, COCed out of Helgen, game reinstalled not patched to 1.7. It still didn't work.
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Chantelle Walker
 
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