Quick Questions, Quick Answers Thread #8

Post » Mon Nov 19, 2012 5:59 am

Hi all - Can someone please advise me on how to change guards appearance, facial mostly, in the cities? I have a mod that shows their face, but boy are they ugly and I need to know where in the CK to change them as it doesnt seem as straight forward as a single NPC. Thanks in advance.
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Nany Smith
 
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Post » Mon Nov 19, 2012 6:00 pm

Any way to control the health/magicka/stamina gain per level up?
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natalie mccormick
 
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Post » Mon Nov 19, 2012 5:17 am

I've created a few unique NPCs to serve as guards at my house and kitted them out, got sandbox packages set up for them and everything. The only problem is that their head skin colour is a slightly different tone from their body skin colour, it doesn't show up in the CK but in game it forms a noticeable tan line around their neck. I haven't changed the skin colour, only modified the face, hair, eyes etc. I've also tried changing the skin colour back to 01 which it is on by default and still the same; tan lines. Why doesn't the body skin colour change with the head skin colour? My guards are looking a little odd. Any solutions to this? Cheers.


I think I may have found http://www.gamesas.com/topic/1408176-face-glitch/page__p__21483180__hl__npc%20skin%20colour__fromsearch__1#entry21483180,should've searched first I guess. Derp.
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Meghan Terry
 
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Post » Mon Nov 19, 2012 1:06 pm

I haven't been able to find anything on this the few times I've looked around- any way to add new quest types? I want custom headers for the quest log, but i haven't seen any way to do so. I know Dawnguard had a new quest type- any clue how they did it?
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Danny Warner
 
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Post » Mon Nov 19, 2012 8:40 am

I haven't been able to find anything on this the few times I've looked around- any way to add new quest types? I want custom headers for the quest log, but i haven't seen any way to do so. I know Dawnguard had a new quest type- any clue how they did it?

I'm talking out my butt, but I would say in all likelihood that this is hardcoded.
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Dalia
 
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Post » Mon Nov 19, 2012 11:01 am



How you want the player to obtain the book will denote what type of alias you need to create. So I'll tell you exactly what to do, if you tell me how the player gets the book :)

Thanks. The player will find the book in the inventory of a dead, unique npc.
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kirsty williams
 
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Post » Mon Nov 19, 2012 6:54 am

I'm talking out my butt, but I would say in all likelihood that this is hardcoded.

I wouldn't doubt it. I'll probably check out Dawnguard's .esm to see if there's any way I could add a new one manually without the CK.
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Ana Torrecilla Cabeza
 
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Post » Mon Nov 19, 2012 10:58 am

Thanks. The player will find the book in the inventory of a dead, unique npc.

Create reference to Object (select your book from drop down menu) In (select Unique NPC in dropdown menu)

YAY!
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IM NOT EASY
 
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Post » Mon Nov 19, 2012 7:21 am

Is there anyway to fill an alias with a location that has the same world location as another alias


Example:

I duplicated the location "Bleakwind Basin"


If Bleak Wind Basin is ever filled into an alias in a quest, it will also fill an alternate alias with Bleak Wind Basin Duplicate.


Thanks
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amhain
 
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Post » Mon Nov 19, 2012 7:09 pm

I've created a few unique NPCs to serve as guards at my house and kitted them out, got sandbox packages set up for them and everything. The only problem is that their head skin colour is a slightly different tone from their body skin colour, it doesn't show up in the CK but in game it forms a noticeable tan line around their neck. I haven't changed the skin colour, only modified the face, hair, eyes etc. I've also tried changing the skin colour back to 01 which it is on by default and still the same; tan lines. Why doesn't the body skin colour change with the head skin colour? My guards are looking a little odd. Any solutions to this? Cheers.


I think I may have found http://www.gamesas.com/topic/1408176-face-glitch/page__p__21483180__hl__npc%20skin%20colour__fromsearch__1#entry21483180,should've searched first I guess. Derp.
Nope, my answer doesn't seem to have solved the problem after all.
http://imageshack.us/a/img211/3686/screenshot23b.png
http://imageshack.us/a/img833/3521/screenshot24hj.png

Ideas?
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Wayne W
 
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Post » Mon Nov 19, 2012 11:33 am

Is there some papyrus script like "getactor()" that works the way getplayer() works?
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Tessa Mullins
 
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Post » Mon Nov 19, 2012 2:47 pm

Quick question: if I change the default voice of a race, will the actors of that race change voice too?

EDIT:
found out myself: they won't
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Jade Barnes-Mackey
 
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Post » Mon Nov 19, 2012 2:15 pm

Is there some papyrus script like "getactor()" that works the way getplayer() works?

Um. Properties? There's no specific function for that I think.
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Adam Baumgartner
 
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Post » Mon Nov 19, 2012 8:39 am

How can I make a scene happen without the player to be present?

