Quick Questions, Quick Answers Thread #6

Post » Sun Nov 18, 2012 10:00 pm

I created an NPC to speak with.
Problem: When I activate it, he has nothing to say. After a certain (random?) amount of time however he suddenly has his lines. There also are some lines that only appear if you have queststage 10 or higher. As I tried it (Having my stage set to 10), he not even appeared when entering the cells.
Solution: I don't know, that's your part, I think ;)
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Lyd
 
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Post » Sun Nov 18, 2012 4:02 pm

Does adding an ObjectReference to a FormList cause it to be persistent? I really hope so...
EDIT: No, it doesn't.
EDIT: Lol, i can just make it persistent by registering it for an update with a duration of 1000000 hours.
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kyle pinchen
 
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Post » Sun Nov 18, 2012 6:49 pm

(Might be Quick to answer, might not ... Quick to ask, anyway ;))

What makes a Deer run away from the Player?

(It does not appear to be the PreyFaction ... Player does not appear to be an enemy of, or in a faction that is an enemy of PreyFaction)

Thanks for any help :)
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Enny Labinjo
 
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Post » Sun Nov 18, 2012 11:55 pm

I could be wrong, but if I remember correctly they're really aggressive but really not confident, so they always enter combat but also always flee.

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Sammi Jones
 
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Post » Sun Nov 18, 2012 10:57 am

I just have a quick question which should have a simple answer, at least I hope.

I'm trying to create a new version of the Candlelight spell. The aim is to create a spell which has a much smaller light radius at the benefit of increased duration. My hope is that this will have a more natural lighting indoors rather than harshly lighting all surfaces like a flourescent bulb.

I edited the Magnitude to a much lower value, even down to 0.01 but there seems to be absolutely no effect change. I'm guessing this is due to the light effect being hard coded and non-alterable, but looking for any solutions available. Even if I can replace the lighting effect with a different one, say that of a torch, I'd consider it a win-win. Thanks for any help!!!
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Javaun Thompson
 
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Post » Sun Nov 18, 2012 8:24 pm

I could be wrong, but if I remember correctly they're really aggressive but really not confident, so they always enter combat but also always flee.

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Correct. Well very, very nearly.

Aggressive doesn't seem to matter. What does matter is that they are Cowardly and have an AGRO Radius Behaviour set (only Attack needs a value). Then they run away.

Thank you :)
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emily grieve
 
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Post » Sun Nov 18, 2012 9:54 am

I just have a quick question which should have a simple answer, at least I hope. I'm trying to create a new version of the Candlelight spell. The aim is to create a spell which has a much smaller light radius at the benefit of increased duration. My hope is that this will have a more natural lighting indoors rather than harshly lighting all surfaces like a flourescent bulb. I edited the Magnitude to a much lower value, even down to 0.01 but there seems to be absolutely no effect change. I'm guessing this is due to the light effect being hard coded and non-alterable, but looking for any solutions available. Even if I can replace the lighting effect with a different one, say that of a torch, I'd consider it a win-win. Thanks for any help!!!
Here's how (I think!)
  • In the Object Filter Box (in the CK), type: MagicLightLight - then click ALL ITEMS (bottom of the list)
  • Two Light objects will be found - you want MagicLightLightSpell01 (the one without "hand")
  • DUPLICATE that object
  • EDIT the duplicate to whatever values you want
  • DUPLICATE the "LightFFSelf"; (Magic Effect - under "Magic") - unless you just want to edit the vanilla effect, which will make you a bit naughty, but all should be OK :wink:
  • DUPLICATE the "Candlelight" spell - unless you just want to edit the vanilla spell, which will make you a bit naughty, but all should be OK :wink:
  • CHANGE the Value in the DUPLICATE-Candleight of "LightFFSelf" to the new duplicate you created
  • Change the Value in the DUPLICATE-LightFFSelf to be the DUPLICATE of MagicLightLightSpell01 that you created
Note: It's much less painful to just edit, and not duplicate, but it is good practice to duplicate, then edit your own stuff :wink:
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FirDaus LOVe farhana
 
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Post » Sun Nov 18, 2012 8:27 pm

MagicLightLight.... hahaha.... too funny. >_<

And thank you very much sir, that worked PERFECT. I would have never figured out where the actual effects were, or guessed it would be called "MagicLightLight". :P Ty again!
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Aaron Clark
 
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Post » Sun Nov 18, 2012 3:42 pm

I've heard there may be issues with bloating and papyrus errors with OnHit Event scripts. If its true how can I prevent problems, if at all?

