Quick Questions, Quick Answers Thread #7

Post » Mon Nov 19, 2012 7:49 am

Thanks but I should of mentioned that the condition is required for a package to trigger. I don't want my package to execute if the player is in jail or has their fists equipped. But I want it to execute if the player has a weapon drawn. IsWeaponOut returns true when the player's fist are equipped.. And that is breaking my mod. GetArrestedState is not working either..
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Caroline flitcroft
 
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Post » Sun Nov 18, 2012 10:12 pm

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:

Anybody? :)

I don't think you can, and I've tried Alias.Name (seems to work only for actors). But I'd like to have a firm answer from one of you ck XpATzz :)
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ZANEY82
 
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Post » Mon Nov 19, 2012 12:52 am

Hello everyone, one quick question:

I changed my follower's (Aela) default clothing and morality and created a plugin. While tested in game the clothes changes work fine after I re-recruit her, but I don't see the morality changes (I changed to any crime), she still won't steal any stuff or attack non enemies.

Any ideas? Thanks.

Addendum: Both game and CK are updated, and I'm also using the Unoffficial patch but I made sure my plugin loads last.
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Lizzie
 
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Post » Mon Nov 19, 2012 6:47 am

Anybody? :smile:

I don't think you can, and I've tried Alias.Name (seems to work only for actors). But I'd like to have a firm answer from one of you ck XpATzz :smile:
Have you tried:
.GetBaseObject().GetName()
or possibly even:

.getreference().GetBaseObject().GetName()
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Cameron Wood
 
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Post » Mon Nov 19, 2012 1:11 am


Have you tried:
.GetBaseObject().GetName()
or possibly even:

.getreference().GetBaseObject().GetName()

Would that work in text replacement? That's what I'm trying to do you see.

Because for some reason, Bear Claw displays as Claw - Bears. But other ingredients, like Hawk Beaks, display as Hawk Beak properly lol.
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Andres Lechuga
 
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Post » Mon Nov 19, 2012 10:55 am

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.
Yep, it worked, it just went against my gut reaction is all.

It appears to be sufficient to check Player - 384Z with a radius of 256 to catch the horse. So no more special case horse stuff.
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Jessie
 
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Post » Mon Nov 19, 2012 11:24 am

Where does oscape store all of it's information? I have a new plugin with a same-named worldspace that an older plugin had, and when I try to extract the new heightmap with oscape I get the error: "There is no data about this worldspace in the loaded plugins." - I can only guess that this is because it's not updating the old one it saved in the list of worldspaces, since the worldspace names are the same, but is still looking for that one in the plugins. So I want to delete the saved worldspaces, but don't know how/where to do that.

To be more specific, I want to clear this list:
http://i.imgur.com/wOOuI.jpg
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gary lee
 
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Post » Mon Nov 19, 2012 4:45 am

Is it possible to group objects that are linked to one marker to make it easier to hide them in the editor, rather than clicking each individual object and hiding it with "1"?

Currently the best way i've found to do it is to shift+select everything I want to hide in the cell view.
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saxon
 
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Post » Mon Nov 19, 2012 2:54 am

Is it possible to group objects that are linked to one marker to make it easier to hide them in the editor, rather than clicking each individual object and hiding it with "1"?

Currently the best way i've found to do it is to shift+select everything I want to hide in the cell view.
I actually never use it but with ctrl-1 you can hide children, so I guess you can do what you asked.
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Peetay
 
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Post » Sun Nov 18, 2012 9:09 pm

Thanks for the help with my previous issue.

I have copied and pasted my text into notepad to remove formatting, and still my quotation marks appear as squares for dialogue and books. Is there something special to do for quotations?

