Quick Question -- Quick Answer, Part Fourteen

Post » Thu May 26, 2011 11:55 pm

Really? Every time I try to create an item with no biped slot it won't let me.
Works at my end :shrug:
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Laurenn Doylee
 
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Post » Fri May 27, 2011 4:59 am

Work at my end :shrug:


I'll have to try sometime. Maybe I was just mistaken.
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Courtney Foren
 
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Post » Fri May 27, 2011 8:08 am

does anyone know what happens with a mod resource after i use items from it in my mod i plan to upload for others to use? does the person then downloading my mod also need to downl,oad the mod resource for it to work right just as they would if i had used another persons mod in my own? thanks! XD
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Scarlet Devil
 
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Post » Thu May 26, 2011 10:42 pm

IIRC, they get reset if their parent object finds itself in a cell reset and isn't persistent.

Are you sure the script wasn't attached to a respawning reference when you saw this happen?
I'll have to try sometime. Maybe I was just mistaken.

The CS will yell at you about it when you reload the mod, but you can safely ignore it.
does anyone know what happens with a mod resource after i use items from it in my mod i plan to upload for others to use? does the person then downloading my mod also need to downl,oad the mod resource for it to work right just as they would if i had used another persons mod in my own? thanks! XD

Depends on the type of resource and how you're using it.
For instance if you're using a bunch of .nifs from a modder's resource, you can either include them with your mod, or require users to install the resource along with your mod.
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sw1ss
 
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Post » Fri May 27, 2011 6:53 am

hmmm...i havnt figured out exactly what a .nif is yet compared to the other files in the modding process. (when she said she was noobtard she meant it @@) i would prefer to just add them to my own mod directly and save the downloaders the hassel of doin it all themselves as there will be quite a few addons for them to download if i dont. what is the best way to do that? for an example of one of the mod resources im using , it is "poo for everyone" by obliviomonk (which adds some meshes and textures for bodily excretions which i plan to use in farm pastures and such). the zip folder it came in didnt come with its own instreuctions unfortunately or i would be reading them. thanks !! XD
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Sammie LM
 
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Post » Fri May 27, 2011 7:17 am

hmmm...i havnt figured out exactly what a .nif is yet compared to the other files in the modding process. (when she said she was noobtard she meant it @@) i would prefer to just add them to my own mod directly and save the downloaders the hassel of doin it all themselves as there will be quite a few addons for them to download if i dont. what is the best way to do that? for an example of one of the mod resources im using , it is "poo for everyone" by obliviomonk (which adds some meshes and textures for bodily excretions which i plan to use in farm pastures and such). the zip folder it came in didnt come with its own instreuctions unfortunately or i would be reading them. thanks !! XD


You know, this is one of the most common questions/topics asked by new modders. Basically how to put new objects (original or from modders' resources) into mods. And after 20 minutes of searching the Wiki, I couldn't find a simple how-to. I'm going to write one. Give me a bit, and I'll make a new post.
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Silencio
 
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Post » Fri May 27, 2011 5:07 am

Sometimes if I try to open a mod made by somebody else in the construction set (aka a custom race, customizing for personal use not redistrobution) it says that the exe is not supported is something. I have the latest patch and construction set. What is this?
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Farrah Lee
 
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Post » Fri May 27, 2011 11:47 am

You know, this is one of the most common questions/topics asked by new modders. Basically how to put new objects (original or from modders' resources) into mods. And after 20 minutes of searching the Wiki, I couldn't find a simple how-to. I'm going to write one. Give me a bit, and I'll make a new post.


http://www.gamesas.com/bgsforums/index.php?showtopic=1021295
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Britta Gronkowski
 
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Post » Fri May 27, 2011 7:04 am

Thanks Khettienna and ghastley. :)

Khettienna is there a way to get your Better Benirus working with New Roads and Bridges, I am having a tough time? Btw, great mod, thanks.

I figured best possibility was in the statics/architecture folder in the CS, must be doing/looking in the wrong place, checking Statics, I can't find a single Map Marker to use as a reference to learn on or edit.

The exact error I get when I type player.additem xxxxxxxx 1 is "Invalid Inventory Object "xxxxxxxx" for parameter ObjectID". Yet I have no problem placing these items/objects in the world, whether in cells or containers with the CS.