Thanks :)
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Stacyia
 
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Post » Sun Nov 18, 2012 7:57 pm

That seems like a strange claim to me. I don't know what might cause Papyrus errors, but I guess long http://www.creationkit.com/OnHit_-_ObjectReference event bodies might cause save bloat similar to http://www.gamesas.com/topic/1349327-scripting-savegame-bloating/ when called many times in quick succession (like with those continually cast "spray" spells), but the problem shouldn't be as apparent as with http://www.creationkit.com/OnUpdate_-_Form.

In order to prevent this problems, assuming it actually is a problem, I'd recommend sending your script into a different http://www.creationkit.com/States_(Papyrus) during the OnHit event (I like using a State with a name like "Busy", then move it back into the regular State at the end, like described in the "Stopping a Function From Running Again Before Finishing" section of my http://www.cipscis.com/skyrim/tutorials/states.aspx tutorial. This will prevent multiple OnHit events from running concurrently.

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Quick draw II
 
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Post » Sun Nov 18, 2012 11:33 pm

Thanks man it's just something I've read in a post somewhere, but hasn't heard of it myself so wanted to check :)
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Juan Cerda
 
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Post » Sun Nov 18, 2012 5:30 pm

If you find the post again would you mind sharing it with me? It sounds like something I'd be interested in reading.

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TASTY TRACY
 
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Post » Sun Nov 18, 2012 8:09 pm

Yea no probs mate.

Anybody know how I can add a script to a static object... all references of a static object? I'm looking at making an alias but a little unsure about it with statics etc. :)
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Ellie English
 
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Post » Sun Nov 18, 2012 9:30 am

Scripted STAT form(s): You should be able to fill an alias with a STAT and have access to the events/functions you'd need. Worth a shot, anyhow? :smile:

You'll probably need override text (display name tab pointed to a MESG form) though so you can, for instance, activate 'em as STAT forms have no names and nameless forms cannot be activated until there's rollover text. That MSTT forms have no names is all that prevents them from being grabbed/dropped.
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FirDaus LOVe farhana
 
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Post » Sun Nov 18, 2012 11:34 pm

That seems like a strange claim to me. I don't know what might cause Papyrus errors, but I guess long http://www.creationkit.com/OnHit_-_ObjectReference event bodies might cause save bloat similar to http://www.gamesas.com/topic/1349327-scripting-savegame-bloating/ when called many times in quick succession (like with those continually cast "spray" spells), but the problem shouldn't be as apparent as with http://www.creationkit.com/OnUpdate_-_Form.

In order to prevent this problems, assuming it actually is a problem, I'd recommend sending your script into a different http://www.creationkit.com/States_(Papyrus) during the OnHit event (I like using a State with a name like "Busy", then move it back into the regular State at the end, like described in the "Stopping a Function From Running Again Before Finishing" section of my http://www.cipscis.com/skyrim/tutorials/states.aspx tutorial. This will prevent multiple OnHit events from running concurrently.

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The issue in question is if you do not control how often an OnHit Event script fires by resetting states during execution, you can cause a Stack Suspension error that can put your game in a world of trouble.
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Nicole Elocin
 
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Post » Mon Nov 19, 2012 12:35 am

Well I just encountered my first annoying problem (I just started using the kit today so bare with me).

Ive been following the video guides bethesda has put up and when I got to the traps, my program crashed and I can no longer save the file. Anything I add, I have to make a new save. But when I open just that save. It only shows the new stuff I added, none of the previous stuff before the crash. When I go to test the dungion I made. I can only type in the original save. So when it opens, I have a black room and i keep falling. its so frustrating after I feel like I got the hang of this.
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Rodney C
 
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Post » Sun Nov 18, 2012 9:51 pm

Well, it's a really basic question but since you just started today hopefully I won't be insulting your intelligence by asking xD

But, when you load up your plugin, you ARE remembering to set it as the "active file" right?
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lydia nekongo
 
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Post » Sun Nov 18, 2012 7:58 pm

Well I just encountered my first annoying problem (I just started using the kit today so bare with me).

