Quick Questions, Quick Answers Thread #5

Post » Fri Nov 16, 2012 10:44 pm

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).

Man, you saved me!
Thanks a ton.

You were exactly right ... OnEquip does not exist, I tried to look it up on the wiki page I used to look for a fitting event and could not find it. I think it was just a typo (with a very, very frustrating effect).

If you have time you might be able to help me with more questions ;) http://www.gamesas.com/topic/1402971-quick-one-onactivate-yes-ongrab-no/
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Chloé
 
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Post » Sat Nov 17, 2012 12:52 am

Quick question guys. I make a BSA archive of my files with BSA Opt. If I name it the same as my ESP file, put it into the Data directory, then choose to upload to steam in CK, will it use my created BSA?

Thanks :)
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Robert DeLarosa
 
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Post » Sat Nov 17, 2012 9:05 am

You need the BSL and CKM files as well as the BSA in order for you to upload to Steam, and the only way to get the BSL is to pack the BSA using Archive.EXE.
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Veronica Martinez
 
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Post » Sat Nov 17, 2012 12:18 pm

You need the BSL and CKM files as well as the BSA in order for you to upload to Steam, and the only way to get the BSL is to pack the BSA using Archive.EXE.

I'm just having a mess around with Archive.exe now and it seems like a lot of messing around compared to BSA opt. It even makes the archive have the dirctory names all wrong, instead of just textres etc it put them in Users/Richard/Docs/Hunting in Skyirm/Textures... where my mod is lol. I hate modding on the workshop.

EDIT:

Unless ofcourse you add them from the skyrim directory itself... so adding each file manually = ace :stare:
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Maya Maya
 
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Post » Sat Nov 17, 2012 2:40 am

Ok so instead of using Archive.exe, how much can I trust that the CK will pack all the files I need when it creates the archive and uploads to steam?
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abi
 
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Post » Sat Nov 17, 2012 6:58 am

Is there custom furniture markers that the player can use? I want to set up some custom benches for the player to sit on but I'm kinda stuck finding what I need.
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Hayley O'Gara
 
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Post » Sat Nov 17, 2012 5:50 am

Is there custom furniture markers that the player can use? I want to set up some custom benches for the player to sit on but I'm kinda stuck finding what I need.

I'd like to know this to. Spent ages a while ago trying to make a log the player could sit on. Just couldn't figure it out.
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Gavin boyce
 
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Post » Fri Nov 16, 2012 11:17 pm

Making my first CK mod: craftable, enchantable Nine Divines amulets. Very simple, but I'd like to make sure I know what the keywords I'm messing with do.

MagicDisallowEnchanting and VendorItemJewelry are covered by the wiki.

ArmorJewelry presumably just indicates that you can wear it, it goes in the jewelry/armor section of your inventory, and it should show up under "jewelry" at the forge, yes?

ClothingNecklace, I think, might tell the game which enchantments are allowed to be put on it?

JewelryExpensive I'm actually not sure about. Is this used to populate leveled lists? Determine targets for radiant quests? (And why is the Amulet of Zenithar the only one lacking this keyword?) Please give me a clue.
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Matt Bigelow
 
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Post » Sat Nov 17, 2012 8:55 am

I'm just having a mess around with Archive.exe now and it seems like a lot of messing around compared to BSA opt. It even makes the archive have the dirctory names all wrong, instead of just textres etc it put them in Users/Richard/Docs/Hunting in Skyirm/Textures... where my mod is lol. I hate modding on the workshop.

EDIT:

Unless ofcourse you add them from the skyrim directory itself... so adding each file manually = ace :stare:

http://afkmods.iguanadons.net/index.php?a=topic&t=200. It will tell you the correct procedure for packaging via Archive.EXE.
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Sian Ennis
 
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Post » Fri Nov 16, 2012 11:49 pm

I'm working on a mod that expands upon the alchemy system and one of the things I'm trying to add is a workstation dedicated to making powders out of ingredients. The current setup is a piece of furniture that uses a modified mesh of the alchemy workstation (no visible objects, only the furniture marker is left intact), which means that the mortar and pestle animation still works. I'm trying to activate a container via a script whenever the furniture is activated, but I'm having some trouble with that. When I activate the furniture an OnActivate event is sent and the script runs partially (Debug.Notifications work, but everything else is ignored). When I press a key to move my character in order to stop using the furniture, another OnActivate event is sent and this time the script runs perfectly.

