Quick Questions, Quick Answers Thread #8

Post » Mon Nov 19, 2012 2:39 pm

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.

Ok so your NPC alias needs to be at the top of your list of aliases. Also you need to tick the box Allow Dead, if your NPC starts dead. Don't make it a unique actor. Select specific reference, choose select in render window, and select the actor that way.

Now if your note alias (which should now be second one down) is set to Create In, NPC Alias, I'm not sure if the text replacement will work unless the quest is started.

Also dont think itll show til the quest is started. Because the NPC isn't an alias until the quest is started. So the note shouldn't be there.

You've put the note into the NPCs inventory haven't you? That won't work. The object in the Alias has to exist on the alias. So if you're creating the alias in the NPC alias, another version of the note somewhere else won't be the alias.
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BRIANNA
 
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Post » Mon Nov 19, 2012 6:47 am

Is there a bug with the puzzle pillars or the script attached to them, that prevents the use of more then 3?
I have in my dungeon been trying to get a puzzle pillar done, that makes use of 4 pillars, but for the life of me i can not get it to work. doing it with 3 works fine, no problem there, but with 4, no way. And yes i did remember to change the pillar count in the script to 4, have checked the solved state far to many times to count.
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Roddy
 
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Post » Mon Nov 19, 2012 8:01 pm

Ok so your NPC alias needs to be at the top of your list of aliases................................................
YEEEEAH! Thank you! Finally it works. I followed all those instructions. It displays fine even before the quest is started (the quest only starts once I put the book into my inventory, but it displays properly even if I just read the book in the NPCs inventory without taking it). Perhaps it works because it's the global alias=player, rather than a quest-specific alias?

Thanks again.
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Luis Reyma
 
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Post » Mon Nov 19, 2012 4:35 pm

I always wondered if there is a way to modifiy the title screen. Any chance of getting a tut to replace title screen with a custom one?
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A Lo RIkIton'ton
 
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Post » Mon Nov 19, 2012 5:38 pm

YEEEEAH! Thank you! Finally it works. I followed all those instructions. It displays fine even before the quest is started (the quest only starts once I put the book into my inventory, but it displays properly even if I just read the book in the NPCs inventory without taking it). Perhaps it works because it's the global alias=player, rather than a quest-specific alias?

Thanks again.

That'll be why mate yea :) glad toy finally sorted it.

Remember alias order is important. If an alias relies on another alias to work, it goes below that alias :)
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Emily Rose
 
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Post » Mon Nov 19, 2012 7:44 pm

Quick question, when one opens this model:

Dungeons\Imperial\Door\ImpButton01.nif

in NifSkope its easy to see that animation does already exist but Beth never properly coded any of the scripts attached these objects so that they animate correctly.

Pretty much all I want to know is how can I animate it OnActivate. I already tried using other Beth button scripts (like the dwemer one) which do animate a "press-down" and play a nice buttony sound to no avail. Please advise.
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Myles
 
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Post » Mon Nov 19, 2012 5:09 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.

I would like to know if this is possible too, although I want to move it with the MoveTo functions. Is it possible at all any of both ways? I don't get any errors, but the trigger box doesn't move...
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James Wilson
 
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Post » Mon Nov 19, 2012 5:42 am

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.

If I recall correctly if you use linked refs, it synchronises movement behaviour. It may be possible to move your trigger box's indirectly with this method.

*EDIT: Sorry I mean't Attach Ref, and according to the wiki, this isn't used. :( It would probably be what you wanted though if it did.
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Farrah Lee
 
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Post » Mon Nov 19, 2012 1:47 pm

Going back to my earlier posts, is there really no way to remove the "E" so that this shot:

http://static.skyrim.nexusmods.com/mods/images/18866-1-1350319774.jpg

can look more like this?

http://3.bp.blogspot.com/-iwBJmdQdGN4/Tra3C0Fz17I/AAAAAAAAAI0/bNtjJLEMXNw/s640/Morrowind+2011-11-06+01-35-01-46.jpg

Is this hard-coded into the game now, whereas in Morrowind and Oblivion it wasn't?
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Johanna Van Drunick
 
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Post » Mon Nov 19, 2012 8:34 am

If I recall correctly if you use linked refs, it synchronises movement behaviour. It may be possible to move your trigger box's indirectly with this method.

*EDIT: Sorry I mean't Attach Ref, and according to the wiki, this isn't used. :( It would probably be what you wanted though if it did.

