Quick Questions, Quick Answers Thread #8

Post » Mon Nov 19, 2012 3:44 pm

@B1gBadDaddy Derp. Of course, your right. I don't know what I was thinking... Thanks.
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Rude_Bitch_420
 
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Post » Mon Nov 19, 2012 5:16 pm

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.

NVM I think I've figured out a system for it, using my best friend Globals lol.

When a member is added, increase a global by 1. When they die, subtract 1 from the global. I can set up a second global that increases as the guild expands. Then just use the condition Global1 < = Global2 :smile:
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Alba Casas
 
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Post » Mon Nov 19, 2012 4:30 pm

Is it possible to get trigger boxes to translate? I'm trying to setup a rising acid trap I can get the water and splash effects to move up and down okay, I just need to get a trigger box to move with it.
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Gisela Amaya
 
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Post » Mon Nov 19, 2012 5:17 am

You know how when you mouse-over a door for example, and it displays where it goes, is that hard coded? I'm sure in Morrowind you could mouse over a sign and it would display its translation in a little box, like a door.

Is it possible to do this in skyrim?
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Aaron Clark
 
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Post » Mon Nov 19, 2012 1:57 pm

You know how when you mouse-over a door for example, and it displays where it goes, is that hard coded? I'm sure in Morrowind you could mouse over a sign and it would display its translation in a little box, like a door.

Is it possible to do this in skyrim?
That's determined by the name of the cell or worldspace on the other end of the portal. SKSE's http://www.creationkit.com/SetName_-_Form works for CELL and WRLD forms, I believe.
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Valerie Marie
 
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Post » Mon Nov 19, 2012 1:08 pm

That's determined by the name of the cell or worldspace on the other end of the portal. SKSE's http://www.creationkit.com/SetName_-_Form works for CELL and WRLD forms, I believe.

What about signage? I know Morrowind had it because the signs weren't written in English. Is that a feature we can still access? Mouse over an object to display a little info box?
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Joe Alvarado
 
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Post » Mon Nov 19, 2012 8:42 pm

You know how when you mouse-over a door for example, and it displays where it goes, is that hard coded? I'm sure in Morrowind you could mouse over a sign and it would display its translation in a little box, like a door.

Is it possible to do this in skyrim?

You could probably get tricky with doors that aren't doors (or whatever it is you are interacting with replace with an activator). Have pseudo-blank names with Activate override text?
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Laura Wilson
 
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Post » Mon Nov 19, 2012 4:32 pm



You could probably get tricky with doors that aren't doors (or whatever it is you are interacting with replace with an activator). Have pseudo-blank names with Activate override text?

That's an idea ill see if it can be done.

So instead of
E. Activate:
Activator

I could have:

E: Some Location Name
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Leanne Molloy
 
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Post » Mon Nov 19, 2012 5:49 pm

That's an idea ill see if it can be done.

So instead of
E. Activate:
Activator

I could have:

E: Some Location Name
Pretty much, although having a completely blank name field may cause problems.
Having a "." or something may prove a necessary evil.

If you really need an activator to act like a door (for npc's/followers etc) you can hide it behind/scale it and direct activation towards it whilst still having correct navmeshing.

*EDIT: You can get tricky with the name and override text.
Eg. E: Door to Breezehome Basemant
Bold text is override, italics is actual name. The above would "insert a line break" making it look a bit more authentic not to mention the aesthetics of preventing a singular long line of text.
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james kite
 
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Post » Mon Nov 19, 2012 4:12 pm

Hello,

Any idea why GetPositionZ() is not working???
Spoiler
EVENT OnUpdate()	debug.notification("Z Position is: " + GetPositionZ())	If GetPositionZ() < -14100		ApplyHavokImpulse(0.0, 0.0, 1.0, 10)	ElseIf GetPositionZ() > -14080		ApplyHavokImpulse(0.0, 0.0, -1.0, 10)	EndIf	RegisterForSingleUpdate(1)EndEVENT

GetPositionZ gives back the correct value the first time, but then it always stays the same, as if it wouldn't update. I tried with Self.GetPositionZ(), and also nothing... It's being called on an activator script.
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Nicole Coucopoulos
 
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Post » Mon Nov 19, 2012 3:34 pm

Pretty much, although having a completely blank name field may cause problems.
Having a "." or something may prove a necessary evil.

If you really need an activator to act like a door (for npc's/followers etc) you can hide it behind/scale it and direct activation towards it whilst still having correct navmeshing.

*EDIT: You can get tricky with the name and override text.
Eg. E: Door to Breezehome Basemant
Bold text is override, italics is actual name. The above would "insert a line break" making it look a bit more authentic not to mention the aesthetics of preventing a singular long line of text.

Yep just making an activator to say Hunting Guild Main Hall, put Hunting Guild as the Override, and Main Hall as the name.

Just wish we could get rid of the control overlay like it was in Morrowind (hates the Press E button). Like how it was in this screenie - http://3.bp.blogspot.com/-iwBJmdQdGN4/Tra3C0Fz17I/AAAAAAAAAI0/bNtjJLEMXNw/s640/Morrowind+2011-11-06+01-35-01-46.jpg
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Daddy Cool!
 
