Quick Questions, Quick Answers Thread #7

Post » Mon Nov 19, 2012 2:19 am

http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/ | http://www.gamesas.com/topic/1353350-quick-ck-questions-thread-2/ | http://www.gamesas.com/topic/1365336-quick-questions-quick-answers-the-3rd/ | http://www.gamesas.com/topic/1373468-quick-questions-quick-answers-thread-4/ | http://www.gamesas.com/topic/1395667-quick-questions-quick-answers-thread-5/ | http://www.gamesas.com/topic/1406245-quick-questions-quick-answers-thread-6/


Have a quick question? Need a quick answer? If you have not had any luck with the http://www.creationkit.com/Main_Page, post away and hopefully someone will have the answer(s) you seek.
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Angela Woods
 
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Post » Mon Nov 19, 2012 12:15 pm

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.
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Bellismydesi
 
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Post » Sun Nov 18, 2012 8:50 pm

Bonehedge: Is your file set as "Active" in the File > Data window? If not, it'll need to be set as active via the "Set as Active Plugin" button or, even better, *double R-Clicking the file.

*this checks and sets as active in one fell swoop
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m Gardner
 
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Post » Sun Nov 18, 2012 10:31 pm

Continued from the previous thread...

The showstopper, Outdoors to Indoors...

Yeah, I may have misunderstood how many layers of location nesting needed to be accounted for. That said, it seemed like Arthmoor was using a vanilla ref type, not a custom keyword, so the big issue is that "nearest"-type functions won't work, right? As a rough alternative, you might at least be able to specify the same hold--get the LocationCenterMarker of the player's current location, and then create a location alias using that marker's LocTypeHold (see for example the CRHoldExpansion quest). Then look for a LocTypeInn within that location, etc.

Er, or just use a formlist, probably easier at that point...
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A Dardzz
 
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Post » Sun Nov 18, 2012 10:32 pm

Following up from last thread on the alias thing. I managed to get it working. This is for my Run For Your Lives mod btw, an effort to expand compatibility to all NPCs regardless of their editor locations.

This is what I now have set up:

* A location alias set to match the location in WIChangeLocation09.
* A reference alias set to that location's center marker ref type.
* A "safe harbor" location alias set to check HasSameEditorLocAsRefAlias on that center marker, and matching location keyword to LocTypeInn
* A reference alias to safe harbor's center marker.
* 75 citizen aliases using an AI pack which targets the previous reference alias for sandboxing with various conditions in place to make sure the guards and the player's followers don't flee too.

Yeah. It's convoluted, but it works now, and I was quite happy to see every single NPC outdoors at the time run straight for the inn. Now I just need to adjust the spot where I set off the quest so that the people have more time to run for it. Editor location works great, but can't even begin to hope to catch everyone. I sure hope mods aren't adding more people to the cities than this set of aliases can hold :tongue:

Oh, and the formlist thing didn't work either, which is probably just as well.
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lucile davignon
 
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Post » Sun Nov 18, 2012 9:27 pm

Following up from last thread on the alias thing. I managed to get it working. This is for my Run For Your Lives mod btw, an effort to expand compatibility to all NPCs regardless of their editor locations.

This is what I now have set up:

* A location alias set to match the location in WIChangeLocation09.
* A reference alias set to that location's center marker ref type.
* A "safe harbor" location alias set to check HasSameEditorLocAsRefAlias on that center marker, and matching location keyword to LocTypeInn
* A reference alias to safe harbor's center marker.
* 75 citizen aliases using an AI pack which targets the previous reference alias for sandboxing with various conditions in place to make sure the guards and the player's followers don't flee too.

Yeah. It's convoluted, but it works now, and I was quite happy to see every single NPC outdoors at the time run straight for the inn. Now I just need to adjust the spot where I set off the quest so that the people have more time to run for it. Editor location works great, but can't even begin to hope to catch everyone. I sure hope mods aren't adding more people to the cities than this set of aliases can hold :tongue:

Oh, and the formlist thing didn't work either, which is probably just as well.
Nice solution (and props to Dream because that's quite close to that idea)

It is always going to be a convoluted solution, there's just no simple way to make it happen. But congrats, that at least looks like it will hang together (and if someone does add more than 75 NPCs to a city, I wouldn't worry ... There'll be no room at the inn, anyway, after the first 20-odd ;))
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Nicole Elocin
 
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Post » Mon Nov 19, 2012 2:51 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.
That one I have aswell, not sure what the cause is, however i found if you just select a diferent cell in the cell list in the edit menu, and reselect the cell you're working on, it resolved that way.
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kat no x
 
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Post » Mon Nov 19, 2012 8:22 am

Isn't it the case that, if you have a cell open IN THE RENDER WINDOW you cannot edit it's data properties?