Ive been following the video guides bethesda has put up and when I got to the traps, my program crashed and I can no longer save the file. Anything I add, I have to make a new save. But when I open just that save. It only shows the new stuff I added, none of the previous stuff before the crash. When I go to test the dungion I made. I can only type in the original save. So when it opens, I have a black room and i keep falling. its so frustrating after I feel like I got the hang of this.
Can you link to the tutorials you've been following? Maybe we can sort out whether it is something you did, or something the tutorials are showing you to do ...
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Charity Hughes
 
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Post » Sun Nov 18, 2012 10:19 pm

Can you link to the tutorials you've been following? Maybe we can sort out whether it is something you did, or something the tutorials are showing you to do ...

its the official bethesda tutorials. I cant post the links since I dont have permission. I might upload a video of what it looks like(but i dont know how I'll be able to post a link.

Well, it's a really basic question but since you just started today hopefully I won't be insulting your intelligence by asking xD

But, when you load up your plugin, you ARE remembering to set it as the "active file" right?
yes

edit: I got it fixed. I had to make the file an active file(i thought you meant when I was importing the file if I was was checking it). Well I got it to save but I kept getting the black room. Well I had to delete all of the other copies i made. Thanks.

edit 2: well now it doesnt load anything and is back to a black screen. Its like any time I do something, a new error happens.
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hannaH
 
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Post » Sun Nov 18, 2012 8:42 pm

Well done on the Active File thing. Now all your edits and additions are going to the same place (file)

Beaware, your changes may not have been going to the right place before you knew how to do that ... So things you have already done may not be in the right place (and won't be working, even though you now made the change).

If I were you - and I know it is going to be a pain - I would start your tutorials again (you can skip bits you think you know ... it's just practice, after-all).

Make a new file and make it the active file in the ck.

It's tough to get started with this toy, and this won't be the only hurdle you fall at ... but keep at it and its loads of fun (and loads of annoyance at the same time too!) :)
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Rachel Eloise Getoutofmyface
 
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Post » Sun Nov 18, 2012 4:18 pm

Scripted STAT form(s): You should be able to fill an alias with a STAT and have access to the events/functions you'd need. Worth a shot, anyhow? :smile:

You'll probably need override text (display name tab pointed to a MESG form) though so you can, for instance, activate 'em as STAT forms have no names and nameless forms cannot be activated until there's rollover text. That MSTT forms have no names is all that prevents them from being grabbed/dropped.

Thanks man :) I'm still unsure how I'd point the alias to all world references of a specific static object lol. I mean I suppose I could just attach my script to every object manually, but that could take awhile to say the least.

It's an OnHit event I'm looking to attach to the static.
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Spencey!
 
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Post » Sun Nov 18, 2012 5:18 pm

Another noob question:

If you're working on an interior piece that's got a hole in the roof (like in the cave kit) and you want the exterior light to shine through that hole instead of, say, the blue void colour, how do you make that happen?
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u gone see
 
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Post » Sun Nov 18, 2012 7:13 pm

Another noob question:

If you're working on an interior piece that's got a hole in the roof (like in the cave kit) and you want the exterior light to shine through that hole instead of, say, the blue void colour, how do you make that happen?

You can enable the sky for the cell in the cell options, but the light beams that you see in caves aren't the sky, they are actual beams of light you can place; a light source exactly like a Firelight or Candlelight.
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Jerry Jr. Ortiz
 
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Post » Sun Nov 18, 2012 4:28 pm

Thanks. I tried to place an FXamb-beam and set it to external emittence, but when testing it I could still see the void through the hole, but maybe I do something wrong in the process. Can this effect be checked out without actually connecting the interior to a worldspace, or maybe that's got something to do with it?
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Silencio
 
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Post » Sun Nov 18, 2012 9:41 am

You need to edit your interior world space, and tick the box for enable or show sky mate. It's that simple :)
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Clea Jamerson
 
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