Quick Questions, Quick Answers Thread #7

Post » Mon Nov 19, 2012 5:30 am

Doing anything whatsoever to alter the start-up sequence at Helgen is not advised. It is astronomically sensitive and a single tiny modification to it can result in the user being unable to start a new game at all.

Best advice: don't change anything about the Helgen sequence. It's too risky.
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Leah
 
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Post » Sun Nov 18, 2012 10:52 pm

I'd have to agree. Messing with the cart ride is asking for trouble. Having built one of the aforementioned alt-start mods, I know all too well that the slightest misstep in there means the end.

It's such an issue that even certain scripts that run fine once you leave Helgen can totally screw things up there.

I'm pretty sure attempting to force 3rd person is going to blow the whole thing up.
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Khamaji Taylor
 
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Post » Mon Nov 19, 2012 8:41 am

NVM
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Hazel Sian ogden
 
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Post » Mon Nov 19, 2012 4:43 am

How do I register for and script animations? I know the first part of code is RegisterForAnimationEvent(actorref ,"nameofanimation"), then SendAnimationEvent() what do I write for nameofanimation? The entire name for an animation in the "Havok Anim" tab that is found in the Actor window of Creation Kit? or elsewhere
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Vickey Martinez
 
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Post » Mon Nov 19, 2012 12:31 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 looked at this - and my notes on it all - last night, Arth.

Sadly, you are correct.

The Faction (and the stables quest that it is tide to) only tracks horses that the player HAS BOUGHT (it does have a PlayerHorse Alias that is filled each time one is purchased, and that becomes the "default horse" in the player's "stable").

But any of the "encounter horses", including Shadowmere, do not use that system (and - as fr as I know??? - walk off back to their "home" location, when the the player dismounts??)

So there is no "Which horse is this one I am riding?!" Function.

But I guess you could fudge it with a FindNearest (horse from Player), then check the return with a "AmIbeingRidden" ... A little slow, I guess, so depends what you want it for?
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Budgie
 
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Post » Mon Nov 19, 2012 2:12 am

Shadowmere won't wander off, so there's some other hidden voodoo going on, at least for him. I know that stolen ones will wander off back home but that's expected.

It's not super critical. I wanted it for a one-time check for the player approaching Helgen on horseback in my alt-start mod. I've got it working (shoddily) by detecting the horse alias in the stable quest and if it's within the trigger zone area then it gets moved with the player. Same with a hackish check to see if Shadowmere is too. Other horses obviously can't be covered by that, but it's better than nothing.

A FindNearest type function would work nicely but I haven't found one yet. I'd prefer to skip requiring SKSE over something this minor.
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Taylor Tifany
 
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Post » Mon Nov 19, 2012 11:58 am

You could try calling http://www.creationkit.com/FindClosestActor_-_Game with the player's coordinates but decrease their Z coordinate by some appropriate level. You should then be able to check http://www.creationkit.com/IsPlayersLastRiddenHorse_-_Actor just to make sure you've found the right actor.

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Czar Kahchi
 
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Post » Mon Nov 19, 2012 6:35 am

You should then be able to check http://www.creationkit.com/IsPlayersLastRiddenHorse_-_Actor just to make sure you've found the right actor.

http://www.creationkit.com/GetPlayerControls_-_Actor is useful for that as well; I'm not sure if LastRidden is updated until after a player has dismounted?
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R.I.p MOmmy
 
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Post » Mon Nov 19, 2012 2:47 am

Can anyone tell me all of the filtering options you can put into the Filter Window?

I know you can use * to find more than one term, but are there any other filter inputs such as exclusion filters?
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Nathan Maughan
 
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Post » Mon Nov 19, 2012 6:44 am

Shadowmere won't wander off, so there's some other hidden voodoo going on, at least for him. I know that stolen ones will wander off back home but that's expected.

I had a quick peak at Shadow and the DB last night ... But I couldn't see any control mechanism for it. From the quick look I had it looked like a horse that was standing about, doing nothing.

Just for my sanity, more than anything else, is it involved in a Quest anywhere, Arth?

(It's Use Info just details the cell it is placed in)

Mount appears to be something controlled by hard-coded means? There's no Activator, the Horse-Actor is an activator ... but I don't find any switch, anywhere, to control that functionality. I guess not having them speak means they have some secondary activation mechanism?



So very strange, and I would agree that something hard-coded is going on, somewhere ...

