Quick Questions, Quick Answers Thread #5

Post » Sat Nov 17, 2012 5:02 am

Check you are recording sound files for the right voice type for the NPC.

Also, if you have any non-optional aliases in your quest it will not start (so no dialogue).

But this is a very bad time to be testing dialogue, because of a bug in the latest version of the game. You might find that the dialogue works after saving and reloading your game.
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Micah Judaeah
 
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Post » Fri Nov 16, 2012 9:29 pm

It was bug, Just save load and it works! Thanks a lot. I wouldn't have thought of it.
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Erika Ellsworth
 
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Post » Sat Nov 17, 2012 4:21 am

Another question;

I just downloaded NotePad++ and the set up says to add this line to Run:
"C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(CURRENT_DIRECTORY)"
But I did, and changed Program Files to games because that is where my Steam is, and it says file not found when I try to compile my script. I even went through and directed it to the ScriptCompile.bat and I when I run it still says file not found.

What exactly do I need to put in this line..? If someone could just tell me the exact line or show me theirs it would be great.
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rebecca moody
 
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Post » Sat Nov 17, 2012 10:34 am

Guys quick one, I'm trying to find the quest that controls the dialogue spoken by merchants. Hunters, shop owners, that sort of thing. Anyone know what it's called in the CK? :)
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kyle pinchen
 
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Post » Sat Nov 17, 2012 9:35 am

I'm trying to figure out how to build a clean looking Dwemer lift. Nothing in the Dwemer kit I have found seems to be made to support the lift platform. Any advice?
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Kaylee Campbell
 
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Post » Sat Nov 17, 2012 8:07 am

Another question;

I just downloaded NotePad++ and the set up says to add this line to Run:
"C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(CURRENT_DIRECTORY)"
But I did, and changed Program Files to games because that is where my Steam is, and it says file not found when I try to compile my script. I even went through and directed it to the ScriptCompile.bat and I when I run it still says file not found.

What exactly do I need to put in this line..? If someone could just tell me the exact line or show me theirs it would be great.
Navigate to ScriptCompile.bat, R-Click > Properties, then copypasta the full path to your N++? If that doesn't work, post the contents of your ScriptCompile.bat.
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Kari Depp
 
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Post » Sat Nov 17, 2012 9:14 am

How do I post the contents of my ScriptCompile.bat?
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Sophie Morrell
 
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Post » Fri Nov 16, 2012 9:56 pm

R-Click > Edit. You'll find, if you haven't already edited it, that it's pointed to Beth's dev directory and not Steam/your games drive.
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Wayne Cole
 
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Post » Sat Nov 17, 2012 10:46 am

This?

"C:\Projects\TESV\Build\PC\Papyrus compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Projects\TESV\Build\Source\DLC01\Scripts" -o="C:\Projects\TESV\Build\PC\Data\Scripts"
pause
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Kieren Thomson
 
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Post » Fri Nov 16, 2012 11:15 pm

This?

"C:\Projects\TESV\Build\PC\Papyrus compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Projects\TESV\Build\Source\DLC01\Scripts" -o="C:\Projects\TESV\Build\PC\Data\Scripts"
pause
Yes. Note that "C:\Projects\TESV\Build\PC\" does not exist. Change it so the three instances of that match your Skyrim's path.

If your Games drive letter is G:\, for instance
"G:\Steam\SteamApps\Common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="G:\Steam\SteamApps\Common\Skyrim\Scripts" -o="G:\Steam\SteamApps\Common\Skyrim\Scripts"Pause
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Farrah Lee
 
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Post » Sat Nov 17, 2012 4:29 am

Like so? "C:\games\Steam\SteamApps\common\skyrim\Papyrus compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\games\Steam\SteamApps\common\skyrim\Data\Scripts" -o="C:\games\Steam\SteamApps\common\skyrim\Data\Scripts"
pause
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marie breen
 
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Post » Sat Nov 17, 2012 11:39 am

Like so? "C:\games\Steam\SteamApps\common\skyrim\Papyrus compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\games\Steam\SteamApps\common\skyrim\Data\Scripts" -o="C:\games\Steam\SteamApps\common\skyrim\Data\Scripts"
pause
Yup, provided your Games folder is on your system drive.
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barbara belmonte
 
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Post » Sat Nov 17, 2012 3:47 am

Thanks, last question: What do I do with this part: TESV_Papyrus_Flags.flg

I tried to compile my script, and it kinda worked but said it failed and I believe it is due to me not having this or it does not exist. Other than that your help has been great, never would have found this on my own.
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Thema
 
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Post » Fri Nov 16, 2012 9:44 pm

Can having too many spell abilities running (5-10) waiting for the player to do something (such as IsSwimming()) in order to take effect lower system performance?
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Spencey!
 