Is there a way to get the script to work properly during the first OnActivate event? Is this behavior typical of all furnitures?

I can figure out a way to stop the script from running during the second OnActivate event, so no need to worry about that.

The script.

Spoiler

Scriptname AdvAlc_Script_MortarWorkstation extends ObjectReferenceObjectReference Property Mortar Auto ;A static that uses a modified mesh of the alchemy workstation where only the mortar and pestle are left intactObjectReference Property Barrel Auto ;The container that is to be activatedEvent OnActivate(ObjectReference akActionRef)  Debug.Notification("Activated")  Mortar.Disable()  Debug.Notification("Mortar disabled")  Barrel.Activate(Game.GetPlayer())  Utility.Wait(1.0) ;If the container has been activated, then this ensures that the succeeding lines are not executed until the container has been closed  Debug.Notification("Waiting")  Mortar.Enable()  Debug.Notification("Mortar enabled")EndEvent

I was able to fix the issue by creating an activator with the mortar and pestle model and have that activate the furniture and barrel. Now I have another issue I'd like to fix.

Is there a way to force the player to stop using the furniture? At the moment the player has to manually make the player character stop using the furniture.
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Guinevere Wood
 
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Post » Sat Nov 17, 2012 9:30 am

Question: (a silly one - be warned)

Is there a way to format how a float value is cast into a string value (as in number of decimals, etc).

The main purpose would be to create a MessageBox string with nicely formatted numbers. I know even Morrowind scripting had this capability, but I just couldn't find anything about it in the Creation Kit Wiki. Still, I may not have been looking in the right places. If you can link to a relevant page in Wiki, that would be excellent.
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amhain
 
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Post » Sat Nov 17, 2012 6:36 am

Question: (a silly one - be warned)

Is there a way to format how a float value is cast into a string value (as in number of decimals, etc).

The main purpose would be to create a MessageBox string with nicely formatted numbers. I know even Morrowind scripting had this capability, but I just couldn't find anything about it in the Creation Kit Wiki. Still, I may not have been looking in the right places. If you can link to a relevant page in Wiki, that would be excellent.

If you use a message instead of messagebox.

Look at this:
http://www.creationkit.com/Show_-_Message
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Kate Norris
 
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Post » Sat Nov 17, 2012 7:16 am

If you use a message instead of messagebox.

Look at this:
http://www.creationkit.com/Show_-_Message
Thanks, that might be what I am looking for, or lead to it.

Edit: Actually I think it is exactly what I was looking for.
(I don't know if it's only me, but I really find the Wiki very difficult to search and navigate, so thanks again.)
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Chad Holloway
 
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Post » Sat Nov 17, 2012 8:59 am

I've asked this before, but never gotten an answer, so I will ask again.

Is it possible to change the FOV of the render window in the CK?
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clelia vega
 
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Post » Fri Nov 16, 2012 10:02 pm

Is it just me, or has the "Allow Reserved" checkbox in the alias screen been greyed out?
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Robert Garcia
 
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Post » Sat Nov 17, 2012 4:01 am

Is your quest flagged "Start Game Enabled?"
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Adam Porter
 
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Post » Sat Nov 17, 2012 12:06 am

Yes, though that doesn't seem to matter because I've been looking at nothing but vanilla quests today. Some are marked that way, others aren't, but none of them have a clickable "allow reserved" box, and I'm noticing that the "initially disabled" box is also greyed out.
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maria Dwyer
 
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Post » Fri Nov 16, 2012 9:43 pm

Hi guys, new to the creation kit.

How can I make a specific music track / the dragon battle music play when I fight one of my custom NPCs? He's a boss-type character and I want combat with him to feel more epic than a bandit fight.

Thanks!
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jessica sonny
 
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Post » Sat Nov 17, 2012 3:22 am

Anyone know if it's possible to run a script to convert all existing instances of an item into a different item?