Ok, thank you. I tried Attach Ref and didn't work. A pitty... I guess there's no way to move a trigger per script then. I'll have to find another way to detect my fish...
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Darlene Delk
 
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Post » Mon Nov 19, 2012 3:51 pm

What does "basefaction" stand for in

BaseFaction.SetEnemy(PlayerFaction)

?

Thank you.
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Jacob Phillips
 
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Post » Mon Nov 19, 2012 10:40 am

Hi all, I have a very strange problem.

I'm doing a mod to add books to give perks of SkyRe, the script is this:
Spoiler

------------------------------------------------------------------------------------------------
Scriptname PerkTomePrerequisite extends ObjectReference
Perk TheNewPerk Auto Property
String Property PerkTomeName Auto
String Property OldPerkTomeName Auto
String Property PerkSkillName Auto
int ReqSkillLevel Auto Property
Perk PerkPrerequisite Auto Property
Book PerkTome Auto Property

OnRead Event ()
if Game.GetPlayer (). GetBaseActorValue (PerkSkillName)&--#62; = ReqSkillLevel
if Game.GetPlayer (). HasPerk (PerkPrerequisite) == True
if Game.GetPlayer (). HasPerk (TheNewPerk) == False
Debug.MessageBox ("You have learned an advanced '+ PerkSkillName +" technique: "+ PerkTomeName)
Game.GetPlayer (). AddPerk (TheNewPerk)
Game.GetPlayer (). RemoveItem (PerkTome, 1)
else
Debug.MessageBox ("You already know" + PerkTomeName)
endif
else
Debug.MessageBox ("You must learn" OldPerkTomeName + + "first.")
endif
else
Debug.MessageBox ("Your" + PerkSkillName + "skill is too low to learn this advanced technique.")
endif
EndEvent
------------------------------------------------------------------------------------------------

This script is a mod of nexus, tested and works.

I created books, and worked, I created more books and functioned , and I created more books and to my surprise stopped working(all previously worked stopped working), always give the message:
Your "+ PerkSkillName +" skill is too low to learn this advanced technique. (obviously I made sure to have the skill level required)

I did all this in a single session, without touching anything, or add mods, or touch any. INI, always carried the same saved game, so I ask, how can this be?

Curiously the perk books of the original mod(granted author permission to use it), continue running smoothly, only mine spoil. Despite being identical, same keywords, same script properties, all.

Seeing the details of your mod, I observe a GMST file that I can not access that I think this is where the key.

Can anyone give me any indication that is happening and how to fix it?

EDIT: Fixed
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sunny lovett
 
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Post » Mon Nov 19, 2012 8:57 am

Is there a bug with the puzzle pillars or the script attached to them, that prevents the use of more then 3?
I have in my dungeon been trying to get a puzzle pillar done, that makes use of 4 pillars, but for the life of me i can not get it to work. doing it with 3 works fine, no problem there, but with 4, no way. And yes i did remember to change the pillar count in the script to 4, have checked the solved state far to many times to count.
the above is still bugging me.
Another thing, I've seen in the CK there is an animation for Draugr that comes out of the ground (burst up from the dirt) I can not think of a place i have seen it in-game, but was wondering if it's at all possible to make work? and if so, does anyone have a general idea how its done?
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Bellismydesi
 
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Post » Mon Nov 19, 2012 5:45 am

------------------------------------------------------------------------------------------------
Scriptname PerkTomePrerequisite extends ObjectReference
Perk TheNewPerk Auto Property
String Property PerkTomeName Auto
String Property OldPerkTomeName Auto
String Property PerkSkillName Auto
int ReqSkillLevel Auto Property
Perk PerkPrerequisite Auto Property
Book PerkTome Auto Property

OnRead Event ()
if Game.GetPlayer (). GetBaseActorValue (PerkSkillName)> = ReqSkillLevel
if Game.GetPlayer (). HasPerk (PerkPrerequisite) == True
if Game.GetPlayer (). HasPerk (TheNewPerk) == False
Debug.MessageBox ("You have learned an advanced '+ PerkSkillName +" technique: "+ PerkTomeName)
Game.GetPlayer (). AddPerk (TheNewPerk)
Game.GetPlayer (). RemoveItem (PerkTome, 1)
else
Debug.MessageBox ("You already know" + PerkTomeName)
endif
else
Debug.MessageBox ("You must learn" OldPerkTomeName + + "first.")
endif
else
Debug.MessageBox ("Your" + PerkSkillName + "skill is too low to learn this advanced technique.")
endif
EndEvent
------------------------------------------------------------------------------------------------