I am trying to make a new horse, is there a way to copy say the black player horse, rename and change it? I have tried right clicky and dropdown tabs but no luck. Tried building from scratch but I can't seem to link to /horse/skeleton.nif, plus the ones for animations and don't want to have to extract several files.


Thanks for any tips. :)
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Arrogant SId
 
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Post » Fri May 27, 2011 11:30 am

Thanks Khettienna and ghastley. :)

Khettienna is there a way to get your Better Benirus working with New Roads and Bridges, I am having a tough time? Btw, great mod, thanks.


Hmm, never tried it! Leave me a note on http://www.tesnexus.com/downloads/file.php?id=18054 or on http://www.gamesas.com/bgsforums/index.php?showtopic=966472&st=0 with what specifically isn't working when you run them both, and I'll see what I can do. :)

I figured best possibility was in the statics/architecture folder in the CS, must be doing/looking in the wrong place, checking Statics, I can't find a single Map Marker to use as a reference to learn on or edit.


Expand Statics at its root and press the M key - the first thing you land on should be MapMarker, if I'm remembering correctly.

The exact error I get when I type player.additem xxxxxxxx 1 is "Invalid Inventory Object "xxxxxxxx" for parameter ObjectID". Yet I have no problem placing these items/objects in the world, whether in cells or containers with the CS.


For "xxxxxxxx", what precisely are you placing there? Note that in the console you have to use the FormID (hex value), but for the scripting engine you have to use the EditorID (alphanumeric - like LowerShirt01).

I am trying to make a new horse, is there a way to copy say the black player horse, rename and change it? I have tried right clicky and dropdown tabs but no luck. Tried building from scratch but I can't seem to link to /horse/skeleton.nif, plus the ones for animations and don't want to have to extract several files.


Just give him a new EditorID, and when asked if you want to create a new form, click Yes. That's your copy, and you can change it to suit and place it without affecting the original.
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J.P loves
 
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Post » Thu May 26, 2011 11:45 pm

thanks khettienna! this will help A LOT! XD
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u gone see
 
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Post » Fri May 27, 2011 11:26 am

If I change a weapon's attack damage with SetAttackDamage, is there a way to restore the weapon's previous damage without saving the old damage value somewhere?
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Penny Wills
 
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Post » Fri May 27, 2011 7:12 am

Are you sure the script wasn't attached to a respawning reference when you saw this happen?
Can't seem to recall but what I found was mostly inline with http://cs.elderscrolls.com/constwiki/index.php/Cell_Reset

If I change a weapon's attack damage with SetAttackDamage, is there a way to restore the weapon's previous damage without saving the old damage value somewhere?
Don't think so. I think the changes are saved to the game save.
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stacy hamilton
 
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Post » Fri May 27, 2011 9:49 am

I've downloaded a mod that adds a bald hairstyle but I can't get it to work with custom races. I go to races - the custom race an then body data in the construction set, add the hairstyle but it won't show up in character creation. Is there something I'm not doing?
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Peter P Canning
 
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Post » Fri May 27, 2011 11:16 am

I've downloaded a mod that adds a bald hairstyle but I can't get it to work with custom races. I go to races - the custom race an then body data in the construction set, add the hairstyle but it won't show up in character creation. Is there something I'm not doing?
You'll need to http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorialyour mod to use records from a different mod.
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Cool Man Sam
 
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Post » Fri May 27, 2011 2:19 am

i was playing around with creatures from "MMM" today , adding them to my mod. i added some Guars from the cs creatures list (not leveled list) and they appeared on screen and i positioned them and so on. then i saved the mod and exited. when i came back to it later , and loaded up the cs and the mod i was workin on, and loaded up the cell i had placed the guars into, i got an error message and i dont understand what it is tellin me. can anyone explain it to me? here is what it said...


