Quick Questions, Quick Answers Thread #7

Post » Mon Nov 19, 2012 1:36 am

SO I am trying to create a new land and am at the point of placing plants. Is there a fast way to make a forest or do I have to individually place each plant?
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Captian Caveman
 
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Post » Mon Nov 19, 2012 11:31 am

No. The exceptions listed in bold in http://www.creationkit.com/File_Menu#Create_Archive still apply. Only the alias scripts has been fixed with CK 1.6.89.

Ok thanks mate I was right to be wary :)
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Rusty Billiot
 
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Post » Sun Nov 18, 2012 8:49 pm

Is there an easy way to get an accurate object count of the number of obejcts in your active cell? Kind of like a step up from counting them all one by one, line by line, reading out the numbers slowly and steadily; 1-2-3-4...scroll down...5-6-7-8...
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Sakura Haruno
 
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Post » Mon Nov 19, 2012 2:56 am

Is there an easy way to get an accurate object count of the number of obejcts in your active cell? Kind of like a step up from counting them all one by one, line by line, reading out the numbers slowly and steadily; 1-2-3-4...scroll down...5-6-7-8...
SKSE;s http://www.creationkit.com/GetNumRefs_-_Cell or, with *TES5Edit, multiselect > Remove, but just note the number and choose 'Cancel' when prompted.

*when it's out
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laila hassan
 
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Post » Mon Nov 19, 2012 7:08 am

String[] Property sText Auto
Well, i would not recommand that at all (event if it's working, but it's kind of a "hack"), because the string property is dedicated to stringvar (such as "i1stPerson" etc...), not feedback strings. thoses strings are embedded in the script data record (vmad) and cant be manipulated easily outside scripts (for example for conditional messagebox)
Instead, you can make a message [] array or even a formlist filled with messages.
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Setal Vara
 
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Post » Mon Nov 19, 2012 2:36 am

Well, i would not recommand that at all (event if it's working, but it's kind of a "hack"), because the string property is dedicated to stringvar (such as "i1stPerson" etc...), not feedback strings. thoses strings are embedded in the script data record (vmad) and cant be manipulated easily outside scripts (for example for conditional messagebox)
Instead, you can make a message [] array or even a formlist filled with messages.
It works fine, assuredly, and is not a hack. A string array's elements can be whatever you set them as in the editor, including feedback text. While I don't think others' ease of editing it outside their scripts should be a primary concern for an author, the suggested string array's elements would actually be defined entirely within the Creation Kit and without the need to edit the script.
Debug.Notification(sColorName[iIndex] + " activated. Dispensing " + sCandyFlavor[iIndex] + " flavored candy.") ; "Yellow candy machine activated. Dispensing lemon flavored candy." OR "Purple candy machine activated. Dispensing graqe flavored candy."
Not every context calls for that and, sure, sometimes a predefined MessageBox is needed, but if the shoe fits, wear it.
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Baby K(:
 
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Post » Mon Nov 19, 2012 11:35 am

Anyone familiar with using keyword conditions?

Trying to use a keyword to make targets immune to a specific magic effect if they are wearing the item with the keyword. However i tested it and it doesn't work in-game.

Do you know if this could be because there are two conditions on the magic effect? ( if there are 2 conditions and both conditions are "AND," perhaps I should change both conditions to "OR"? ) Otherwise, I'm worried that I need to do something differently to make sure the keyword gets applied to the actor wearing the item.
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Christine
 
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Post » Sun Nov 18, 2012 11:35 pm

In that context, BootySweat, I'd *make a FormList filled with the keyword bearing items, then check GetEquipped ArmorFLST == 0. Even if the worn forms have the keyword, HasKeyword would be checking the actor rather than the armor items.

*you can get them all easily via "Use Info" for the keyword(s) in question
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W E I R D
 
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Post » Mon Nov 19, 2012 12:02 am

In that context, BootySweat, I'd *make a FormList filled with the keyword bearing items, then check GetEquipped ArmorFLST == 0. Even if the worn forms have the keyword, HasKeyword would be checking the actor rather than the armor items.

*you can get them all easily via "Use Info" for the keyword(s) in question

Thanks very much Justin!

Unfortunately, it's still not working yet - perhaps I need to change the magic effect condition from Run on "Subject" to run on "Target" or run on "Combat Target"? The specific magic effect is an area of effect version of the Ice Form shout, delivery on self. Otherwise, perhaps I need to add this condition to the projectile or impact data set?

The goal is for the player to be able to give this amulet to followers and when the follower has the item equipped, they become immune to the player's shout.

