Quick Questions, Quick Answers Thread #5

Post » Sat Nov 17, 2012 11:02 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.

No. The "best" you can do is have the object always rendered but I think that's more of a bug. You should avoid placing portals in the middle of large objects. Similar issue occurred in my mod yesterday though, and I didn't even touch any portals/markers. I deleted an object which was crossing a border of the same room marker and the problem was fixed... Roombounds and portals can handle the big objects as well, but there's usually some weird stuff going with these. Also, make sure to check for errors.
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Daniel Brown
 
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Post » Fri Nov 16, 2012 9:06 pm

When I am making new statics, or anything else that needs to have a model selected, I see "Alternate Textures". Does this mean I can make a texture with a new emblem on the Solitude banners, then when I am making the new object select the model (lets say SBannerlong01) and just select this new texture that is somehow added to the list? Or do I need to make a copy of the nif, rename it, then set up the texture with nifskope.

Basically...what does the "Alternate Textures" section of the Model data window do?
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Monika Krzyzak
 
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Post » Sat Nov 17, 2012 2:00 am

Thanks for the answers! I still can't figure out how to keep my monsters from leaving my dungeon, not sure why they do that...

Also, another quick one: Whats the easiest way to get the state of a door? Is there a function that returns if it is open or not? Trying to set a script that just simply closes a door in my level if it is open and does nothing if its already closed.

Edit: Question #3! - I have a custom actor that uses the Template Data for LCharDraugrBoss. In a script attached to him I am trying to make use of the "GetActorValuePercentage". However when I use this line...

Self.GetActorValuePercentage("Health") <= 0.5

I am told....


e:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TawnosPointBossScript.psc(29,8): GetActorValuePercentage is not a function or does not exist
e:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TawnosPointBossScript.psc(29,42): cannot compare a none to a float (cast missing or types unrelated)
e:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TawnosPointBossScript.psc(29,42): cannot relatively compare variables to None

Why would my actor not have the GetActorValuePercentage function?
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James Hate
 
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Post » Sat Nov 17, 2012 12:09 pm

I am a complete noob when it comes to the ck.With that said i'd like to ask this:
Can i take the gatekeeper from oblivion's shivering isles and port him to skyrim as a summon?Also is this an easy task and what kind of knowledge i need in order to do that?
This is a personal mod by the way and yes i own oblivion and all the dlc.
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claire ley
 
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Post » Sat Nov 17, 2012 1:17 am

Nope, this is utterly verboten.

What you can do though is re-create the .nif and .dds of the Gatekeeper but from scratch, making something which looks like - this could be used as a Skyrim asset.
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Tai Scott
 
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Post » Fri Nov 16, 2012 11:00 pm

No. The "best" you can do is have the object always rendered but I think that's more of a bug.

I'm fairly certain it's a feature. I believe it's necessary so you can have things like water objects that exist in more than one room.
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Austin England
 
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Post » Sat Nov 17, 2012 1:16 pm

I'm fairly certain it's a feature. I believe it's necessary so you can have things like water objects that exist in more than one room.

Well yeah, I had to do this with a huge water object (which wasn't exactly a walk in the park either), but other than that it's mostly causing problems and a lot of unnecessary rendering if you don't be careful. Even vanilla dungeons have loads of extra objects rendered all the time. I also have a water plane that I simply can't cull, no matter how big the room marker is, that doesn't seem intentional. Even if you wanted to exploit this for hallways, it's not necessary nor is it easy to do on purpose. I've managed to use multibounds to render objects in two different rooms and they even got culled correctly when needed, but I still wouldn't trust that either.
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James Shaw
 
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Post » Sat Nov 17, 2012 11:11 am

When I am making new statics, or anything else that needs to have a model selected, I see "Alternate Textures". Does this mean I can make a texture with a new emblem on the Solitude banners, then when I am making the new object select the model (lets say SBannerlong01) and just select this new texture that is somehow added to the list? Or do I need to make a copy of the nif, rename it, then set up the texture with nifskope.