I'm updating Ars Metallica and would like to have a way of converting all the pheasant feathers that have been generated into the new crafting feathers I've converted all the recipes to use. The ones carried by the player are easy enough - already solved that. I'd like to also mass convert any instances stored in containers as well. If that's even possible of course.
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Cesar Gomez
 
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Post » Sat Nov 17, 2012 9:42 am

Another question I have, though I know most of you are sleeping.

My custom test quest returns a "1" when I type getrunningquest into the console, but it's never added into my quest log nor do I get a quest started prompt. I can bypass this by running a script upon talking to a NPC, but I want it to start immediately upon loading.

I do have "Start Game Enabled" ticked, so what am I doing wrong?

EDIT: RAWR. And another thing...any reason why I can't start conversation with my custom npcs? I just "hms" and "What is it?" outta my guy. I DID manage to talk to him once, but upon spawning him on a separate save I can't initiate dialogue anymore. <<
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~Sylvia~
 
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Post » Sat Nov 17, 2012 12:15 am

I'm updating Ars Metallica and would like to have a way of converting all the pheasant feathers that have been generated into the new crafting feathers I've converted all the recipes to use. The ones carried by the player are easy enough - already solved that. I'd like to also mass convert any instances stored in containers as well. If that's even possible of course.

Could you give them an OnContainerChange and switch them when the player picks them up?

QQ of my own: Is there an easy way to make a dog bark in a scene. You know the sort of thing:

Farmer: We'll need to get these crops in. The frosts could come at any time..
Dog: Bark! Bark!
Farmer: What's that Lassie? LIttle Timmy's been eaten by Draugr?

I know I can script "bark! bark!", but I'd like to play the sound effect since we have one.

[edit]

Another one: Can I make an invisible activator that gives a roll-over message and has an OnActivate event. I've been trying with Activator marker/primitives but it's not working for some reason.

[edity edit]

And one more: is there a way to dump dialogue from a scene? It doesn't seem to show up if I do a dialogue dump. Maybe its one of those things where I need to quit and restart before it takes...

[editty edit edit]

I found the Scene Script export, but can't find my scene in the list of scenes...
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Laura Mclean
 
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Post » Sat Nov 17, 2012 6:25 am

I have a quick question: I have created a quest. Added a Dialogue View, a Branch and a Topic. I messed something up so I decided to delete the whole thing and start over again. The CK complained that the Dialogue View, Branch and Topic were using the quest.

So again a created a quest by the same name, and a dialogue view which also uses the same name as the one before. I tried to create a Branch again using the same ID as i had before but now the CK complains that this ID is already in use. How do I get rid of this?
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Hayley Bristow
 
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Post » Sat Nov 17, 2012 5:04 am

Could you give them an OnContainerChange and switch them when the player picks them up?
Oh, yes, I could do that. Why didn't I think of that before :P Thanks.
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le GraiN
 
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Post » Fri Nov 16, 2012 9:34 pm

Yes, though that doesn't seem to matter because I've been looking at nothing but vanilla quests today. Some are marked that way, others aren't, but none of them have a clickable "allow reserved" box, and I'm noticing that the "initially disabled" box is also greyed out.

Which quests ? Because unticking "Start Game Enabled" for BardsCollegeDrum for example, is well ungreying the "Allow Reserved" option. The option is also directly available in a vanilla quest like BardsCollegePoeticEdda, which is not enabled at start.

By the way, "Initially Disabled" is grey for everything but "Create Reference to Object" Alias type.
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Ebony Lawson
 
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Post » Sat Nov 17, 2012 12:03 pm

Another question I have, though I know most of you are sleeping.

My custom test quest returns a "1" when I type getrunningquest into the console, but it's never added into my quest log nor do I get a quest started prompt. I can bypass this by running a script upon talking to a NPC, but I want it to start immediately upon loading.

I do have "Start Game Enabled" ticked, so what am I doing wrong?

EDIT: RAWR. And another thing...any reason why I can't start conversation with my custom npcs? I just "hms" and "What is it?" outta my guy. I DID manage to talk to him once, but upon spawning him on a separate save I can't initiate dialogue anymore. <<
Do you actually have a log entry for the active stage? (You don't have to have them ...)
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Beulah Bell
 
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