EDIT: Tried changing from Run on "Subject" to "Combat Target" and "Target" and neither worked. Not sure if this is relevant or perhaps should be ignored, but whenever I open the condition, I get a Warning message "QUESTS: Failed to get owner quest for unowned conditions."
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Mandy Muir
 
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Post » Sun Nov 18, 2012 10:03 pm

When you duplicate a quest that has scripts in it, the duplicated quest has the same scripts, not renamed. Will that cause a problem if I want both quests to work exactly the same way, but set different conditions so they can't both run together?
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Nienna garcia
 
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Post » Mon Nov 19, 2012 12:06 pm

Another quick one. I have a book, with stats in it for globals (like guild quests completed etc) and it displays the globals fine when you read it, but currently my function calls update on the globals with OnRead. This means the globals only show as updated when you read the note for a second time (each time).

What's the best event to choose?

EDIT:

I've solved it now :) I simply have a Function script attached to a quest with the note as an alias, and each time a quest completes, it updates the global by running the script attached to the stats quest.

Works wonders :)
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Courtney Foren
 
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Post » Mon Nov 19, 2012 9:32 am

Thanks very much Justin!

Unfortunately, it's still not working yet - perhaps I need to change the magic effect condition from Run on "Subject" to run on "Target" or run on "Combat Target"? The specific magic effect is an area of effect version of the Ice Form shout, delivery on self. Otherwise, perhaps I need to add this condition to the projectile or impact data set?

The goal is for the player to be able to give this amulet to followers and when the follower has the item equipped, they become immune to the player's shout.

EDIT: Tried changing from Run on "Subject" to "Combat Target" and "Target" and neither worked. Not sure if this is relevant or perhaps should be ignored, but whenever I open the condition, I get a Warning message "QUESTS: Failed to get owner quest for unowned conditions."

In case anyone else has a similar problem, i tried deleting the condition from the magic effect and adding the same condition to the nested effect item (inside the Spell menu, when you double click the effect, there is a way to add some conditions right there).

So, it works now. No idea why it didn't work when the condition was added to the base magic effect itself.

The specific condition I'm using is HasMagicEffectKeyword
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Big Homie
 
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Post » Mon Nov 19, 2012 1:09 pm

Is there a function that can return what horse the player is currently riding?

We have IsOnMount() to determine that the player is riding one, and IsBeingRidden() to determine if a horse is being ridden, but I can't find anything that will allow me to know what horse the player is currently on.
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naomi
 
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Post » Mon Nov 19, 2012 1:13 am

There's also http://www.creationkit.com/IsPlayersLastRiddenHorse_-_Actor, but no equivalent "get" function as far as I know.

SKSE allows reference walking, which could allow the boolean functions to be useful, but I don't think it has a "GetMount" function either.

Cipscis
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Adam Baumgartner
 
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Post » Mon Nov 19, 2012 7:03 am

Is there a function that can return what horse the player is currently riding?

We have IsOnMount() to determine that the player is riding one, and IsBeingRidden() to determine if a horse is being ridden, but I can't find anything that will allow me to know what horse the player is currently on.
There's a Faction

My CK isn't open to check, but I've been doing quite a bit with horses and I'm sure that was what I finally nailed down.

Have a look at the Quest that allows you to buy horses (I can't remember the name of that, either!) ... Check the chap in Whiterun at the stables (his name escapes me too!) right click and get the Use Info and the associated quest ... The scripting is in Dialogue Fragments
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Brentleah Jeffs
 
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Post » Mon Nov 19, 2012 12:44 pm

Yes, but that only adds the horses to the faction and forces the alias to point to the horse you just bought. Since you can own more than one, that's not going to guarantee you're riding the last one you bought, and it has no bearing on Shadowmere either.
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BaNK.RoLL
 
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Post » Mon Nov 19, 2012 2:41 am

G'day,
I have an enb plus texture mods for skyrim that are changing the appearance in ck, without them being loaded (not checked) in the ck, will those changes save to my active esp and therefore have to be used in conjuction with my mod?
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Enie van Bied
 
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Post » Mon Nov 19, 2012 11:49 am

I worked my script problem out just have to rember these are extenstion of scripts, then I find a default script lol looks the same!

On another matter for the life of me I can't remember where I saw something about setting the compass direction north for the dungeon.
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Eileen Müller
 
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Post » Mon Nov 19, 2012 2:51 am

...