NiControllerSequence::StoreTargets
'creatures/MMM-LC/Guar/idle.kf' failed to find target with the following identifiers:

m_pcAVObjectNameHead;0
m_pcCtlrTypeNiGeomMorpherController
m_pcPropertyType (Null)

continue playing?

yes to all will disable all warnings for thius session



by the way, i hadnt done anything to the monsters before recieving this message other than change the editor id
thanks in advance XD
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SamanthaLove
 
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Post » Fri May 27, 2011 5:45 am

That's something to do with the creature meshes and animations. Check to see if your creatures are working fine in-game - if they are, don't worry about it. Sometimes the CS gets naggy about meshes even when they work fine in-game.
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Project
 
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Post » Fri May 27, 2011 2:46 am

okies , will do as soon as i can link it to tamriel so i can go in and look. hopefully they look fine

thanks!
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Nany Smith
 
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Post » Fri May 27, 2011 12:37 am

okies , will do as soon as i can link it to tamriel so i can go in and look. hopefully they look fine

thanks!


Just "coc cellname" in the console from anywhere to test. You can do it right from the imperial prison in a brand new game without doing the tutorial - great for testing, particularly when you haven't linked cells yet.
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Marguerite Dabrin
 
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Post » Thu May 26, 2011 9:28 pm

sweet thanks!
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Dustin Brown
 
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Post » Fri May 27, 2011 9:28 am

This script won't save and it is not giving any errors

ScriptName UnstableAfflictionControlScriptRef UATagetShort UAVarShort UATLevelShort UATWillShort UATStrongShort UATDispelDamageBegin GamemodeSet UATLevel to UATarget.GetLevelSet UATWill to UATarget.GetAV WIllpowerSet UATStrong to UATarget.GetAV StrengthSet UATDispelDamge to -2*( ( UATLevel + ( 0.5 * UATStrong ) + ( 0.5 * UATWill ) )If UATarget.IsSpellTaget UnstableAffliction == 0 && UAVar == 1	UATarget.ModAV2 Health UATDispelDamage	Set UAVar to 0	UATarget.PMS EffectFireDamage 2EndifEnd

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jeremey wisor
 
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Post » Thu May 26, 2011 11:13 pm

Ref UATaget

Set UATDispelDamge


Start by fixing those!

When troubleshooting a script, I usually ; out sections to see what particularly isn't working right. That will help you find which line is upsetting the CS. Perhaps someone else can tell you more specifically just by looking, however - math is NOT my strong point.
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jennie xhx
 
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Post » Fri May 27, 2011 3:44 am

[b]...[/b]Set UATWill to UATarget.GetAV WIllpowerSet UATStrong to UATarget.GetAV StrengthSet UATDispelDamge to -2*[b][color="#00BFFF"]([/color][/b] [b][color="#FF00FF"]([/color][/b] UATLevel + [b][color="#FF0000"]([/color][/b] 0.5 * UATStrong [b][color="#FF0000"])[/color][/b] + [b][color="#483D8B"]([/color][/b] 0.5 * UATWill [b][color="#483D8B"])[/color][/b] [b][color="#FF00FF"])[/color][/b][b]...[/b]

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Melanie
 
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Post » Fri May 27, 2011 1:34 am

Thanks Shademe. I guess I'll make a bold note saying to make a backup.
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Latisha Fry
 
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Post » Fri May 27, 2011 12:08 am

So, I'm having some problems with a certain script.

Basically, what I'm trying to do is to have a TriggerBox with a custom script, so when the player enters it, they're transported to XMarkerHeading and it plays a sound. The Xmarker is in the same cell as the triggerbox. :)
Fist I simply tried this:

begin OnTriggerActor player    playsound (sound)    player.moveto (xmarker)end


Off course, as those things often go, it was too simple to work. :)
I went back to the Wiki, and it seems those OnTrigger scripts need reset blocks. Since writing one's a bit out of my league I used the one on the wiki. So my script looks like this.

short triggeredfloat timerbegin onTriggerActor Player if triggered == 0    playsound (sound)    player.moveto (xmarker)  set triggered to 1  set timer to 1 ;1 delay before reset endifendbegin gameMode if triggered == 1 && timer <= 0  set triggered to 0 endif if timer >= 0  set timer to timer - getSecondsPassed endifend


The problem is... The problem still persists! So what's the problem, you ask? Well, when I first step in the box, it transports me and plays the sound, then it does that indefinately. The block still doesen't reset, even with 1 second delay. Any ideas?
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W E I R D
 
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