Quick Questions, Quick Answers, The 3'rd

Post » Wed Jun 20, 2012 8:03 pm

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

As far as I know, it should only require the "repeatable stages" box checked.
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Red Sauce
 
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Post » Wed Jun 20, 2012 9:17 pm

If I add something to a leveleditemlist with "AddForm", what I have to do to stick the added item to a savegame? So far I see, a loaded game doesn't keep an added item.
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Guinevere Wood
 
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Post » Wed Jun 20, 2012 11:31 am

Hey, I was wondering if anyone knew how to change NPC's hairstyle. I'm having trouble finding that feature.
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.

Hi,

if you want more hairstyles than the standard ones, I think it's a bit more complicated. You have to copy the specific hair style (search in your object window under "Character" -> "HeadPart"), copy it and choose the needed list from "valid races". The lists belongs to different races, which to whom you can see under "Miscellaneous" -> "FormLists".

Example: If you want a specific hairstyle for a nord, do it like this. Duplicate "HairFemaleDarkElf01", open it up and change "valid races" to "HeadPartsNord". Now this hairstyle is added (via the list "HeadPartsNord") to the NordRace and you can choose it (assumed the NPC, you want to change, is a nord).
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Breanna Van Dijk
 
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Post » Wed Jun 20, 2012 9:12 pm

sorry for the noob question. but at the top of my render window it says somthing like m#: 89.83% (143.04mb/157.00mb )95% used. what does this mean and can i use more then 157 mb for one mod?
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Melung Chan
 
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Post » Wed Jun 20, 2012 7:02 pm

Question:
If I want to show a message to the user a la the "you're too encumbered to run" top-left non-boxed non-obtrusive message, I figure that I should use http://www.creationkit.com/Show_-_Message right?

But how do I actually use it? It I can pass arguments to change the numbers seen in text, but how do I show a simple message? Like that "Feeling relaxed" message Dovahkiin Relaxes too use
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Isabella X
 
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Post » Wed Jun 20, 2012 11:46 am

Raestloz: http://www.creationkit.com/Show_-_Message will do the trick, just untick the MessageBox flag or use http://www.creationkit.com/Notification_-_Debug to display it in the upper left of the screen.

For the numbers in the text:
Debug.Notification("You're too encumbered to run. Current weight: " + Game.GetPlayer().GetActorValue("CarryWeight"))
...will read "You're too encumbered to run. Current weight: 420"
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Vicki Blondie
 
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Post » Wed Jun 20, 2012 1:15 pm

Raestloz: http://www.creationkit.com/Show_-_Message will do the trick, just untick the MessageBox flag or use http://www.creationkit.com/Notification_-_Debug to display it in the upper left of the screen.

For the numbers in the text:
Debug.Notification("You're too encumbered to run. Current weight: " + Game.GetPlayer().GetActorValue("CarryWeight"))
...will read "You're too encumbered to run. Current weight: 420"

Notification will only fire if the user enables Debug in their preferences, won't it? It's not reliable.

So, I have to make a http://www.creationkit.com/Message object?
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Alan Whiston
 
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Post » Thu Jun 21, 2012 3:34 am

I don't understand what you mean by "user enables preferences", but debug is a valid and stable and it matters not what the user has done.
Oh, wait - I think you are referring to logging. If you are, then yes that has to be enabled. You are thinking of the Trace function.
Debug.Notification and Debug.Messagebox are native and will display in the user's game whether or not they have logging enabled.

edit: and both are quite reliable.
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Marcin Tomkow
 
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Post » Thu Jun 21, 2012 1:21 am

I don't understand what you mean by "user enables preferences", but debug is a valid and stable and it matters not what the user has done.
Oh, wait - I think you are referring to logging. If you are, then yes that has to be enabled. You are thinking of the Trace function.
Debug.Notification and Debug.Messagebox are native and will display in the user's game whether or not they have logging enabled.

edit: and both are quite reliable.
Really? Well I guess that's less headache for me.
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Franko AlVarado
 
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Post » Thu Jun 21, 2012 2:06 am

How can I add a value to a variable via a papyrus script?

