Quick Questions, Quick Answers Thread #5

Post » Sat Nov 17, 2012 6:27 am

QQ of my own: Is there an easy way to make a dog bark in a scene.

I know I can script "bark! bark!", but I'd like to play the sound effect since we have one.
http://www.creationkit.com/Say

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...
I found the Scene Script export, but can't find my scene in the list of scenes...
Shut quest and reopen it (after changes), has always then worked for me. Never not seen my Quest in a list ... but try restart ck if that is happening, would be my guess


(sorry, no answer from me on the activator)
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rolanda h
 
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Post » Fri Nov 16, 2012 9:34 pm

Do you actually have a log entry for the active stage? (You don't have to have them ...)
It does. It's alright though, you already helped me fix this issue in the other thread. I should've edited my post here but didn't think to.
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Manuela Ribeiro Pereira
 
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Post » Sat Nov 17, 2012 3:02 am

It does. It's alright though, you already helped me fix this issue in the other thread. I should've edited my post here but didn't think to.
Funnily enough, I thought I had ... but I wasn't sure if this was same problem ... And don't worry about not editting here ... half of us forget we ever posted questions in these topics in the first place!! :)
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Greg Swan
 
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Post » Fri Nov 16, 2012 11:17 pm

http://www.creationkit.com/Say

Actually, I think what I wanted was "select sound" on the info, and then typing "dog" into the filter. And ... it just occurs to me that I just tested that scene with the sound off, so I don't know if it worked or not. Oh well...

Shut quest and reopen it (after changes), has always then worked for me. Never not seen my Quest in a list ... but try restart ck if that is happening, would be my guess

No joy, sadly. One scene is showing up in the dialogue export but not the other. That's after several openings and closings and watching it play out in the game. The scene export doesn't see anything with my SSG_ prefix on it.

Oh well, I can manage, I'm sure. Thanks for the reply :smile:

[edit]


(sorry, no answer from me on the activator)

I've just found a default invisible activator in the CK. It looks like it's used to trigger catapults in the Civil War sieges. I'll see if it does what I hope it does :)
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Lisa
 
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Post » Sat Nov 17, 2012 6:18 am

I would like to rename a certain object in the Creation Kit, but not its ID. For some reason I cannot find this option.
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Laura Wilson
 
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Post » Sat Nov 17, 2012 11:40 am

What kind of object is it? You should be able to just double click, change name, and tell it to not create a new form id.
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pinar
 
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Post » Sat Nov 17, 2012 12:24 am

An amulet, under armor addons.

Edit: Nevermind. Apparently I was looking at the wrong place. Thanks anyways!
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josh evans
 
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Post » Sat Nov 17, 2012 9:35 am

I need to find a skooma dealer (not the riften one) in the 'Actors' section of the CK and can't find one. Anyone know of one?
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Judy Lynch
 
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Post » Sat Nov 17, 2012 1:16 am

I need to find a skooma dealer (not the riften one) in the 'Actors' section of the CK and can't find one. Anyone know of one?
Any of the Khajiit merchants usually have one or two bottles.

I don't think there are any other dedicated skooma dealers, other than the Riften Fellow.
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dell
 
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Post » Sat Nov 17, 2012 7:19 am

Does AddItem() trigger an OnContainerChanged() event?
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Jordyn Youngman
 
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Post » Sat Nov 17, 2012 12:00 am

Does AddItem() trigger an OnContainerChanged() event?
Given this statement:

Reminder: If you call RemoveItem() on an object and don't give it a destination container it is destroyed... such destroyed objects won't run an OnContainerChanged event.

on this page (you probably seen it already?): http://www.creationkit.com/OnContainerChanged_-_ObjectReference

I would say is was likely AddItem would fire the event (or it would have been mentioned on the wiki).

Though Console Commands ... if you mean AddItem the console command, instead of papyrus? ... are odd at the best of times; so I wouldn't guarantee it

(I never tried, so can't be sure)




nvm that last bit ... yes I am sure it's true, I miss read it :(
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marina
 
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Post » Sat Nov 17, 2012 5:52 am

Yes, I saw the RemoveItem() case, but I need to account for AddItem() instead. When the wiki doesn't say, I don't tend to assume one way or the other. :P
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Maria Leon
 
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Post » Sat Nov 17, 2012 12:21 am

Well, I tried the defaultinvisibleactivator and it doesn't seem to do anything. It's just an invisible collision box in-game. No rollover text, no effect when I activate at it. Doesn't fire an OnActivate and the OnTrigger* methods don't go because it's got collision set. Not that I want to use it as a trigger, but just to be thorough.

I must be doing something wrong somewhere.

Oh well, I'll use a hotkey instead.
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Julia Schwalbe
 
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Post » Sat Nov 17, 2012 2:19 am

In Meshes\Markers\Misc there's a small "invisiblecollision01.nif" which can display text, be given a name and well be activated, if you still want it.
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Laura
 
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Post » Sat Nov 17, 2012 6:56 am

In Meshes\Markers\Misc there's a small "invisiblecollision01.nif" which can display text, be given a name and well be activated, if you still want it.