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Post » Mon Nov 19, 2012 5:29 am

Hey all, one quick question....How do I get an Actor to unlock a door during a Scene?

At the moment I have a Scene where my Actor is moving to a couple different points and making some comments. He eventually reaches a locked door (right now key required) and I'd like him to walk over, unlock the door, and walk through. I gave him the key needed to unlock the door through the Alias. In one Phase I have a travel package pointing towards the door, and then a activate package also to the door. In my tests so far he seems to walk up to the door but then that is it...no unlocked door and he does not go inside.

!Thieves Guild SPOILERS! maybe? I'm willing to bet most of us have done practically everything in this game :biggrin:
So I thought about instances in the game where the devs have an Actor opening a door and I thought of Mercer opening the exterior door at Snow Veil Sanctum. The scene is TG05MercerUnlockScene found in the TG05 quest. As far as my noobish eyes can see I only see dialogue and travel packages to a handful of markers in the area near the door.

Any insight would be greatly appreciated!

EDIT:
So with a little more looking around I found this script with the quest...
Spoiler

Scriptname TG05QuestScript extends Quest  Conditional
ReferenceAlias Property pTG05MercerAlias Auto Conditional
int Property pTG05MercerFG Auto Conditional
int Property pTG05MercerFG02 Auto Conditional
int Property pTG05MercerFG03 Auto Conditional
int Property pTG05MercerMoved Auto Conditional
int Property pTG05KarliahFG01 Auto Conditional
int Property pTG05Scene Auto Conditional
int Property pTG05DoorSceneDone Auto Conditional
int Property pDia01 Auto Conditional
int Property pDia02 Auto Conditional
int Property pDia03 Auto Conditional
ObjectReference Property pTG05GallusJournal  Auto  Conditional
MiscObject Property pTG05Lockpicks  Auto  Conditional
ObjectReference Property pTG05ExternalDoor Auto Conditional
ObjectReference Property pTG05GallusCorpse  Auto  Conditional
ObjectReference Property pTG05MercerWaitMarker Auto Conditional
ObjectReference Property pTG05KarliahFinalMarker Auto Conditional
ObjectReference Property pTG05PlayerAwakenMarker Auto Conditional
Quest Property pTG00Quest Auto Conditional
Quest Property pTG05SPQuest  Auto  Conditional
Quest Property pTG06Quest  Auto  Conditional
Quest Property pTGKDQuest Auto Conditional
GlobalVariable Property pTGFavorLarge Auto Conditional
Scene Property pTG05UnlockScene Auto Conditional
Faction Property pTG05TGFaction  Auto  Conditional
Scene Property pTG05PuzzleScene  Auto  Conditional
Event OnUpdate()
;At the initiation of the quest, move Mercer to the meeting marker at Snow Veil Sanctum once Player has changed cells
bool ContinueUpdating = True
if pTG05MercerMoved == 0
  if Game.GetPlayer().GetParentCell() != pTG05MercerAlias.GetActorRef().GetParentCell()
   pTG05MercerAlias.GetActorRef().MoveTo(pTG05MercerWaitMarker)
   pTG05MercerMoved = 1
   ContinueUpdating = False
  endif
endif
if GetStage() == 30
  if pTG05ExternalDoor.IsLocked() == 0
   SetStage(35)
   ContinueUpdating = False
  endif
endif
if GetStage() == 40
  if pTG05MercerAlias.GetActorRef().IsInCombat() == 0
   if pTG05DoorSceneDone == 0
    pTG05PuzzleScene.Start()
    pTG05DoorSceneDone = 1
    ContinueUpdating = False
   endif
  endif
endif
if ContinueUpdating
  RegisterForSingleUpdate(1)
endif
endEvent


So it looks to me that the quest stage is set to 35 when Mercer gets up to the door. Looking in stage 35 I find this...

;Player has unlocked the door and the Follow can now continuepTG05LockedDoorPiece.Activate(pTG05LockedDoorPiece)Alias_TG05MercerAlias.GetActorRef().EvaluatePackage()Alias_TG05MercerAlias.GetActorRef().SetPlayerTeammate(abCanDoFavor=false)kmyQuest.pTG05ExternalDoor.Lock(false)

If someone could translate this for me I feel like this is what I am looking for :biggrin:
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R.I.P
 
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Post » Mon Nov 19, 2012 9:24 pm

My question seems to have dropped off the radar, so I'll resummarise:

I'm trying to add the player name into a book. I've followed advice from B1gBadDaddy and Il Ducey, but it's still not working. The book is to be found in a dead, unique NPC's inventory.



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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Mari martnez Martinez
 
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Post » Mon Nov 19, 2012 7:32 pm

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.

"Uses Stored Text" may need to be checked for the book's alias.
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Jesus Sanchez
 
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Post » Mon Nov 19, 2012 7:05 pm

Is it possible to get trigger boxes to translate? I'm trying to setup a rising acid trap I can get the water and splash effects to move up and down okay, I just need to get a trigger box to move with it.