(I think this is what Treeki means above?)

So you load another cell into the render window, then edit the properties of the cell that was previously loaded ... before reloading it again

(or did I make all that up!?)
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Causon-Chambers
 
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Post » Mon Nov 19, 2012 1:22 pm

Isn't it the case that, if you have a cell open IN THE RENDER WINDOW you cannot edit it's data properties?

(I think this is what Treeki means above?)

So you load another cell into the render window, then edit the properties of the cell that was previously loaded ... before reloading it again

(or did I make all that up!?)
Nope not what i ment.
http://www.creationkit.com/images/c/c0/LightingTemplateDropdown.jpg
In this window, where you are trying to change what ever it is you need. Just select another random cell in the list on the left, and reselect your own cell again, and it should be fixed.
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Avril Louise
 
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Post » Mon Nov 19, 2012 12:09 pm

Nope not what i ment.
http://www.creationkit.com/images/c/c0/LightingTemplateDropdown.jpg
In this window, where you are trying to change what ever it is you need. Just select another random cell in the list on the left, and reselect your own cell again, and it should be fixed.
Oh, right. Wow, another one to remember. The workaround list is becoming endless ;)
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Jessie
 
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Post » Sun Nov 18, 2012 9:50 pm

Nice solution (and props to Dream because that's quite close to that idea)
Yep, it was his pointer that led the way. It even seems to be a more reliable solution than everyone running for their editor location for some reason.
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Nathan Maughan
 
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Post » Sun Nov 18, 2012 10:20 pm

Bonehedge: Is your file set as "Active" in the File > Data window? If not, it'll need to be set as active via the "Set as Active Plugin" button or, even better, *double R-Clicking the file.

*this checks and sets as active in one fell swoop

Well of course it's active.

That one I have aswell, not sure what the cause is, however i found if you just select a diferent cell in the cell list in the edit menu, and reselect the cell you're working on, it resolved that way.

Unfortunately this does not work for me.
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..xX Vin Xx..
 
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Post » Mon Nov 19, 2012 9:26 am

Can you set vanilla objects as "initially disabled" to get rid of them, will it break things like outright deleting them does? Or is underground storage the only safe way?
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Manny(BAKE)
 
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Post » Mon Nov 19, 2012 12:35 am

Can you set vanilla objects as "initially disabled" to get rid of them, will it break things like outright deleting them does? Or is underground storage the only safe way?
It depends what "it" is?

But I guess the answer is probably what you think it is: Hide > Disable > Delete

(What it is will effect which you can get away with)

But: There are bigger issues with saved games and loading a mod that has removed/changed vanilla. Have a search and you should find a lot of info on the subject


And you might have to check some vanilla script incase it was enabled/disabled
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Michelle Smith
 
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Post » Mon Nov 19, 2012 9:48 am

Can you set vanilla objects as "initially disabled" to get rid of them, will it break things like outright deleting them does? Or is underground storage the only safe way?
I think it's easier to make an Xmarker parent, link the items you want to hide to it and then set that to disabled, if you want everything to reappear then all you have to do is delete the Xmarker or make it visible.

I still can't get my head around this coding problem i'm having, there are more scripts where the text options are stored that link to another script, how do I link these to the main script and rig it up so that the text options produce the desired results? I.e making a certain Xmarker spawn its items?
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Richard Dixon
 
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Post » Mon Nov 19, 2012 3:01 am

When the CK creates a BSA file to upload to steam, is it safe to assume that BSA includes every single file that your mod requires and uses? Including scripts, nifs, dds's, wavs, etc etc? :)
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Rinceoir
 
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Post » Mon Nov 19, 2012 12:55 pm