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Post » Sat Nov 17, 2012 6:30 am

Posted my own topic.
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Pants
 
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Post » Sat Nov 17, 2012 9:57 am

Is therer a way to cast a spell on player's follower? Spell to heal him, for example?

Is it possible to make a new own perk tree with new constellation?
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lillian luna
 
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Post » Sat Nov 17, 2012 1:02 pm

Hi. Is it true that running a script for a magic effect will have to be cast on 'self' rather than aimed or target location? I haven't actually tried a target actor, but that should work i think (but that doesn't actually suit my needs at the moment).

The events for onEffectStart and Finish are for (Actor akTarget, Actor akCaster) -- so those actors cannot be an object reference or a location right? Also, is there something other than OnEffectStart and OnEffectFinish for an event to run the script when casting a magic spell? Does anyone have a link that explains this sort of thing in more detail?

Would it work to cast to a target location, have an explosion as part of the spell, have a marker spawn as part of the explosion, and have a script as part of the marker? If that does work, what is the event that would trigger the script? OnInit? You need an event right? To the best of my understanding you can't just run a function on an object or a spell; an event has to trigger it. Has anyone set up an effect like this? It's starting to sound complicated.

I'm at work so I don't have the time or ability to work through this until this evening but it's bugging me :(
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Zosia Cetnar
 
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Post » Sat Nov 17, 2012 7:12 am

How can I make it so that there is a chance that when attacked by a wolf or werewolf, you contract a disease?

I kind of want to make my werewolf mod let you get infected like that :tongue:

Thanks in advance :biggrin:

EDIT - I have been helped now and have found out how to do this.
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Monika Krzyzak
 
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Post » Sat Nov 17, 2012 3:06 am

Just looking for a spell making expert to help me out with a few things. Pm would be the best way. I want to run some concepts and how I'm trying to implement them by you and see if you can help me figure out the best way to do it.
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Dagan Wilkin
 
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Post » Sat Nov 17, 2012 2:42 am

Bump
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Michelle Smith
 
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Post » Sat Nov 17, 2012 5:26 am

Anyone know a way to test for the existence of an animation event?

I know I can set an idle property and if the idle isn't set it will be set to none. Is there some thing equivalent to see if the animation event the idle points at exists?
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Emmanuel Morales
 
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Post » Fri Nov 16, 2012 10:23 pm

Is there a way to get the location(s) of the currently active quest's objective(s) via Papyrus?
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Oscar Vazquez
 
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Post » Sat Nov 17, 2012 2:39 am

I just connected my custom dungeon to the outside world, and now a handful of my monsters are wandering into the countryside and out of the dungeon. Is there a way to prevent this from happening?

EDIT: Question #2, can I have an object in multiple room bounds? One of my pieces of hallway does not match the roombound line like the rest and for about 1-2 feet it will disappear as I walk past it.
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yermom
 
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Post » Sat Nov 17, 2012 5:53 am

EDIT: Question #2, can I have an object in multiple room bounds? One of my pieces of hallway does not match the roombound line like the rest and for about 1-2 feet it will disappear as I walk past it.

The Roombound that governs the culling of an object is the Roombound containing the object's Center marker (the little yellow cross). So in essence only one Roombound per object is allowed.
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Naughty not Nice
 
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Post » Sat Nov 17, 2012 7:12 am

Would it work to cast to a target location, have an explosion as part of the spell, have a marker spawn as part of the explosion, and have a script as part of the marker? If that does work, what is the event that would trigger the script? OnInit? You need an event right? To the best of my understanding you can't just run a function on an object or a spell; an event has to trigger it. Has anyone set up an effect like this? It's starting to sound complicated.

if anyone else was trying to spawn an object, this does work and you can use moveto to and removeitem(self) if you only want a single object summoned.
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Isabell Hoffmann
 
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