Any takers? If it can't be done, I can use updates and get position and then activate trigger boxes as the level goes up but that's alot of work and pretty ugly.
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Sarah Edmunds
 
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Post » Mon Nov 19, 2012 5:48 pm

Can you convert an objectreference to an actor...? Trying to make use of OnStoryKillActor but it passes ObjectReferences instead of Actors so I can't use anything from actor script...
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Eire Charlotta
 
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Post » Mon Nov 19, 2012 5:44 am

Can you convert an objectreference to an actor...? Trying to make use of OnStoryKillActor but it passes ObjectReferences instead of Actors so I can't use anything from actor script...
Event OnStoryKillActor(ObjectReference akVictim, ObjectReference akKiller, Location akLocation, Int aiCrimeStatus, Int aiRelationshipRank)	Actor kVictim = akVictim As Actor	If kVictim		Debug.Trace("Victim is an Actor")	Else		Debug.Trace("Victim is not an Actor")	EndIf	Actor kKiller = akKillar As Actor	If kKiller		Debug.Trace("Killer is an Actor")	Else		Debug.Trace("Killer is not an Actor")			EndIfEndEvent
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Rach B
 
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Post » Mon Nov 19, 2012 9:36 am

There's a new beta update on its way, # 1.8. How long will it take so that the CK is also updated? Other question: should I create my mod with only Skyrim.esm, instead of Skyrim.esm + Update.esm, so that it's compatible with new versions of the game?
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Victor Oropeza
 
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Post » Mon Nov 19, 2012 5:32 am

My question seems to have dropped off the radar, so I'll resummarise:

I'm trying to add the player name into a book. I've followed advice from B1gBadDaddy and Il Ducey, but it's still not working. The book is to be found in a dead, unique NPC's inventory.



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 "&--#60;alias=player&--#62;". the text displays fine until the first "&--#60;". That "&--#60;" 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.
"Uses Stored Text" may need to be checked for the book's alias.
I'm sure that's correct, and I've checked it. I've also checked "stores text". but still, nothing.

Man, this is doing my head in. My gut tells me that the Aliases are now configured correctly, but that the quest itself has something missing. Anything special I should try doing to the quest to make sure that it's connecting with the note properly? I haven't fully fledged the quest out yet. But I do have some basic objectives in, and it does display as "started" when I take ownership of the note.
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Victor Oropeza
 
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Post » Mon Nov 19, 2012 2:02 pm


I'm sure that's correct, and I've checked it. I've also checked "stores text". but still, nothing.

Man, this is doing my head in. My gut tells me that the Aliases are now configured correctly, but that the quest itself has something missing. Anything special I should try doing to the quest to make sure that it's connecting with the note properly? I haven't fully fledged the quest out yet. But I do have some basic objectives in, and it does display as "started" when I take ownership of the note.

How is your note alias set up? Is it pointing to the note placed in the world?

Is the quest actually started? It has to be running to fill the aliases in. If its stopped it'll clear the aliases also.
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Monique Cameron
 
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Post » Mon Nov 19, 2012 10:50 am

Any hints on spears , flails , velret surfaces , ?

perhaps we will get a giant mudcrab since the redorans lived in a giant shells of animals and the main hal seemed the giant mudcrab shell perhaps we will see some miniquest on that too ...
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glot
 
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Post » Mon Nov 19, 2012 9:42 am

Is the quest actually started? It has to be running to fill the aliases in.

And conversely, make sure you are starting with a save from before the quest was started, because changes to quests aren't always handled retroactively.
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Carlitos Avila
 
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Post » Mon Nov 19, 2012 9:09 am

There's a new beta update on its way, # 1.8. How long will it take so that the CK is also updated? Other question: should I create my mod with only Skyrim.esm, instead of Skyrim.esm + Update.esm, so that it's compatible with new versions of the game?
I'd also like to know the answer to this, i've just been loading up Skyrim.esm.
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jess hughes
 
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Post » Mon Nov 19, 2012 7:10 am

I'd also like to know the answer to this, i've just been loading up Skyrim.esm.
I probably worried for nothing. I tried the mod I created with Skyrim.esm + Update.esm, with Skyrim 1.8 and the game seems to have responded correctly. The CK won't be update before 1.8 is released, and it won't be tomorrow. So, I've decided to carry on building my mod with Skyrim 1.7.7.0.6 and load the two esm, as I was doing up to now.
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Princess Johnson
 
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Post » Mon Nov 19, 2012 8:59 am



How is your note alias set up? Is it pointing to the note placed in the world?

Is the quest actually started? It has to be running to fill the aliases in. If its stopped it'll clear the aliases also.


i think it points to it in the world. I outline what I've done in the post above yours. Does that seem right?

I have it set up so that placing this note in your inventory is what starts the quest. So I guess it's not technically started when I first look at it. But once I place it in my inventory and the quest shows up as started in my quest menu, when I relook at the note it still doesn't display properly

@dreamking: yes, I always use the same save to test it, which is a an old one with none of my mod data saved in it.
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Paul Rice
 
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