Nm on this one. I searched for an existing book with quotations and copy pasta'd them.
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Francesca
 
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Post » Mon Nov 19, 2012 3:15 am

I actually never use it but with ctrl-1 you can hide children, so I guess you can do what you asked.
ZOMG IT WORKS! Thanks.
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Marina Leigh
 
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Post » Mon Nov 19, 2012 9:58 am

Is there a way to disable lights in model viewer? I want to create some NPCs but half the face is covered by shadows :dry: Sometimes im not even sure wether the person has scars or not
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luis dejesus
 
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Post » Sun Nov 18, 2012 11:12 pm

I have an actor who hands out a quest for the player just outside the gates to Whiterun. At some point in the quest the player comes back and both the actor and player need to be sent up to my castle. Once this actor is up there they will be staying there for the rest of the game.

My question is how should I manage the actor (may not be the best wording) in the CK. Should they be unique? Should I place them outside of Whiterun and in the castle, or just in one of those places.
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Charlotte Lloyd-Jones
 
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Post » Sun Nov 18, 2012 9:26 pm

I have an actor who hands out a quest for the player just outside the gates to Whiterun. At some point in the quest the player comes back and both the actor and player need to be sent up to my castle. Once this actor is up there they will be staying there for the rest of the game.

My question is how should I manage the actor (may not be the best wording) in the CK. Should they be unique? Should I place them outside of Whiterun and in the castle, or just in one of those places.
Unique (easy way to think of that, if your charcater has a name - like Mr John, not like Mr Encounter Bandit - then he should very probably be unique)

Just place him - in the CK - where you first want the player to meet him

When you get to the relevant point, Add a Travel Package to him (or do a PathToReference) that walks your guy to the castle

When he reaches the castle, add a package that allows him to SandBox and he'll happily chill there for the rest of the game
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Eve Booker
 
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Post » Mon Nov 19, 2012 10:41 am

I have a whole new interior cell that I have been working on for a few days without issue until today. The problem is that the entire Edit Data... screen is greyed out. I can change the values, but I can't save the changes and thus they don't get applied. I can edit other cell's data without problem, it's only my new one. This problem has just started today. I've done a restart and haven't had success. I'm working on lighting right now and this has pretty much stopped work in its tracks. Is there perhaps a setting I may have toggled by accident that would lock that screen? Any help on this would be greatly appreciated.

I've encountered the same problem but I could change the lighting values after clicking once or twice on the Ambient Color/Directional Color checkboxes. Right now my problem is with the Interior Data tab. It is greyed out too, and no matter where I click it stays that way. (Wonder what would happen if i duplicate the entire cell. Hex editing the cell name is not the best approach to change its name.)
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Albert Wesker
 
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Post » Sun Nov 18, 2012 10:56 pm

Thanks for the clarification h4vent.

I am now trying to add a package to the actor to have them use an activator that the player summons (with conditions like a certain quest stage and distance). My problem is that I can't seem to add the package to the AI Package List. I assume the package is missing something that is stopping it from being added.

EDIT: Well that was quick...just solved it :biggrin:. It turns out I had it owned by my quest which I guess means it could only be added by my quest through an Alias? Now that I say that, it could be a better idea to do it that way.
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Madison Poo
 
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Post » Mon Nov 19, 2012 10:58 am

Thanks for the clarification h4vent.

I am now trying to add a package to the actor to have them use an activator that the player summons (with conditions like a certain quest stage and distance). My problem is that I can't seem to add the package to the AI Package List. I assume the package is missing something that is stopping it from being added.

EDIT: Well that was quick...just solved it :biggrin:. It turns out I had it owned by my quest which I guess means it could only be added by my quest through an Alias? Now that I say that, it could be a better idea to do it that way.
You probably have your-guy as an alias in your quest? So if you are adding packages to THE ALIAS (not the Actor) then the Package is owned by your quest.

Using Quest/Alias is almost certainly a good idea ... If/When your Quest completes, all of the stuff you put on your-guy, from the Quest - will complete. Using Quests like this means you can give your-guy multiple roles to play (if you need to).

So yeah, you got no worries about working this way

:)
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Mr. Allen
 
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Post » Mon Nov 19, 2012 8:20 am

Quick question about Debug.Notification.