Horses (mounts?) are definately weird, when you consider they are owned like a Sword, but are an Actor:
setOwnerActor
http://www.creationkit.com/SetActorOwner_-_ObjectReference and http://www.creationkit.com/GetActorOwner_-_ObjectReference


(So could we do slaves, and what would that mean if we did!!? Gotta be worth another test ...)
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Christine
 
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Post » Mon Nov 19, 2012 12:12 pm

Can anyone tell me all of the filtering options you can put into the Filter Window?

I know you can use * to find more than one term, but are there any other filter inputs such as exclusion filters?
Have you tried the "default" strings and booleans?? It's usually standard across just about every aplication known to man: http://en.wikipedia.org/wiki/Wildcard_character
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James Shaw
 
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Post » Mon Nov 19, 2012 8:20 am

You could try calling http://www.creationkit.com/FindClosestActor_-_Game with the player's coordinates but decrease their Z coordinate by some appropriate level. You should then be able to check http://www.creationkit.com/IsPlayersLastRiddenHorse_-_Actor just to make sure you've found the right actor.

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FindClosestActor says it can return the player, which wouldn't be terribly useful to me. Nor do I imagine it being all that useful to anyone else. Odd function, that.

What about http://www.creationkit.com/FindRandomActorFromRef_-_Game? That says nothing about the potential to locate the player, and if I keep a tight enough radius on it I can hopefully rule out accidentally picking up wildlife or something.

I had a quick peak at Shadow and the DB last night ... But I couldn't see any control mechanism for it. From the quick look I had it looked like a horse that was standing about, doing nothing.

Just for my sanity, more than anything else, is it involved in a Quest anywhere, Arth?
Yes, Shadowmere is part of the DB07 quest. No, there's no custom horse controls there. I'm guessing there's just some special hardcoded support for him since he "just works" as a horse.
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NAkeshIa BENNETT
 
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Post » Mon Nov 19, 2012 9:58 am

Anyway, what I really stopped back in here for:

MASTERFILE: File index 3 is invalid. Clamping to 02. Does a master file depend on more than two masters?
Can this not be overcome while using version control?

I thought bAllowMultipleMasterLoads=1 was supposed to fix this?

The CK is telling me to take a hike trying to work with the VC'd version of the Unofficial Dawnguard Patch, which for obvious reasons has 3 masters.
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Jack Walker
 
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Post » Mon Nov 19, 2012 3:17 am

FindClosestActor finds any Actor. The player is an Actor, so can be detected that way ... but it's not the only Actor that the command will detect.

DB07 - I'll check it out. But yeah, Shadowmere is just like any of the Encounter-Horses (those not at the stables) ... and horses just work, but I've no idea how!!!? ;)
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Kill Bill
 
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Post » Mon Nov 19, 2012 8:14 am

Is it possible to create collision in the creation kit? i have been trying to apply collisions to my new static meshes using nifskope but haven't succeeded. all i was wondering is if there's some way to create invisible walls using the creation kit that i can place inside my new objects
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Stacyia
 
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Post » Mon Nov 19, 2012 9:26 am

Is it possible to create collision in the creation kit? i have been trying to apply collisions to my new static meshes using nifskope but haven't succeeded. all i was wondering is if there's some way to create invisible walls using the creation kit that i can place inside my new objects
Only similar thing I've seen is from the Custom-Tree-People ;)

http://www.gamesas.com/topic/1290798-trees-your-going-to-love-this/page__view__findpost__p__21525399

(Don't know if that helps?)
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Bellismydesi
 
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Post » Mon Nov 19, 2012 5:36 am

Is it possible to create collision in the creation kit? i have been trying to apply collisions to my new static meshes using nifskope but haven't succeeded. all i was wondering is if there's some way to create invisible walls using the creation kit that i can place inside my new objects

There are collision primitives, but they are obviously not going to be as accurate as collision you might create in the NIF itself.
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Annick Charron
 
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Post » Mon Nov 19, 2012 9:29 am

There are collision primitives, but they are obviously not going to be as accurate as collision you might create in the NIF itself.
I'm not looking for something accurate, my mesh is pretty primitive http://www.flickr.com/photos/85485464@N07/8003661843/in/photostream hopefully this collision primitives you mentioned can sort things out
Only similar thing I've seen is from the Custom-Tree-People :wink:

http://www.gamesas.com/topic/1290798-trees-your-going-to-love-this/page__view__findpost__p__21525399

(Don't know if that helps?)
that is certainly interesting
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Rachael Williams
 
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Post » Mon Nov 19, 2012 4:10 am

points to a specific object (set by a script using the ingredient as a property).

