Quick Questions, Quick Answers, The 3'rd

Post » Thu Jun 21, 2012 12:51 am

That orange trigger box can be very hard to see sometimes. It may also be pretty small. Hit 2 and look for the gadget. Sometimes that helps. Of course, also make sure markers are turned on. I thought you were losing the static bookcase itself. I've done that and looked all over for the object and it had materialized directly above my head and I just couldn't look up to see it. I agree with you about bookcases, but people want them. They are pretty glitchy and difficult to troubleshoot. I have a bunch of them in my Bedroom cell and I hate every one of them. What you might want to do, at least what I did, was to create the first one outside the cell alone in space so you can see all of the parts as you put them together. Then copy it into the interior once and test it. Then it is easy to select it again outside in space looking away from your interior and duplicate it and drag it inside again whenever you need another one. I generally do that with mannequins and plaques and weapon racks and so on so I have them when I need them.

I wouldn't use Breezehome for the bookcase as it is known to have been glitchy. It's also best to avoid vanilla cells if at all possible to prevent unintended changes. Look for the modders resource mods on Nexus. I seem to recall there is one with bookcases in it.

Edit: so I saw you edited your post and you already went into Breezehome so ignore above. May I suggest though, if you haven't already, check your mod in the Ck or TESVSnip and see if you left any edits behind in Breezehome. They are easy to remove with TESVSnip. That seems to be a common source of the CTD issues people are having with various location mods. The game can only handle so many conflicts before it crashes. Just a friendly suggestion, if you havent already thought of it.

I use both triggers and activators in mine as they seem to be more predictable that way. The triggers that are in the first tutorial are hard to hit once the shelf is full. I find that the triggers and activators work in slightly different ways and if one won't work because of some odd book, the other probably will. It seems to me it is the books causing the problems more than the bookshelves.
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Elizabeth Davis
 
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Post » Wed Jun 20, 2012 3:06 pm

Thanks for the info, i'll keep it all in mind. My house is near enough done, but it just doesn't feel like a home, somethings missing but i just can't put my finger on what it is...

The last thing i need to solve are the rendering issues, then its ready to go up on Steam.


EDIT: While browsing Console Commands for Tcl so i can fly and take some screenys of the house, i noticed one called TLL. This enables LOD or disables. I noticed an option in all the items i placed that had this option, and since i'm out of ideas for this problem, i'm gonna enable this LOD on something and see if it works, by chance.
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Tha King o Geekz
 
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Post » Wed Jun 20, 2012 2:58 pm

Where can I find the entries for the 'one handed skill increased to 45' messages or what have you? I want to change it to remove the number.
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ZANEY82
 
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Post » Wed Jun 20, 2012 1:50 pm

Where can I find the entries for the 'one handed skill increased to 45' messages or what have you? I want to change it to remove the number.
Probably Game Settings: sSkillIncreased "%s Increased to %i"
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jessica sonny
 
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Post » Thu Jun 21, 2012 2:45 am

Probably Game Settings: sSkillIncreased "%s Increased to %i"

Got it, thanks.
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jennie xhx
 
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Post » Wed Jun 20, 2012 12:33 pm

I'm wondering if there's a simple way to prohibit the player from using magic (just "normal" spells, if possible; racials, shouts, special powers etc. should still be usable).
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My blood
 
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Post » Thu Jun 21, 2012 2:42 am

Hey guys,
I'm trying to create a passive ability (or spell, if I have to) that modifies the character's sprinting speed but not his running speed. So far, my approach has been to try to get the game to check if the character is sprinting, and if so modify (or preferably force) the character's speedmulti value.

Problem is, my code doesn't work. It compiles fine, but I'm sort of bumbling around in the dark here (I don't have any real experience programming).

Any ideas on how I can go about this? I pose the script later as soon as I figure out how on this forum (so you can have a good chuckle).
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Kerri Lee
 
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Post » Wed Jun 20, 2012 11:15 am

Still looking for a visible magic portal...
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Killer McCracken
 
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Post » Wed Jun 20, 2012 7:24 pm

Is it possible to start a dialogue only when the player is in special location/part of location? If yes, how exactly?
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JeSsy ArEllano
 
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Post » Thu Jun 21, 2012 3:13 am

No one can help me with my GetAttackState troubles? Could someone check if they can get that function to work?
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Melung Chan
 
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Post » Thu Jun 21, 2012 2:51 am

Hey folks, got a couple of quick ones for you here:

1) Is there a way for me to change the name of a plugin? It isn't a huge deal if not, I guess...but I changed the name of the dungeon, and it would be nice to be able to change it everywhere that it appears.

2) I'm trying to lay down some blood trails so the player can track a wounded NPC through the tunnels, and from the wiki I've figured that the only way to really do this is to lay down some DecalBloodSprayGround markers...but the decals won't appear in-game when I load to test. Is there a setting that I might have overlooked? Nevermind. Got this one. Gonna have to get used to laying down the effect...

Sorry if any of this has been covered before. Please just tell me to look again if it has.
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Fanny Rouyé
 
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Post » Wed Jun 20, 2012 8:29 pm

I'm wondering if there's a simple way to prohibit the player from using magic (just "normal" spells, if possible; racials, shouts, special powers etc. should still be usable).
I was thinking about this last night for some reason.