If condition 1    If condition 2        ;do stuff        Debug.Notification("text 1")    elseif condition 3        ;do stuff        Debug.Notification("text 1")    endifelse     Debug.Notification("text 2")endif

I keep getting "text 1" ingoring "text 2" on the else condition apart from the notification all the ;doo stuff works fine. Am I missing something basic here?
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Rhysa Hughes
 
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Post » Mon Nov 19, 2012 4:15 am

This might need to move into a non-quick questions, quick answers topic if I keep going lol.

So I've got this package (added using the Alias for my actor) but as far as I can tell it is not working. To give a better sense of whats going on here's a description of the quest at this point. The player receives a quest which eventually leads them to finding a spell that summons a portal to their location. So the player goes back to the actor to tell him about the spell and at the end of the conversation the player should be able to summon the portal close to the actor, and then that actor walks over and uses the portal. Btw the portal leads to the house which is in the sky by the way...so there's that :biggrin:. Once up at the house there will be a scene where the actor is walking around looking at the house but that is a challenge for later.

The summoned end of the portal is made up of 3 parts (some FX art, Xmarkerheading, and an activator) These three parts are initially in a "holding cell". I made a new package and it is using the package template "Activate". Under public package data it wants a target so I use the specific reference option and select the portals' activator inside that holding cell. I have 2 conditions at the moment: GetStage to see if the player has talked to the actor about the spell, and a GetDistance referencing the FX art (I should be able to use either of the 3 parts of the portal) < 2000. As for the schedule...I put a duration of 1 hour with everything else being "Any", not really sure what to do with this tab.

Any insight would be appreciated, this is my first foray into packages and eventually scenes.
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Lalla Vu
 
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Post » Mon Nov 19, 2012 5:15 am

So I've got this package (added using the Alias for my actor) but as far as I can tell it is not working.

You may need to nudge the actor to re-evaluate their package stack via http://www.creationkit.com/TryToEvaluatePackage_-_ReferenceAlias or http://www.creationkit.com/EvaluatePackage_-_Actor.
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Crystal Clarke
 
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Post » Mon Nov 19, 2012 6:07 am

How do you change the price of stuff?
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I’m my own
 
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Post » Mon Nov 19, 2012 2:52 am

How do you change the price of stuff?
Items that can be sold have a "Value" field in their editing windows. You can just change the values there or, with Papyrus, you can use SKSE's http://www.creationkit.com/SetGoldValue_-_Form.
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Red Bevinz
 
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Post » Mon Nov 19, 2012 4:20 am

How do you change the price of stuff?
just to go above and beyond JustinOther's answer with a bit of visual help
the fifth field from above, counting from the ID is the value of the item.
http://www.creationkit.com/File:Tutorial-Customizing-2.jpg
the value is the base value, meaning that the value of enchants are added to that.
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Hannah Barnard
 
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Post » Mon Nov 19, 2012 6:34 am

I'm having trouble adding an item to player inventory as part of a quest stage papyrus fragment:

When I try to compile the following:
SetObjectiveCompleted(10)Game.GetPlayer().AddItem(Alias_Book)SetObjectiveDisplayed(20)

I get this error message:
Starting 1 compile threads for 1 files...
Compiling "QF_ST_DovahMir01_01009436"...
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_ST_DovahMir01_01009436.psc(66,17): type mismatch on parameter 1 (did you forget a cast?)
No output generated for QF_ST_DovahMir01_01009436, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on QF_ST_DovahMir01_01009436

Alias_Book is already set as a property, so I'm not sure what the problem is. Book is a ReferenceAlias, with type "Create Reference to Object," "Create In" Player - is there something else I should do to add this book to player inventory at this quest stage?
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Lillian Cawfield
 
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Post » Mon Nov 19, 2012 12:19 am

I'd guess you'd need to use Game.GetPlayer().AddItem(Alias_Book.GetRef())...although if you're using "Create In" and Player, I'm not sure why it wouldn't be there already? (Granted I haven't used "Create In" much.)
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Epul Kedah
 
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