On another matter for the life of me I can't remember where I saw something about setting the compass direction north for the dungeon.

http://www.creationkit.com/North_Marker ;)
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Marquis deVille
 
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Post » Mon Nov 19, 2012 12:56 pm

Yes, but that only adds the horses to the faction and forces the alias to point to the horse you just bought. Since you can own more than one, that's not going to guarantee you're riding the last one you bought, and it has no bearing on Shadowmere either.
I thought - I'm rushing out, I can't check now (I will later if no one else has answered) - that there was also an "Active Faction" (as well as the "Owned" Faction). But I may mis-remember (sorry)

(I also seem to remember that the Active Horse is ForcedTo that "CurrentHorse Alias" ... but I might be wrong there ... Sorry Arth, too long since I looked at it for me to be certain)

Shadowmere ... yeah, that is not a normal horse ... I did look at it but I don't remeber now where it's ownership data was kept ... I do remember it has it's own quest line ...


There is a mod which provides for Mounts for Followers (assuming it is still functioning, ages since I have seen it). Maybe it is worth trying to get hold of that?
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sam
 
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Post » Mon Nov 19, 2012 5:10 am

Question: When using GetFormFromFile to check for the presence of another mod, do we have any sense of whether certain forms are more "lightweight" to get than others, in terms of speed or memory allocation? Is it better or worse to get a single abstract entity like a global variable, a larger abstract like a faction, an object with 3D like a static or a weapon, or a complex grouping like a quest? Or are all forms essentially equal in performance?
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KU Fint
 
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Post » Mon Nov 19, 2012 2:29 am

They're all the same if merely checking for the forms' existence.
Spoiler
[09/17/2012 - 09:50:08AM] Code Comparer log opened (PC)[09/17/2012 - 09:50:08AM] Code Comparer Version: 1.010000[09/17/2012 - 09:50:08AM] Skyrim Version: 1.7.7.0[09/17/2012 - 09:50:08AM] SKSE Version: 1.051100[09/17/2012 - 09:50:38AM] === 'MESG' ===[09/17/2012 - 09:50:38AM] Time elapsed (calibration offset) for an empty test: 3.393002[09/17/2012 - 09:50:38AM] Started 'MESG' at: 42.770000 | Iterations to complete: 1000000[09/17/2012 - 09:50:38AM] Finished 'MESG' at: 56.526001 | Iterations completed: 1000000[09/17/2012 - 09:50:38AM] Time elapsed (Raw) for 'MESG': 13.756001[09/17/2012 - 09:50:38AM] Time elapsed (Calibrated) for 'MESG': 10.362999[09/17/2012 - 09:50:38AM] Approximate time for each iteration (Raw): 0.000014[09/17/2012 - 09:50:38AM] Approximate time for each iteration (Calibrated): 0.000010[09/17/2012 - 09:50:56AM] === 'QUST' ===[09/17/2012 - 09:50:56AM] Time elapsed (calibration offset) for an empty test: 3.313000[09/17/2012 - 09:50:56AM] Started 'QUST' at: 60.117001 | Iterations to complete: 1000000[09/17/2012 - 09:50:56AM] Finished 'QUST' at: 73.761002 | Iterations completed: 1000000[09/17/2012 - 09:50:56AM] Time elapsed (Raw) for 'QUST': 13.644001[09/17/2012 - 09:50:56AM] Time elapsed (Calibrated) for 'QUST': 10.331001[09/17/2012 - 09:50:56AM] Approximate time for each iteration (Raw): 0.000014[09/17/2012 - 09:50:56AM] Approximate time for each iteration (Calibrated): 0.000010[09/17/2012 - 09:51:13AM] === 'ARMO' ===[09/17/2012 - 09:51:13AM] Time elapsed (calibration offset) for an empty test: 3.313995[09/17/2012 - 09:51:13AM] Started 'ARMO' at: 77.384003 | Iterations to complete: 1000000[09/17/2012 - 09:51:13AM] Finished 'ARMO' at: 90.900002 | Iterations completed: 1000000[09/17/2012 - 09:51:13AM] Time elapsed (Raw) for 'ARMO': 13.515999[09/17/2012 - 09:51:13AM] Time elapsed (Calibrated) for 'ARMO': 10.202003[09/17/2012 - 09:51:13AM] Approximate time for each iteration (Raw): 0.000014[09/17/2012 - 09:51:13AM] Approximate time for each iteration (Calibrated): 0.000010[09/17/2012 - 09:51:30AM] === 'GLOB' ===[09/17/2012 - 09:51:30AM] Time elapsed (calibration offset) for an empty test: 3.343002[09/17/2012 - 09:51:30AM] Started 'GLOB' at: 94.542000 | Iterations to complete: 1000000[09/17/2012 - 09:51:30AM] Finished 'GLOB' at: 108.093002 | Iterations completed: 1000000[09/17/2012 - 09:51:30AM] Time elapsed (Raw) for 'GLOB': 13.551003[09/17/2012 - 09:51:30AM] Time elapsed (Calibrated) for 'GLOB': 10.208000[09/17/2012 - 09:51:30AM] Approximate time for each iteration (Raw): 0.000014[09/17/2012 - 09:51:30AM] Approximate time for each iteration (Calibrated): 0.000010[09/17/2012 - 09:52:01AM] Log closed