Basically...what does the "Alternate Textures" section of the Model data window do?

You can use alternate textures without having to modify a .nif file so that it looks for your custom texture. Here is what you do:
1. Create the texture
2. Go to Miscellaneous -> TextureSet in CK's Object window
3. Create a new TextureSet and add your texture into the Diffuse section, normal map into Normal/Gloss (you might have to uncheck Has specular map)
4. Find the object with the model you made the texture for
5. Click Edit in the Model section to open the Model Data window
6. Double click on an entry in the Alternate Textures section
7. Find the TextureSet you created and click OK

Some models use several textures and in that case you will need to find the right entry via trial and error. If you assigned a TextureSet to the wrong entry, then just right-click on the entry and click Delete.
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sam
 
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Post » Sat Nov 17, 2012 12:03 am

Hi,
Once we open a mod in the CK, how can you see all the contents of the said mod at one glance? Is there any practical way to locate all the forms that this mod changes?
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Nicole Mark
 
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Post » Sat Nov 17, 2012 10:00 am

Is there any way to increase the number of possible landscape textures in one square of land (which is like four)? Its impossible to work on the textures when they constantly turn black, making me erase my work over and over again
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Zach Hunter
 
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Post » Sat Nov 17, 2012 3:35 am

Hi,
Once we open a mod in the CK, how can you see all the contents of the said mod at one glance? Is there any practical way to locate all the forms that this mod changes?

You can see the contents of an esp or esm file by selecting a file and clicking the Details button in the window where you load esp/esm files. It isn't the best way of presenting the contents.

You could have a look at TESVSnip, it seems to be better when it comes to presenting information of an esp/esm file's contents. There are some issues with the software (here's a http://www.darkcreations.org/forums/topic/1799-skyrim-handling-compressed-records-do-not-use-tesvsnip/ about that), which has lead to several warnings about not saving anything in TESVSnip and making backups of files that you intend to open.
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Emmie Cate
 
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Post » Sat Nov 17, 2012 8:30 am

Is there any way to increase the number of possible landscape textures in one square of land (which is like four)? Its impossible to work on the textures when they constantly turn black, making me erase my work over and over again
Each grid cell is split into 4 smaller squares. Each of these 4 smaller squares is capable of holding 6 different textures. This actually gives you a possible total of 24 different textures per cell

It cannot be changed.

What I do, when the landscape editor is open, press i on the keyboard. This will give you the information on the textures that each of the smaller squares contain (in that cell). Select the one with the lowest percentage and right click > Replace. From the box that appears, select one of the other textures that are in the same smaller square.
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Samantha hulme
 
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Post » Sat Nov 17, 2012 3:35 am

Can anyone please explain how to make a simple force greet (I have an NPC and working dialogue)? There is no tutorial on wiki and the only reference is what is it but not how to make one.
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Chelsea Head
 
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Post » Sat Nov 17, 2012 6:24 am

@MrJack: Thanks for the info about alternate textures, I've used it for a couple things so far and it works great.

This next one might need to become a separate topic but we'll see how this goes...

I would like to make a two-way portal spell to get to and from my castle. One end will be just outside the castle while the other end should be able to be summoned in any interior/exterior. I was looking to get some opinions on the best method to deliver the portal (I am using the same portal object used in the Sanguine quest, I'll update this when I get the actual name). The two best options I see are self and aimed; would I be able to summon both the portal object (and play its animation) and the auto load door I'd like to use? To give you a sense of my experience level I'm a noob scripter but I've gone through the wiki tutorials and I've been trying my hand at a couple smaller ideas for my mod.

Thanks for any info!
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Ebou Suso
 
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Post » Fri Nov 16, 2012 9:17 pm

I want NPC's to spawn after a certain ammount of time from when a quest stage in my quest is completed.