I think you can experiment with setAV or modAV. Setting the magicka to 0 and adding a string that prevents it from regenerating, like disableing magic regeneration. And restoring the values to normal in the OnEffectFinish event(or through the magic effect setting "Recovery"). IIRC, enemy mages are too stupid to use magic potions.

The SIMPLEST way to do it is making a spell that modifies their pool by some high negative number. If you want to get creative, you'll have to go through making a script and messing around with magic effect.

For me at least, it's the closest thing I'll get to, in stopping them from spamming ward spells, while kicking my ass.
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Harry Hearing
 
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Post » Thu Jun 21, 2012 3:12 am

I was thinking about this last night for some reason.

I think you can experiment with setAV or modAV. Setting the magicka to 0 and adding a string that prevents it from regenerating, like disableing magic regeneration. And restoring the values to normal in the OnEffectFinish event(or through the magic effect setting "Recovery"). IIRC, enemy mages are too stupid to use magic potions.

The SIMPLEST way to do it is making a spell that modifies their pool by some high negative number. If you want to get creative, you'll have to go through making a script and messing around with magic effect.

For me at least, it's the closest thing I'll get to, in stopping them from spamming ward spells, while kicking my ass.

How does the ForceAV function work compared to SetAV?

Since modifying AVs through perk entry points isn't possible, a constant effect ability the forces the subject's magicka and magicka regen to be 0 would work; but SetAV I think only changes the "base" value, so enchantments or spells could still increase the subject's magicka.

I want to be able to make it so that a character simply cannot use magic, no matter what.
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Dezzeh
 
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Post » Wed Jun 20, 2012 4:01 pm

Additional question:

If I have quest set to "start game enabled," will its script auto-run?

Basically, I want to be able to set the stage of my quest when ANOTHER quest reaches a certain stage, but I'd like to do this without touching the vanilla quest. My idea was to register for update (every 0.5-1 second(s)), then stick a While "other quest stage != x" loop followed by the setstage function for MY quest, unregister for update, close the event.

But I need to register for update. So, do I need to call the register function from inside my quest? Or will its mere existence in the quest script automatically take care of it?
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Sabrina Schwarz
 
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Post » Wed Jun 20, 2012 4:50 pm

Set your quest for start game enabled.
In your script add an OnInit event block with your RegisterForUpdate. (Note: there are some circumstances when an OnInit may actually fire up twice, but in your case, it shouldn't matter.)
Then do your stuff in an OnUpdate event block. (
You're gold.
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Trevor Bostwick
 
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Post » Wed Jun 20, 2012 5:12 pm

Thanks!
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Amysaurusrex
 
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Post » Thu Jun 21, 2012 1:46 am

I want to be able to make it so that up until i hit a current quest stage on a custom quest, an NPC is non-aggro. Then i hit the quest stage, and after 1 in-game hour, the NPC becomes aggressive. How would i do this?
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Rachie Stout
 
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Post » Wed Jun 20, 2012 5:24 pm

Make an alias for the actor in the quest, and then make a script on the setstage that says Utility.WaitGameTime(1) and then sets the alias ref to start combat with the player.
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Penny Courture
 
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Post » Wed Jun 20, 2012 10:31 pm

Make an alias for the actor in the quest, and then make a script on the setstage that says Utility.WaitGameTime(1) and then sets the alias ref to start combat with the player.

erm... Can i get that in a code box, please? Cause im poretty new to tthe scripting scene, and cant seem to figure out how to work this. :\
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Ashley Tamen
 
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Post » Wed Jun 20, 2012 5:35 pm

erm... Can i get that in a code box, please? Cause im poretty new to tthe scripting scene, and cant seem to figure out how to work this. :\

Utility.WaitGameTime(1)Alias_WhateverAlias.GetActorRef().StartCombat(Game.GetPlayer())
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Austin England
 
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Post » Thu Jun 21, 2012 2:51 am

thanks. it actually SAVED this time. Ill go make sure it works. (so long as the NPC in question survives the fall.) Again, thank you.

EDIT: Well, it saved. but the guy attacked me as soon as i showed my face. So, heres the ques ti am currently using:


SetObjectiveCompleted(10)SetObjectiveDisplayed(20)SetStage(20)Utility.WaitGameTime(1)Alias_manicarch.GetActorRef().StartCombat(Game.GetPlayer())

This is on my quest stage 20 script box. any tweaking i need to do?
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Solina971
 
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Post » Wed Jun 20, 2012 10:45 pm

Hey, I was wondering if anyone knew how to change NPC's hairstyle. I'm having trouble finding that feature.
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Kelsey Anna Farley
 
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Post » Wed Jun 20, 2012 5:35 pm

Guess its my turn to http://desmond.imageshack.us/Himg696/scaled.php?server=696&filename=capturekye.png&res=landing you.
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Rob Smith
 
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Post » Wed Jun 20, 2012 7:35 pm

That's all well and good, but I don't actually get any options to change anything there. For whatever reason clicking there makes nothing happen. I think this may have to do with the face that I'm using a custom race. I'll look into that.

Also, I'm still wondering about how to get a visible magic portal.

I'm also wondering if it is possible to get the glowing letters that appear on the floor when the Greybeards teach the dovaihkin shouts to appear over someone's head.
Does anyone know the name of those objects?
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T. tacks Rims
 
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Post » Wed Jun 20, 2012 5:04 pm

Guys, how would i go about making a quest repeatable, like the DB Forever?
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KRistina Karlsson
 
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