For example: TestGV.Value=http://forums.bethsoft.com/topic/1365336-quick-questions-quick-answers-the-3rd/0 set the global variable"TestGV" to "0", every time this fragment of the script is triggered. Can I instead add every time a specific number (just let say "10") to the variable?
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Schel[Anne]FTL
 
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Post » Wed Jun 20, 2012 12:13 pm

I think your syntax may be wrong for Papyrus, i didn't look it up, but I beleive it would be:

TestGV.SetValue(10.0) <<<< for floats
TestGV.SetValueInt(10) <<<< for ints

In additon, you must declare TestGV as a property of your script.

Globalvariable Property TestGV Auto <<<< or conditional, hidden, etc.

If you want to increment the value each time the fragment runs, then you would most likely want to include an IF / ENDIF block such as

If TestGV < X
X += Y <<<<< Y = your increment value
TestGV.SetValueInt(X)
EndIf
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Jade MacSpade
 
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Post » Wed Jun 20, 2012 6:33 pm

Question:
If I want to show a message to the user a la the "you're too encumbered to run" top-left non-boxed non-obtrusive message, I figure that I should use http://www.creationkit.com/Show_-_Message right?

But how do I actually use it? It I can pass arguments to change the numbers seen in text, but how do I show a simple message? Like that "Feeling relaxed" message Dovahkiin Relaxes too use

You would need to create a message in the CK.

[EDIT] Saw above response to your question: using debug functions is bad form, and (though I'm guilty myself) you should use messages instead.
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Laura Elizabeth
 
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Post » Thu Jun 21, 2012 3:28 am

have i lost my mind?

i cant get Parent Activate to work on a container for some reason.

i have a container set off in the void space, and a activator trigger box that is set as its activate parent (parent activate only is checked).

the activator is set up exactly like the mannequin parent trigger, except it has a different name.



when i mouse over it in game, it shows the activator name but when i press the activate button, nothing happens. the container does not open.

to test this i placed a script on the container to display a message on activation, and the OnActivate block runs displaying the message, but the container refuses to open. i even tried putting Activate(Game.GetPlayer()) inside the OnActivate block with no luck (message shows, but refuses to open). i already tried rotating the activator as always and still not working.


If i put a script on the activator with Container.Activate(playerRef) instead of setting it to Parent Activate, it opens the container remotely just fine. but i shouldnt have to use a script if Parent Activate does what it is supposed to do.




is this a bug? can someone else confirm this so i know im not losing my mind here
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Chloe Lou
 
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Post » Wed Jun 20, 2012 10:32 pm

is this a bug? can someone else confirm this so i know im not losing my mind here

I tried it and couldn't get it to work either. There's a defaultActivateLinkedChest trigger used in the game, but it looks like it only works because it has a script on it.

I tried having my trigger zone be the activate parent of both a door and a chest. The door opened, but the chest didn't. I tried having the door be the activate parent of the chest. Again, when I activate the trigger zone, the door opens but the chest doesn't. Activating the door directly doesn't open the chest either.
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james kite
 
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Post » Wed Jun 20, 2012 12:09 pm

thanks for confirming. i guess its just one of those unfortunate quirks
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Jonathan Windmon
 
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Post » Wed Jun 20, 2012 12:31 pm

You would need to create a message in the CK.

[EDIT] Saw above response to your question: using debug functions is bad form, and (though I'm guilty myself) you should use messages instead.
That's what I was thinking. I remember I have to explicitly "enable debug" and then "enable trace".

