Quick Questions, Quick Answers Thread #6

Post » Sun Nov 18, 2012 9:09 pm

Thanks for that. But... where do I find the animation event's name to use for my specific nif? I tried 'Forward', which is defined in the nif, and I tried 'open', which is sent to the source object via PlayAnimation, and nothing happened. I copied a block pointing to a portcullis hkx file, hoping I'd get the 'animation graphs' from that, but still open and Forward do nothing. (The animation plays when the cell loads - not triggered by script - but I can't find a string that looks like an animation name). I also tried opening the hkx as a plaintext to look for strings, but there's nothing that sounds like an animation.
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jasminε
 
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Post » Sun Nov 18, 2012 11:17 am

Thanks for that. But... where do I find the animation event's name to use for my specific nif? I tried 'Forward', which is defined in the nif, and I tried 'open', which is sent to the source object via PlayAnimation, and nothing happened. I copied a block pointing to a portcullis hkx file, hoping I'd get the 'animation graphs' from that, but still open and Forward do nothing. (The animation plays when the cell loads - not triggered by script - but I can't find a string that looks like an animation name). I also tried opening the hkx as a plaintext to look for strings, but there's nothing that sounds like an animation.
Ah ... now then ...

Having gone away to look at your question ... I come back having found out my first link isn't what you want.

This is what you want: http://www.creationkit.com/SendAnimationEvent_-_Debug (assuming you are doing this to ACTORS?! If you are doing to non-Actor Objects then my first link was correct)

and it tells you where to find the "Anim Events" ... hopefully that helps too ... down at the bottom in the notes ;)
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Juliet
 
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Post » Mon Nov 19, 2012 1:26 am

This is what you want: http://www.creationkit.com/SendAnimationEvent_-_Debug (assuming you are doing this to ACTORS?! If you are doing to non-Actor Objects then my first link was correct)

If it's a nif animation rather than a havok one then I believe the function needed is http://www.creationkit.com/PlayGamebryoAnimation_-_ObjectReference.

[edit]

Not that I've ever had occasion to use it, I should add. I just remember it from when I was looking for a way to add new animations.
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Janeth Valenzuela Castelo
 
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Post » Sun Nov 18, 2012 6:43 pm

Thanks for that. But... where do I find the animation event's name to use for my specific nif?
Right Click > Open With the Creation Kit so that you can view it in the preview window. The animations will be listed at the bottom. There is a Gamebryo and a Havok section. I'm not sure anything is ever listed in the Havok section, but when there are HKX files for a mesh you can always convert the files to XML and find the animations that way.

You should also be able to see the Gamebryo anims in the NifSkope window. At the top there is a dropdown menu of the various animations. If there is nothing in either Preview or Nifskope I'm afraid it's probably not set up correctly.
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maria Dwyer
 
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Post » Sun Nov 18, 2012 1:35 pm

Quick question:

Critter Spawns! Is there a limit? Suggested, soft, hard?

Basically I'm spawning an absolute truck load of fish with the default fish critter spawn activators. The cell they reside in is semi-intense (only one mannequin, no weapon racks, 1 or 2 bookshelves, but quite large with many objects and effects, scripted or otherwise)

So anything I should be wary of? As far as I'm concerned I don't think I could achieve too many fish in this case. The more the better.
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Isabell Hoffmann
 
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Post » Sun Nov 18, 2012 2:45 pm

I have a spell that spawns 300 bees, and makes them all fly around in a scripted swarm around the player. Barely touches performance.
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BaNK.RoLL
 
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Post » Sun Nov 18, 2012 1:20 pm

Good to know.

Most excellent
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LuCY sCoTT
 
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Post » Sun Nov 18, 2012 2:36 pm

Is there a way to spawn an activator with papyrus?

What I'm trying to do is to have an activator spawn infront of the player when the player drops a specific item.
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Erin S
 
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Post » Sun Nov 18, 2012 6:49 pm

Is there a way to spawn an activator with papyrus?