The above was acquired with http://www.gamesas.com/topic/1409880-relz-wipz-code-comparer-papyrus/ which you can use to easily test such stuff.
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Victoria Bartel
 
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Post » Mon Nov 19, 2012 4:22 am

I simply want to make it so you can play from 3rd person immediately right from when you wake up in the wagon. I understand the basics of object coding, triggers and commands and would love to dig into the kit but I thought I'd ask if it was possible first. If it's more complex than maybe I won't bother with the mod just so the first 5 minutes are different. But I don't see why this wouldn't be possible. This might not be as easy as it sounds but everything you need is already there and just needs to be moved around a little...

Triggers:
Create character
Allow 3rd person view

Animations and poses:
Sit in wagon bound
Hop out of wagon bound
Walk while bound
Forced onto chopping block
Run while bound.

It's all there but it's just a matter of importing the pre-existing code and voices and everything and changing the few things.
This isn't as easy as it sounds, is it?
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Dj Matty P
 
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Post » Sun Nov 18, 2012 10:41 pm

The above was acquired with http://www.gamesas.com/topic/1409880-relz-wipz-code-comparer-papyrus/ which you can use to easily test such stuff.

Thanks, Justin! That was going to be my next step, I just thought someone else might have done so already.
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Phillip Brunyee
 
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Post » Mon Nov 19, 2012 6:55 am

I simply want to make it so you can play from 3rd person immediately right from when you wake up in the wagon. I understand the basics of object coding, triggers and commands and would love to dig into the kit but I thought I'd ask if it was possible first. If it's more complex than maybe I won't bother with the mod just so the first 5 minutes are different. But I don't see why this wouldn't be possible. This might not be as easy as it sounds but everything you need is already there and just needs to be moved around a little...

Triggers:
Create character
Allow 3rd person view

Animations and poses:
Sit in wagon bound
Hop out of wagon bound
Walk while bound
Forced onto chopping block
Run while bound.

It's all there but it's just a matter of importing the pre-existing code and voices and everything and changing the few things.
This isn't as easy as it sounds, is it?
Yes you can probably do it. And it's (probably) a lot easier than you think.

There is almost certainly a setting in one of the scripts in the first/early stages of the MainQuest (MQ101 and the like) that restricts the "camera" to first person for the cart-ride.

Chances are you could very easily switch that restriction off, without causing too much damage to anything else.

However: This would mean editting vanilla scripts, which is not really a brilliant thing to do ... but I doubt this would cause any damage to anything.

However: Obviously this would be a New-Game compatible only!


You will need to look carefully through the MQ Quest Series, at the very earliest stages, to find where the "camera" (FirstPersonView) is restricted and switch that command off.

I don't have my CK open, so I can't comfirm, but you are very probably looking for a line of code that includes:

DisablePlayerControls

See this pages for the "PARAMETERS" for that code: http://www.creationkit.com/DisablePlayerControls_-_Game ... See the
abCamSwitch
parameter? Just make sure that one is set to what you want and leave the others alone. Well, unless you want to change any of the others?!

NOTE: http://www.creationkit.com/SetHudCartMode_-_Game <- This may cause you some issues, if it is set around the same time. But I wouldn't worry about this unless it becomes a problem after you have made the change above.

BIG FAT NOTE: The player is not a Full Character at that point ... They have not chosen a race. This may give you some issues (SEE THE LINE ABOVE), unless you do a lot of work to move where RACE selection is made in the vanilla game (see the line below) ... then your players may well be having their immersions killed off pretty rapidly.

Finally: There are several Alternate-Game-Start MODs. I believe some are quite popular. Chances are that your mod will not be compatible with any of those. Chances are, many of them do almost exactly what you are trying to do.


(If you need help with this mini project, I would probably start my own topic, If I were you!)

(Long answer for a quick question!)
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Life long Observer
 
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