Spoiler
ScriptName PerkTomePrerequisite Extends ObjectReferenceActor Property PlayerREF AutoPerk Property TheNewPerk AutoString Property PerkTomeName AutoString Property OldPerkTomeName AutoString Property PerkSkillName AutoInt Property ReqSkillLevel AutoPerk Property PerkPrerequisite AutoBook Property PerkTome AutoEvent OnRead()	If PlayerREF.GetBaseActorValue(PerkSkillName) >= ReqSkillLevel		If PlayerREF.HasPerk(PerkPrerequisite)			If PlayerREF.HasPerk(TheNewPerk)				Debug.MessageBox("You already know" + PerkTomeName)			Else				Debug.MessageBox("You have learned an advanced " + PerkSkillName + " technique: " + PerkTomeName)				PlayerREF.AddPerk(TheNewPerk)				PlayerREF.RemoveItem(PerkTome)							EndIf		Else			Debug.MessageBox("You must learn " + OldPerkTomeName + " first.")		EndIf	Else		Debug.MessageBox("Your " + PerkSkillName + " skill is too low to learn this advanced technique.")	EndIfEndEvent
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Suzy Santana
 
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Post » Mon Nov 19, 2012 2:08 pm

How do I do a fade to black in Skyrim? In Oblivion all I needed to do was a player.moveTo Player to accomplish it. Is there a similar method?
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cosmo valerga
 
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Post » Mon Nov 19, 2012 12:10 pm

How do I do a fade to black in Skyrim? In Oblivion all I needed to do was a player.moveTo Player to accomplish it. Is there a similar method?

There is a STATIC piece (BlackPlane01), its typically used to cover up extraneous models so that the in-game "local map" won't display all sorts of weird things (only what is logically visible to the player).
Anyway if you were to enable this piece in front of the player's field of view (the enable function can fade or "pop-in" whatever it's interacting with) you may achieve the effect you were going for.
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Mandi Norton
 
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Post » Mon Nov 19, 2012 10:38 am

If I recall correctly if you use linked refs, it synchronises movement behaviour. It may be possible to move your trigger box's indirectly with this method.

*EDIT: Sorry I mean't Attach Ref, and according to the wiki, this isn't used. :( It would probably be what you wanted though if it did.

Thanks for the reply, I seem to be asking lots of off beat questions all the time, like disabling jumping.
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ladyflames
 
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Post » Mon Nov 19, 2012 10:14 am

Thanks for the reply, I seem to be asking lots of off beat questions all the time, like disabling jumping.

And thats never a bad thing! Besides, the questions with easy answers probably don't get asked (as much).
We're here to push those boundaries.
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dell
 
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Post » Mon Nov 19, 2012 10:55 am

I feel a little bad posting twice in a row but my paranoia is winning out.

Most of us should know about how scripts getting embedded in save game data can be problematic. What I want to know is what I should do for mods currently in development (still very much alpha). Whenever I wish to play Skyrim instead of just modding it/playtesting, aside from having my esp unchecked I've also been completely removing all psc and pex files pertaining to my mod from skyrim\data\scripts.

Is this necessary?
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Sweets Sweets
 
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Post » Mon Nov 19, 2012 10:45 am

Anyone know what the generic cell name is where you an keep NPC's waiting until you need them to teleport to your location?
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Anna S
 
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Post » Mon Nov 19, 2012 7:23 am

Anyone know what the generic cell name is where you an keep NPC's waiting until you need them to teleport to your location?
Try Elsweyr "holding cell" [CELL:000B9BC6]
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FITTAS
 
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Post » Mon Nov 19, 2012 1:48 pm

Quick question: which quest makes that we can find dragons perched on the wordwalls?
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Jeffrey Lawson
 
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Post » Mon Nov 19, 2012 2:18 pm

How do I do a fade to black in Skyrim? In Oblivion all I needed to do was a player.moveTo Player to accomplish it. Is there a similar method?

http://www.creationkit.com/FadeOutGame_-_Game
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Erika Ellsworth
 
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Post » Mon Nov 19, 2012 1:42 pm

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

Thanks very much! Exactly what I need.
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Alexander Lee
 
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Post » Mon Nov 19, 2012 12:43 pm

How do I stop an activator displaying the open/close animation?

I'm using an activator with the http://skyrim.nexusmods.com/mods/18340. The activator points to this model (Furniture\OrcFurniture\OrcDresser01.nif), which I guess contains animations in it. The script I'm using to control the activator has some "playanimation" and "playgamebryoanimation" lines in it, but I've commented them all out.

But the opening animation still plays when I activate it, which is annoying because sometimes it ends it leaving the drawers open permanently until I activate them again.
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Pumpkin
 
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