I guess I'll just create a Message. Ain't like it hurts.
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Celestine Stardust
 
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Post » Wed Jun 20, 2012 10:49 pm

I've been trying to figure out how to add custom greetings, but I think it's probably too simple to bother with a whole new topic. Anybody have an easy explanation or tutorial to direct me to? I already know how to make basic dialogue with topics and such.
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Deon Knight
 
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Post » Wed Jun 20, 2012 7:10 pm

Can I get the auiCount of a specific object in a LeveledItem and use it to compare with a global variable?

F.E.: Count of the object "Axe01" in the LeveledItem "Test" < "TestGV"

Given "TestGV" is a defined global variable, "Test" is one leveleditemlist.
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Jhenna lee Lizama
 
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Post » Wed Jun 20, 2012 5:46 pm

Can I get the auiCount of a specific object in a LeveledItem and use it to compare with a global variable?

F.E.: Count of the object "Axe01" in the LeveledItem "Test" < "TestGV"

Given "TestGV" is a defined global variable, "Test" is one leveleditemlist.

You can add a form to the LL with a given count, but there's no function that will return the count of a specific form in the LL. If it's something you really need, you should request it in the SKSE thread.

My quick question:

If a script adds forms to a FormList, does it get saved into the savegame? Or does the FormList revert when a new session begins (necessitating the addition of the items to the FormList every time a game is loaded)?
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Siidney
 
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Post » Wed Jun 20, 2012 11:37 pm

Hm, bad, but thanks!
I think I read somewhere that changes on FormLists (in difference to LeveledItems) stick to a savegame. But so long I didn't try it by myself.

Quick question to modeling: Can I change the biped nif-models, so that they displayed on the right place, when I see them in the vendor window? Background: I have added some new clothes. They're displayed fine in game (when a character wear them), as long as I use them as "Biped Models" (see an "ArmorAddon" sheet) but when I use the same model as "World Model" (see an "Armor" sheet) the body with the clothing won't displayed in the right place, when I get the preview in the buy/sell window of a vendor. So, I think, I have to change something at the nif-file? Or can I do something in the CK to relocate the model?
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Albert Wesker
 
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Post » Thu Jun 21, 2012 1:51 am

Is it possible to play sounds in the CK (like fx and ambient sounds)? It would be helpful to hear them without having to open the game every time
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Rachel Hall
 
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Post » Wed Jun 20, 2012 2:01 pm

@ Wereta: You could extract the "Sound.bsa" (you find it in the folder skyrim -> data) with the "BSA Browser" (freeware), then you have all the in game audio files in wav-format (so you can hear them, without starting the game). I don't think that the CK itself has the option to play the sound files - but I never take a serious look to the whole sound modding thing.
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kasia
 
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Post » Wed Jun 20, 2012 7:32 pm

If a script adds forms to a FormList, does it get saved into the savegame? Or does the FormList revert when a new session begins (necessitating the addition of the items to the FormList every time a game is loaded)?

Additions to FormLists are saved, yes. Just note that people have experienced some bugs removing items from a formlist, saving, and then loading the save--the formlist can become corrupted by the remove function. But if all you are doing is adding to the list, it should be okay.

I've been trying to figure out how to add custom greetings, but I think it's probably too simple to bother with a whole new topic. Anybody have an easy explanation or tutorial to direct me to? I already know how to make basic dialogue with topics and such.

Create a new topic in the "MIsc" tab of the quest where you define the actor's dialogue, and select a topic type of "Hello" when prompted. Then add the greetings for the actor as infos for that topic. Some details at the wiki http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends#Hellos.2FGoodbyes.
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Sam Parker
 
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Post » Wed Jun 20, 2012 3:26 pm

Dumb question. I've clicked 'Regenerate' in the script fragment part of a quest dialogue so that the CK returns the error message "WARNING: Unable to load fragment source from function Fragment...". How do I reset it so the CK looks at the original fragment again?

I don't want to move my code to the newly created fragment as the script is used by more than one mod.
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Luna Lovegood
 
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Post » Wed Jun 20, 2012 1:14 pm

Post limit reached, have to close this one :smile:
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LuCY sCoTT
 
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