Quick Questions, Quick Answers Thread #5

Post » Sat Nov 17, 2012 12:07 am

This helps a bit, but im just wondering if theres a way to completly stop it happening.
Im trying to create a large cavern in the same way Bethesda did for Blackreach.Dont know how they managed if everything kept disapearing like it does,every time you move the camera about to get a look at what your doing.

Only happens with the large mountain pieces, so just wondering if theres any INI settings etc you can alter to help. Tried the render settings in preferences, but no diffrence.
You could try setting the grids to load in the render settings preferences, to a higher number. Default is 5 (I think). Try 7 or 9 to see if it helps. Uses a lot more memory, so expect crashes if you don't have oodles of RAM.
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Ebony Lawson
 
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Post » Fri Nov 16, 2012 10:43 pm

Just a quick thing. How can I make NPC attack player after a certain dialogue branch? Oh and another one. How to make NPC start dialogue with player? Thanks anyway.

1. Every Topic contains two entries for a Papyrus Fragment: one that will run at the start of the topic when it is selected and one that will run after the response voice-overs have played fully (or the player skips it). All you need to do is insert a StartCombat function call into the End Fragment for the response of your choice and flag the Topic as Goodbye (to force the player out of Dialogue mode to allow him to fight).

2. http://www.creationkit.com/ForceGreet_%28Procedure%29
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kirsty joanne hines
 
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Post » Sat Nov 17, 2012 12:16 am

I'm confused why this script won't compile:

Scriptname grJoeActivateScript extends ObjectReferenceint switchActorBase Property Joe AutoEvent OnActivate(ObjectReference akActionRef)if (switch == 0)	 Debug.messagebox("Working")	 Joe.setplayerteammate(true)	 switch = switch+1endifEndEvent

The compiler tells me that setplayerteammate is not a function or does not exist.
So I figure "Ok I need to call it from the Actor script" so I try Actor.Joe.setplayerteammate(true). Then I'm told:
  • (10,7): a property cannot be used directly on a type, it must be used on a variable
  • (10,7): Joe is not a property on script actor or one of its parents
  • (10,13): none is not a known user-defined type
which confuses me beyond any capability to solve this. What am I not getting?
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Emma Parkinson
 
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Post » Fri Nov 16, 2012 10:36 pm

You're using the wrong Property Type for your Joe property. You want an Actor property, not an ActorBase property. So...

Scriptname grJoeActivateScript extends ObjectReferenceint switchActor Property Joe AutoEvent OnActivate(ObjectReference akActionRef)if (switch == 0)		 Debug.messagebox("Working")		 Joe.setplayerteammate(true)		 switch = += 1 ;saves you some typing performing the operation this wayendifEndEvent

"Actor.Joe.SetPlayerTeammate(true)" is improper Syntax for Papyrus. If you want to cast, you do it like this:

"(Joe as Actor).SetPlayerTeammate(true)"
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alicia hillier
 
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Post » Sat Nov 17, 2012 4:46 am

Q: When I go to ArmorAddon > _____ (item) > Model Data the window that is supposed to show a preview of the item (along with any texture swaps) is blank. Is there an option to enable this preview window?
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Carlitos Avila
 
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Post » Fri Nov 16, 2012 10:58 pm

Thanks TrebTreb!

Another Question:

Q: How can i use fw command for weather IDs of a plugin (not the skyrim IDs)? When i try to change weather to a weather created per plugin, it says Item 'blabla' not found for parameter Weather ID. But the ID is correct from the creation tool. The plugin is activated and works (new weather types are in game).

just answered this in another post

fw xx999 , 999= id number , xx= load order, so if your mod that adds a new weather is 3rd in your load order "fw 03999" and you dont have to worry about the 0 because thats not read.

also yes if you try to call a weather in a area where that weather has 0% chance of happening like calling a ff weather in a tu area it only will last for like 10 seconds or however long the transition time you have for that weather to be.
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Sara Lee
 
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Post » Sat Nov 17, 2012 1:22 pm

You're using the wrong Property Type for your Joe property. You want an Actor property, not an ActorBase property. So...

Thanks. That worked perfectly. Although I'm still having trouble with something. I'm trying to make an animal follower ("Joe" is a bear). I edited the blackbearrace form to make a new one, JoeRace, and ticked the "Allow PC dialogue" box so you could recruit him through dialogue like a generic follower (didn't know that option was available before making the script from before). After saving and setting the actor's race type to JoeRace, it turned invisible in the render window and in-game. All I have is an empty object box in the render window and an invisible actor in the game that I can mouse-over with the crosshair, but can't speak to. I figured giving him CurrentFollowerFaction and PotentialFollowerFaction would at least trigger some dialogue. Any idea what's causing this?
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Mistress trades Melissa
 
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Post » Fri Nov 16, 2012 9:17 pm

Your new Race doesn't have the proper Skin. Create copies of the Bear Race one (Armor) and its Addon, link them to your new Race and you'll see your bear.
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Jhenna lee Lizama
 
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Post » Sat Nov 17, 2012 10:02 am

Hi everyone,

How do I add and active effect to a character at start, for example if I want to create someone who is already afflicted by a disease when the game begins?