What I'm trying to do is to have an activator spawn infront of the player when the player drops a specific item.
place it in a holding cell (in ck) and MoveTo() when needed in script
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Myles
 
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Post » Mon Nov 19, 2012 1:45 am

I'm trying to do is to have an activator spawn infront of the player when the player drops a specific item.
Ah... The old switcharoo.
Spoiler
  • Inventory Item
    ScriptName YourInventoryItemScript Extends ObjectReferenceActor Property PlayerREF AutoObjectReference Property YourActivatorREF AutoEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)	If akNewContainer	ElseIf akOldContainer == PlayerREF		YourActivatorREF.MoveTo(Self) ; Move activator to dropped inventory item		YourActivatorREF.Enable() ; Enable activator for switcharoo	EndIfEndEvent
  • Activator
    ScriptName YourActivatorScript Extends ObjectReferenceActor Property PlayerREF AutoObjectReference Property YourInventoryItemREF Auto ; 0 scale. Appears normal in inventory.Event OnActivate(ObjectReference akActivator)	If akActivator == PlayerREF		YourInventoryItemREF.Activate(PlayerREF) ; Give 0 scale inventory item back to the player		Disable() ; Disable activator	EndIfEndEvent
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Helen Quill
 
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Post » Sun Nov 18, 2012 4:55 pm

Sorry for the noob question, but i'm trying to replicate the system used in the Build Your Own House mod to create my own buildable houses (i'm not going to publish the mod so there's no plagiarism involved. :thumbsup:) I have looked into the mod to try and tear out the basic knowledge that I seek, but the one thing that eludes me is the papyrus script to actually spawn the various stages of building when done from an object. I have a basic test set up with objects linked to an Xmarker but no means to actually make them appear. Could someone fill me in so to speak. Cheers.

Also, first post; hi.
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Kate Schofield
 
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Post » Sun Nov 18, 2012 6:01 pm

i'm trying to replicate the system used in the Build Your Own House mod to create my own buildable houses (i'm not going to publish the mod so there's no plagiarism involved. :thumbsup:)
Replicating the same functionality from scratch should never consider plagiarism, so you shouldn't worry about that. It's only if you're taking content from another mod and re-releasing that as your own that permissions become relevant.

Depending on how you've had things set up, there are three methods that could be useful to you:
  • Having the references where you need them to start with, but initially disabled, and calling http://www.creationkit.com/Enable_-_ObjectReference as necessary. Possibly make use of http://www.creationkit.com/Reference#Enable_Parent
  • Have the references in a remote cell and use http://www.creationkit.com/MoveTo_-_ObjectReference to move them to the right location[/url]
  • Create the references on the spot via http://www.creationkit.com/PlaceAtMe_-_ObjectReference
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Joey Avelar
 
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Post » Sun Nov 18, 2012 6:47 pm

I'm getting really frustrated because I'm looking to build quests and start modding (first time I ever do such a thing) and I'm not sure why but the creation kit tutorial is incomplete or outdated. I've done everything they said and it still doesn't work.

Bendu Olo is in the mixwatermillworkershouse, I've added a dialogue branch and topics, as the tutorial said and when I approach him all he says is "yes, sera?" or something like that. I've googled everything I could find my hands on, some said to check start game enabled and I did, others that I had to record voices for the dialogues to show up and I did that too. Still nothing. People seem to have started having the same problem in late august, as show questions from a week ago on quest dialog video tutorials.

Does anyone know what I'm missing? Any help would be greatly appreciated because I loved doing this up until this frustrating bug.
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Dean
 
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Post » Sun Nov 18, 2012 9:54 am

Replicating the same functionality from scratch should never consider plagiarism, so you shouldn't worry about that. It's only if you're taking content from another mod and re-releasing that as your own that permissions become relevant.

Depending on how you've had things set up, there are three methods that could be useful to you:
  • Having the references where you need them to start with, but initially disabled, and calling Enable as necessary. Possibly make use of Enable Parents
  • Have the references in a remote cell and use MoveTo to move them to the right location[/url]
  • Create the references on the spot via PlaceAtMe
Cipscis
Whatever involves the least scripting, I am an utter noob in that department. I consider myself quite intelligent but it makes me feel stupid when I see everybody here openly talking in scripting language with ease and understanding each other. I have only really looked at the various tutorials which haven't helped in what I want to achieve.

All I have at the moment are a few objects linked up to the Xmarker which is set to hide them.
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Roddy
 
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Post » Sun Nov 18, 2012 7:51 pm

I'm getting really frustrated because I'm looking to build quests and start modding (first time I ever do such a thing) and I'm not sure why but the creation kit tutorial is incomplete or outdated. I've done everything they said and it still doesn't work.

Bendu Olo is in the mixwatermillworkershouse, I've added a dialogue branch and topics, as the tutorial said and when I approach him all he says is "yes, sera?" or something like that. I've googled everything I could find my hands on, some said to check start game enabled and I did, others that I had to record voices for the dialogues to show up and I did that too. Still nothing. People seem to have started having the same problem in late august, as show questions from a week ago on quest dialog video tutorials.

Does anyone know what I'm missing? Any help would be greatly appreciated because I loved doing this up until this frustrating bug.

Load the game, go to Bendu, then SAVE the game. Then, LOAD that save from the menu.