Using in Text Replacement returns the ingredient ID, so for example SabrecatEyeball. How do I return it as the object name, so Eye of Sabre Cat, instead?

Cheers :smile:
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Steph
 
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Post » Mon Nov 19, 2012 10:47 am

GetActorOwner() is not working for me. I am using this code to check the players inventory for stolen items but I think its returning none for all items regardless. Am I doing anything wrong?

Spoiler
PlayerItem=(PlayerRef.GetNthForm(FormIndex)) as ObjectReference   If PlayerItem.GetActorOwner()!=PlayerRef.GetActorBase() && PlayerItem.GetActorOwner()!=None	Debug.MessageBox("Player is caught.")   EndIf
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Adam Porter
 
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Post » Mon Nov 19, 2012 6:18 am

FindClosestActor says it can return the player, which wouldn't be terribly useful to me. Nor do I imagine it being all that useful to anyone else. Odd function, that.

What about http://www.creationkit.com/FindRandomActorFromRef_-_Game? That says nothing about the potential to locate the player, and if I keep a tight enough radius on it I can hopefully rule out accidentally picking up wildlife or something.
http://www.creationkit.com/FindRandomActorFromRef_-_Game will be able to find the player as well, since it's an Actor. Usually, http://www.creationkit.com/FindClosestActorFromRef_-_Game will be the function that's used, which is a non-native function that gets the coordinates of the passed ObjectReference and passes those to http://www.creationkit.com/FindClosestActor_-_Game.

If you were to calculate the player's coordinates yourself, and then pass them to FindClosestActor but with the Z coordinate decreased enough that the centre about which the function is searching should be closer to the player's horse than the player, then it shouldn't return the player while they're on a mount unless the mount is somehow not below them (I don't think that is possible, at least with currently existing mounts).

I think it should just be a matter of finding the right amount by which the player's Z coordinate should be decreased in order to find their horse instead - I see no reason why this method shouldn't work.

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Cccurly
 
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Post » Mon Nov 19, 2012 6:42 am

I have followed everything in the tutorial to the "T" and I cannot get my NPC to initiate dialogue. I did the Bendu Olo beginner quest design tutorial, and it worked fine.

Then I made my own, doing the same thing again, but changing names and dialogue. My character appeared in Mixwater Mill Workers House, but would not initiate dialogue. Then, when I changed the quest to a force great, the NPC disappeared and I cannot get it to reappear at the location. I am pretty much stumped. Are there common mishaps that make a character not appear, and the dialogue not trigger?

I have the mod launching with the game. The character appears in the Mixwater Mill location in the render window, but in the game, the character doesn't show up, now.
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Bee Baby
 
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Post » Mon Nov 19, 2012 1:14 am

I have followed everything in the tutorial to the "T" and I cannot get my NPC to initiate dialogue. I did the Bendu Olo beginner quest design tutorial, and it worked fine.

Then I made my own, doing the same thing again, but changing names and dialogue. My character appeared in Mixwater Mill Workers House, but would not initiate dialogue. Then, when I changed the quest to a force great, the NPC disappeared and I cannot get it to reappear at the location. I am pretty much stumped. Are there common mishaps that make a character not appear, and the dialogue not trigger?

I have the mod launching with the game. The character appears in the Mixwater Mill location in the render window, but in the game, the character doesn't show up, now.
Put everything back to the way it was before the ForceGreet (if you can). Then ...

When you made Bendo's Dialogue, do you remember the bit where you made the Dialogue only apply to Bendo? It's in the Dialogue View Tab, double-click on the lines the NPC (Bendo) says.

Make sure you have changed any of the criteria that specified Bendo to now specify the new NPC you have created

:smile:
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Melanie Steinberg
 
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Post » Mon Nov 19, 2012 4:58 am

How can you detect if the player has his/her fists "equipped"?
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Alexis Acevedo
 
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Post » Mon Nov 19, 2012 7:19 am

How can you detect if the player has his/her fists "equipped"?
Animation event? I can tell you for sure what doesn't work:
Debug.Notification("Fists equipped: " + PlayerREF.IsEquipped(Unarmed))
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Bloomer
 
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