Thank you! :)
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Portions
 
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Post » Sat Nov 17, 2012 10:17 am

Hey guys,

How do you add, armor in this case, from one mod esp to my esp? I know I'd have to keep the meshes and textures, but I don't know how to keep the armor on my esp without having to load up the other one.. and yes I have permission to do this :P
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Claudia Cook
 
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Post » Sat Nov 17, 2012 1:58 am

Hey guys,

How do you add, armor in this case, from one mod esp to my esp? I know I'd have to keep the meshes and textures, but I don't know how to keep the armor on my esp without having to load up the other one.. and yes I have permission to do this :tongue:
You completely remake your mod using the said meshes and textures. You don't need to load the other esp. :P
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Alkira rose Nankivell
 
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Post » Sat Nov 17, 2012 5:13 am

You completely remake your mod using the said meshes and textures. You don't need to load the other esp. :tongue:

Oh... thanks. The concept seemed too simple to be involved with the CK, but I guess it is.
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Krystina Proietti
 
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Post » Sat Nov 17, 2012 7:40 am

Hi everyone,

How do I add and active effect to a character at start, for example if I want to create someone who is already afflicted by a disease when the game begins?

Thank you! :smile:

Drop your Spell in your Actor Spell tab, or in his Race Spell tab.
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Love iz not
 
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Post » Fri Nov 16, 2012 11:03 pm

Drop your Spell in your Actor Spell tab, or in his Race Spell tab.
Thank you! I should create a custom race then, if I don't want all the npc that are the same race as my player to have the same affliction?
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Tiffany Holmes
 
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Post » Sat Nov 17, 2012 1:08 pm

Not necessary. If you only have the Player infected, you can use the Actor tab. You could also add your Spell with a script, if you want to avoid an alteration.
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Katie Louise Ingram
 
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Post » Sat Nov 17, 2012 12:50 am

Your new Race doesn't have the proper Skin. Create copies of the Bear Race one (Armor) and its Addon, link them to your new Race and you'll see your bear.

Thank you SV. Everything works now.
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john palmer
 
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Post » Sat Nov 17, 2012 1:27 am

Hello. I want to attach a script to an actor whenever he is struck by a player launched arrow, but I have no idea how to do this without having a script already in place on the actor and detecting the hit. Would appreciate a little help.
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Silencio
 
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Post » Sat Nov 17, 2012 1:24 am

Hello. I want to attach a script to an actor whenever he is struck by a player launched arrow, but I have no idea how to do this without having a script already in place on the actor and detecting the hit. Would appreciate a little help.

You should definitely be able to do it. You can set an OnHit script to take into account the player and I'm sure also the weapon having the keyword Bow. That's as much as I can help, but search this forum and the wiki for OnHit :)

As for how to add the script to an actor, look at quest tutorial videos on YouTube that add OnDeath scripts to actors. It's basically the same process.
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Davorah Katz
 
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Post » Sat Nov 17, 2012 12:49 pm

You should definitely be able to do it. You can set an OnHit script to take into account the player and I'm sure also the weapon having the keyword Bow. That's as much as I can help, but search this forum and the wiki for OnHit :smile:

As for how to add the script to an actor, look at quest tutorial videos on YouTube that add OnDeath scripts to actors. It's basically the same process.

I'm adding scripts dynamically to actors, but I would prefer to only add a script to the actor that actually got hit instead of all actors in the cell. Sadly, it seems that none of the CK's delivery systems work with arrows.
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RUby DIaz
 
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Post » Sat Nov 17, 2012 1:31 am

I'm adding scripts dynamically to actors, but I would prefer to only add a script to the actor that actually got hit instead of all actors in the cell. Sadly, it seems that none of the CK's delivery systems work with arrows.

Is it possible to add an enchantment with a script effect on an equipped weapon at run-time?
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cosmo valerga
 
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Post » Sat Nov 17, 2012 10:06 am

What does [E] next to a topic info mean in the dialogue window? Always wondered.
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Taylor Thompson
 
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Post » Sat Nov 17, 2012 12:20 am

press the 'E' button on the keyboard?
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Jessica Phoenix
 
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Post » Sat Nov 17, 2012 12:08 am

http://www.creationkit.com/Topic_Info, I think.
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Laura Mclean
 
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Post » Sat Nov 17, 2012 4:07 am

And that's why my random infos aren't randomising! (Sorry for the OT, just realiased ALL the infos between the first random and random end need to be marked random. And random end isn't apparently needed at all.

Now all I need is dialogue that works at all, and I can test it.
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Czar Kahchi
 
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Post » Sat Nov 17, 2012 10:00 am

I was making a dialogue for a NPC using Creation Kit Wiki quest tutorial. But I didn't need quest just dialogue. I did everything as it was written but when I try to start dialogue NPC nothing happens. I know that noone can see my scripts but is there something like a common mistake people often do that screw things? :confused:
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Lyndsey Bird
 
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