Should fix it. Current bug with the game grrr.
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sunny lovett
 
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Post » Sun Nov 18, 2012 6:26 pm

@ViceMan:
The http://www.creationkit.com/Enable_-_ObjectReference method is likely what you'll want to use then. By making good use of http://www.creationkit.com/Reference#Enable_Parent you'll be able to make whole groups of objects all appear at once with just a single line of Papyrus.

If you want to become more familiar with Papyrus, I've written a general tutorial aimed at beginners that I'd hope you might find useful - http://cipscis.com/skyrim/tutorials/beginners.aspx

Cipscis
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Jason Rice
 
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Post » Sun Nov 18, 2012 9:47 am

I'll give it a go. It's just getting it into a nice format that actually works. :teehee:
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Elina
 
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Post » Sun Nov 18, 2012 12:19 pm

Load the game, go to Bendu, then SAVE the game. Then, LOAD that save from the menu.

Should fix it. Current bug with the game grrr.

Thank you so much it worked!
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Tiffany Carter
 
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Post » Sun Nov 18, 2012 10:21 am

I have a strange issue. I have a new interior cell I've been working but today it seems I can't edit it's data. Everything is greyed out and although I can still change values, I can't actually save them. It was working fine up until today. I've restarted several times and it hasn't gone away. Is there perhaps a setting or something I may have changed that 'locks' the settings? I can view and edit cells without issue. Any help would be greatly appreciated :smile:
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Jordan Fletcher
 
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Post » Sun Nov 18, 2012 3:14 pm

I'm having a problem with my first time mod, I created a ring for each hand and they work fine until I fast travel and then I find that my ring on my right hand keeps being removed and I have to keep putting back on I've checked through nifskope to make sure that the body parts correspond with the body part assignment in the creation kit so I don't know why fast travel would strip away the ring each time. I was hoping that one of the accomplished modders here may have an Idea of what might be causing this. Thank you for any help in advance.
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Eileen Collinson
 
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Post » Sun Nov 18, 2012 7:25 pm

Does anyone know how I could go about finding a marker tagged with the "LocationCenterMarker" keyword in a cell with "LocTypeInn" if I'm in the exterior of a parent location that has an inn?

I'd like to fill an alias to a marker with LocationCenterMarker for the inn in a particular city/town/whatever so that I can use that alias in an AI pack.
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Janine Rose
 
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Post » Sun Nov 18, 2012 3:58 pm

Does anyone know how I could go about finding a marker tagged with the "LocationCenterMarker" keyword in a cell with "LocTypeInn" if I'm in the exterior of a parent location that has an inn?

I'd like to fill an alias to a marker with LocationCenterMarker for the inn in a particular city/town/whatever so that I can use that alias in an AI pack.
I did this, but it was a bit messy. Maybe someone has a better way.

1. I used http://www.creationkit.com/FindClosestReferenceOfAnyTypeInListFromRef_-_Game (there are a few functions that almost do the same thing, check them out in the links at the bottom)
2. Then I tested for the keyword (with HasKeyword): http://www.creationkit.com/HasKeyword_-_Form

But then I could make a FormList of all of the possible valid markers, and only needed to check the Keyword - which I had added - of the closest one. You may not be able to do that?

I wished there was a FindNearestWithKeyword type function ... but I could not find one ... :(
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Laura Wilson
 
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Post » Sun Nov 18, 2012 12:01 pm

It would appear my biggest problem is trying to find a marker indoors when I'm outdoors at the time. It won't do me any good to find outdoor markers.

A formlist would be the next best thing I guess because I could then check to see if the marker is within the same location, but that means limiting the scope of what I'm doing to vanilla locations and I'd rather keep mod added locations available too.
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GLOW...
 
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Post » Sun Nov 18, 2012 11:31 pm

If you need to find indoors, from outdoors, you will have to have a List of some sort.

FindNearest from outdoors to indoors does not work (so standing right outside city walls and tested for something inside will not produce reliable results)

When I was looking at this I wanted to use keywords to identify markers (sounds like you had same idea), but there is no SearchforNearestKeyword ... so while it helps it doesn't get you over the first hurdle.

In the end I abandonned compatibility with other mods ... figuring if it ever became a big thing (which it won't, because I have not published!) other modders would need to be able to add their "forms" to my FormList (somehow ... like I say I could not really figure a reliable way for it to work).
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Sammygirl500
 
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Post » Sun Nov 18, 2012 1:16 pm

Thanks, I guess that's what I'm stuck with then because there's nothing to accommodate this, but location functions to do the reverse. A formlist it is then.
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tiffany Royal
 
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