Example: After we've informed Jarl Balgruuf about the attack on Helgen, he tells Irileth to send guards to Riverwood. The player must be present so that the scene between Irileth and the guards begins. How can I avoid this and have the scene run and the quest go on whether my player is here to witness it or not?

Thank you!
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Breanna Van Dijk
 
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Post » Mon Nov 19, 2012 1:50 pm

There is surely no point in a scene happening without the player present? Whatever you would use to trigger the scene starting, you could just use to trigger the next quest stage.
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cassy
 
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Post » Mon Nov 19, 2012 6:34 pm

There is surely no point in a scene happening without the player present? Whatever you would use to trigger the scene starting, you could just use to trigger the next quest stage.
Thanks for the advice. I just need a scene to play and the quest to go on, whether the player is present or not, in fact. :)
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Austin Suggs
 
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Post » Mon Nov 19, 2012 7:56 pm

Create reference to Object (select your book from drop down menu) In (select Unique NPC in dropdown menu)

YAY!
Thanks very much for your help guys, but still no dice. I've got no idea what I'm doing wrong.

I have an NPC who starts dead in cell 16,-14. Base object of that NPC is called BaseCampOkulRa. He has no Refence Editor ID. He's based on the template EncBandit02TemplateMagic, except for traits, inventory, base data, and keywords. In his inventory are a couple of default things (loot, dagger) and my book, which is called BaseCampNoteMap

The book BaseCampNoteMap has a bunch of text in it including "". the text displays fine until the first "<". That "<" and everything after it is invisible.

I have a quest called BaseCampQuest1. Its type is "side quest". In it, I have 2 aliases. I have "BaseCampAliasOkulRa" which has the filltype "unique actor: BaseCampOkulRa". I also have one called "BaseCampAliasBook" which has the fill type "Create Reference to Object: BaseCampNoteMap [level: easy] In BaseCampAliasOkulRa". all checkboxes at the top of the Reference Alias window are unchecked.
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aisha jamil
 
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Post » Mon Nov 19, 2012 7:27 pm

Is there a way to invoke http://www.creationkit.com/IncrementPCSkill from a script? I looked all over the CK wiki but didn't see an answer, which leads me to believe the answer is "no."
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Leticia Hernandez
 
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Post » Mon Nov 19, 2012 10:00 am

Is there a function/script to return the number of members in a faction? I can't seem to find one in the wiki :smile:

I want to set a global so I can use it in Text Replacement :smile:

Just a quick repost, does anybody know if this is possible? :smile:
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Brooke Turner
 
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Post » Mon Nov 19, 2012 4:51 am

Is there a way to invoke http://www.creationkit.com/IncrementPCSkill from a script? I looked all over the CK wiki but didn't see an answer, which leads me to believe the answer is "no."

http://www.creationkit.com/IncrementSkill_-_Game
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Louise Dennis
 
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Post » Mon Nov 19, 2012 8:44 pm

Just a quick repost, does anybody know if this is possible? :smile:

Is this a big faction or a small faction? Are its members unique actors? If it is not too large, you could perhaps create a quest with a bunch of optional reference aliases set to be filled by actors in the faction, stop and start the quest, then interate through those aliases and count how many are filled, updating a global with that number.
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Hearts
 
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Post » Mon Nov 19, 2012 6:03 am

Is this a big faction or a small faction? Are its members unique actors? If it is not too large, you could perhaps create a quest with a bunch of optional reference aliases set to be filled by actors in the faction, stop and start the quest, then interate through those aliases and count how many are filled, updating a global with that number.

My idea was to increase the amount of member my hunting faction has, based on the number of outposts/locations it has. I was going to use the condition of how many members are in a faction for that.

So say there are 2 outposts, and I put a limit of 5 members for the guild, the player can only recruit members to the max of 5. Then when they build a third outpost, they can recruit a couple more.

The plan was to have it in dialogue also. So members <= 5, no option to recruit. If you get me :)
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Kayla Oatney
 
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Post » Mon Nov 19, 2012 5:02 pm

Do hidden properties need to have unique names? Since they are accessed by a property that points to their parent script (is that the only way they can be accessed?) and don't show up in the editor, I would suspect they would not have to have unique names.
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des lynam
 
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Post » Mon Nov 19, 2012 9:17 am

http://www.creationkit.com/IncrementSkill_-_Game

I thought I had tried that. Thanks, I can practically rewrite my script now and it should run much faster.
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Alada Vaginah
 
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Post » Mon Nov 19, 2012 6:00 pm

Do hidden properties need to have unique names? Since they are accessed by a property that points to their parent script (is that the only way they can be accessed?) and don't show up in the editor, I would suspect they would not have to have unique names.

Not sure I get what you mean. But a property name doesn't have to be unique. Even across multiple quests that access the same script in another quest. This is my experience anyway.

A property name in one script, can be used again and again in other scripts.
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Quick draw II
 
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