I think it's easier to make an Xmarker parent, link the items you want to hide to it and then set that to disabled, if you want everything to reappear then all you have to do is delete the Xmarker or make it visible.
'Tis better to use a preexisting persistent reference as adding a marker as the parent will make it persist. PlayerREF [ACHR:00000014] is already persistent, for instance, so set the player up as the enable parent of stuff you want gone, then tick the "http://i.imgur.com/Pw8vV.png" flag. Since the player is always loaded, the undesired stuff is not.
I still can't get my head around this coding problem i'm having, there are more scripts where the text options are stored that link to another script, how do I link these to the main script and rig it up so that the text options produce the desired results? I.e making a certain Xmarker spawn its items?
Post the script(s)?
When the CK creates a BSA file to upload to steam, is it safe to assume that BSA includes every single file that your mod requires and uses? Including scripts, nifs, dds's, wavs, etc etc? :smile:
Generally, but you might want to double check. At one time PSCs and scripts attached to aliases weren't packed and had to be dragondropped manually. Not sure/can't remember offhand if that's been changed.
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Cathrin Hummel
 
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Post » Mon Nov 19, 2012 1:14 am

Generally, but you might want to double check. At one time PSCs and scripts attached to aliases weren't packed and had to be dragondropped manually. Not sure/can't remember offhand if that's been changed.

I myself create my own BSA, and replace the one created by the CK before uploading to the Workshop. I just don't trust it, because of such things you mentioned.

Oh well, if it ain't broke :)
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trisha punch
 
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Post » Mon Nov 19, 2012 1:35 am

Post the script(s)?
That's the thing, i'm utterly useless at scripting and have no idea where to begin. Basically I need a tutorial that spells it out for me. I wanted a system exactly like the Create your own house mod whereby you click an object and get an option screen to build a variety of structures, which also require resources in your inventory. I have tried to look at the script in the CYOH mod but it seems to be nonexistent and I just get an error when trying to view it. If I could see how that script is constructed I might be able to cobble together my own version. I'll probably get frustrated and give up after a while, i'm ok at modding games to an extent but coding is always the one that gets me. :swear:
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neen
 
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Post » Mon Nov 19, 2012 6:30 am

Well, for starters I'd make a quest and, in its script, add a string array.
ScriptName YourQuestScript Extends QuestString[] Property sText Auto
After attaching that to your quest, fill in the array elements with the text you want and, in you other scripts...
ScriptName YourActivatorScript Extends ObjectReferenceInt Property iThisActivatorIndex Auto ; Which instance is this?YourQuestScript Property QuestScript AutoEvent SomeEvent()	Debug.Notification(QuestScript.sText[iThisActivatorIndex])EndEvent
If you have ten activators, you can attach the same script to all of them, set the quest property to point at your quest, then set the iThisActivatorIndex so its index will match the text in the sText array.
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Multi Multi
 
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Post » Mon Nov 19, 2012 1:11 am

I'm assuming all the text options are controlled from within the quest then, and each option is linked to its relevant activator. Sorry, it seems like i'm being a nuisance with all these questions.


Erm, sorry, how do I link the quest script to the item I want to actually make the popup boxes appear? :ermm:
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Andrew Perry
 
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Post » Mon Nov 19, 2012 1:44 am

You should probably start your own thread as what you're after is more complex than a "quick answer" can adequately answer.
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sarah simon-rogaume
 
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Post » Sun Nov 18, 2012 11:50 pm

Indeed, i'm already losing hope with it. I'll probably just do what I always do when it comes to scripting; give up and accept defeat.
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Danger Mouse
 
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Post » Mon Nov 19, 2012 5:39 am

Hi I'm just trying to use a short script to stop an NPC from reacting to a friendly hit, but I'm not to sure about setting it. Any help would be much appreciated.

Scriptname IgnoreHit extends ObjectReference  {Sets actor to ignore being hit}Actor Property ActorREF AutoEvent Onload()	;How do I assign the ActorREF who this script belongs too?	ActorREF.IgnoreFriendlyHits()EndEvent

P.S. It would be really nice if CK Wiki had short little example scripts associated with each function just so that newbies like myself can see how they are implemented.
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Melis Hristina
 
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Post » Mon Nov 19, 2012 12:12 am

When the CK creates a BSA file to upload to steam, is it safe to assume that BSA includes every single file that your mod requires and uses? Including scripts, nifs, dds's, wavs, etc etc? :smile:
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.
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Jesus Sanchez
 
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