EDIT: And set it up so that i have to kill multiple targets to advance the quest.
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xemmybx
 
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Post » Sat Nov 17, 2012 11:47 am

Hey how would I increase a global variable by 1 in a script (inside an event)? I can't seem to remember that one line of code lol :P
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Captian Caveman
 
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Post » Sat Nov 17, 2012 7:18 am

Hey how would I increase a global variable by 1 in a script (inside an event)? I can't seem to remember that one line of code lol :tongue:

MyGlobal.SetValue(MyGlobal.GetValue() + 1)
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carrie roche
 
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Post » Fri Nov 16, 2012 10:26 pm



MyGlobal.SetValue(MyGlobal.GetValue() + 1)

You're a star thanks mate :)
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Lexy Dick
 
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Post » Sat Nov 17, 2012 8:33 am

Two quick questions:

1. RemoveAllItems doesn't remove quest items. How to fix it?
2. How to transfer all these items to the chest?
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butterfly
 
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Post » Sat Nov 17, 2012 5:00 am

I want NPC's to spawn after a certain ammount of time from when a quest stage in my quest is completed.

RegisterForSingleUpdateGameTime, and have the OnUpdate function spawn your NPCs

EDIT: And set it up so that i have to kill multiple targets to advance the quest.

Give each target a quest alias, and give each alias on OnDeath handler that updates a global variable or a quest property. Then if the update value is high enough they can call SetStage() on a quest property.

You can use the same script for all the targets as well.


Two quick questions:

1. RemoveAllItems doesn't remove quest items. How to fix it?
2. How to transfer all these items to the chest?

Read the http://www.creationkit.com/RemoveAllItems_-_ObjectReference for the function. You can do both by passing the necessary optional parameters.
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Rachel Briere
 
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Post » Fri Nov 16, 2012 9:12 pm

Read the http://www.creationkit.com/RemoveAllItems_-_ObjectReference for the function. You can do both by passing the necessary optional parameters.

I made the transfer but there is only one solution for quest items SendPlayerToJail but this is not what i want (same wiki page in Discussion topic). Is there another script allowing to remove quest items?
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Ashley Campos
 
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Post » Fri Nov 16, 2012 10:03 pm

RegisterForSingleUpdateGameTime, and have the OnUpdate function spawn your NPCs.

I was hoping not to ask this... but can i get an example script box for the register and OnUpdate? And where do i put it? (Pretty much a noob here. :dry: )

EDIT: I'll just make a new topic. See if i have more luck. Thanks for the start, at least.
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Hot
 
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Post » Sat Nov 17, 2012 6:51 am

Im broke.... not even the absolutely most basic thing works. Im trying for several hours to get at least SOMETHING to work but in fact not a single thing worked. I tried so many possibilities and get either a compiler error or simply noting happens in the game.
What I have:

Dublicated Iron Dagger with Form ID 020012D1.
Attached onto that dagger is a script.
That script ONLY lines are:
Scriptname _WOSTest1 extends ObjectReferenceEvent OnEquip(Form akBaseObject, ObjectReference akReference)Debug.MessageBox("Executed!")endEvent

I really cannot imagine anything which is more simple. The tutorial maybe, because there they reference to an object, which is already in the world.
However, in many situations I wont have this luxury. The fact that even this thing does not work tells me it must be fundamentally different with objects, that are created/summond in game.

After I saved everything I start the game, call "player.additem 020012D1 1" in the console, equip the dagger and .... nothing. Just nothing. I have no idea to make it even more easier. It seems the whole script is not called... and I have no clue why.
Really, no idea.
Why is this not working? What am I doing wrong?
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Nicole Mark
 
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Post » Sat Nov 17, 2012 12:23 am

When you delete a branch or topic, does it also delete the audio file for it?

Cheers :)
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barbara belmonte
 
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Post » Sat Nov 17, 2012 1:21 am



OnEquip is not a valid Event. I don't know why that script is even compiling at all, because none of the base scripts contain such an Event. The closest you want for what you have there is OnObjectEquipped, but that Event is received by Actors, not References, so if you want to use that Event, you are not attaching the script to the proper object.

If you want to attach the script to the Dagger, the correct Event is OnEquipped(Actor akActor).
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Tai Scott
 
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