OK, thanks. I've just coded around it for this problem, but I will definitely need it later.

So... if it's a nif, I assume I have to build an activator around it?
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Madeleine Rose Walsh
 
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Post » Sat Nov 17, 2012 12:15 am

Does converting an esp to an esm boost performance in any way ingame, like is it able to handle more stuff than an esp?
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kelly thomson
 
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Post » Sat Nov 17, 2012 11:22 am

OK, thanks. I've just coded around it for this problem, but I will definitely need it later.

So... if it's a nif, I assume I have to build an activator around it?

Yep. One question : did your previous Activator have a name ? Because it's the key of text display/activation beside collision. For example just giving a name to HorseTrough01 (in the field or with Alias + Message) make troughs able to be activated.
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Gemma Woods Illustration
 
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Post » Fri Nov 16, 2012 11:48 pm

Yep. One question : did your previous Activator have a name ? Because it's the key of text display/activation beside collision. For example just giving a name to HorseTrough01 (in the field or with Alias + Message) make troughs able to be activated.

Actually, no. Although I gave it override text which I thought would work.

How do you mean "alias + message"? Giving it an alias with name overridden by a message in the quest definition? Sounds useful to know.

[edit]

That's exactly what it was. I gave it a name, and Bingo!

Thank you, I'd never have worked that out by myself.
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Elena Alina
 
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Post » Sat Nov 17, 2012 9:02 am

Am I correct in assuming that for OnPlayerLoadGame()
Event called when the player loads a save game. This event is only sent to the player actor. If this is the first save game load where the event is being listened to, and the event is on an alias, and the alias didn't exist at the time the save was made, then the player won't be in the alias by the time the event is sent, and the alias script will not receive the event. It should then receive later events.
... equates to a reliable method to differentiate between an end user who has newly installed your mod (for that save) versus one who already had your mod loaded when the save was made?

If I'm correct in assuming this I was going to use it to run some one-time setup for anyone who is updating my mod, but prevent users who have newly installed the mod from seeing this. Of course I'm going to combine it with a version check and some kind of "run once" token. To prevent new installers from seeing the update logic (they will never need it), I luckily have a polling state on the player, so I can use "OnBeginState" to single out the first-time installers, since previous users will already be in this state. So I will also set this token there, so that the next time a new user loads their save they don't go through the update logic.

It's the best way I can think to do it, but if anyone has any better solutions, feel free. Basically, my current mod version is 0.2.1, and as of 0.3 I will be installing proper VC/update logic... Since there is no previous version number to work with, both users updating and first-time users are indifferentiable without additional logic. I could technically force anybody upgrading to 0.3 to just enter some stuff manually into the console, but I wanted to avoid this. I definitely don't want first-time installers to go through the update logic, though.
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Cagla Cali
 
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Post » Sat Nov 17, 2012 1:00 am

Question. Working on a quest and dealing with adding properites to the script. Added a misc item as an int by mistake. How do i removed the (SaltPile/Int) property and re-add it as a Misc Object correctly?


EDIT
Think i may have answered my own question by going into the script itself and removing the properties there.
Right clicked on the script>clicked edit source>found and fixed fouled properties and compiled. Looks like it worked.
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Dominic Vaughan
 
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Post » Sat Nov 17, 2012 9:57 am

How do you play a magic effect on an object? Like the explosion effects etc.

Cheers :smile:

EDIT

Specifically, I want to play an explosion effect on an actor when the actor is dead :smile:

EDIt 2

Never mind :smile:

placeAtMe(ExplosionPropertyName)

Now my actor explodes when they die. Awesome.
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Elena Alina
 
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Post » Sat Nov 17, 2012 9:28 am

I'm using the following script to check to see if actors in a trigger are followers and if so move them to a marker...at least, that's my intention. When saving I get a "IsPlayerTeammate is not a function or does not exist" error. So based on that I guess I am using it in the wrong way. Thanks for any help

ObjectReference Property Marker autoEvent OnTrigger (ObjectReference akActionRef)If akActionRef.IsPlayerTeammate()  akActionRef.MoveTo(Marker)EndIfEndEvent
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Pumpkin
 
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Post » Sat Nov 17, 2012 2:35 am

Raylon: IsPlayerTeammate is a member of Actor and akActionRef is an ObjectReference, so...
If (akActionRef As Actor).IsPlayerTeammate()
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Yvonne Gruening
 
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Post » Sat Nov 17, 2012 6:36 am

akActionRef is not an "Actor", it's a reference to an Actor. The error message is saying that you can't run .MoveTo on a non-actor.

So convert it first ... something like:

myActor = akActionRef.GetObjectReference()

then
myActor.MoveTo(Marker)

Should be good to go.




(I can'tr believe it took me 3 minutes to type that!!! Justin types like a a secretary with 120 years of experience! :wink:)
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Lexy Dick
 
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Post » Sat Nov 17, 2012 11:07 am

See, such a simple little problem. But now I know what to do in that situation :foodndrink: thanks you two.
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RAww DInsaww
 
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