Quick CK questions Thread #2

Post » Tue Jun 19, 2012 5:27 pm

Starting new topic since last reached post limit.

Previous thread - http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/

CK Wiki - http://www.creationkit.com/Main_Page




My quick question.
Trying to make a bookshelf,im at this bit of the tutorial
Find the trigger called "PlayerBookShelfTrigger" under WorldObjects>Activator. Expand it to a decent size by pressing "2" and dragging the arrows. Drag the arrows until the size of the trigger box completely encases all of your book markers, leaving a little space between the book markers and the inside of the box. It's important that this trigger completely encase the book markers in order for the books to be removed from the bookshelf's inventory when you take a book from the shelf directly (as opposed to via the inventory menu).

But i cannot get PlayerBookShelfTrigger to show. Ive got markers turned on. Any ideas?
Edit- Same with the potion rack triggers,They dont show up. Tried reloading CK, didnt help.
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Jeff Tingler
 
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Post » Tue Jun 19, 2012 11:47 am

Is there a way to write a condition for a magic effect to test if another magic effect is already on the target?

Example: Make it so that firebolt does extra damage when cast on a frozen target due to shattering ice. I can't find a condition to do this.
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Lyndsey Bird
 
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Post » Tue Jun 19, 2012 1:01 pm

But i cannot get PlayerBookShelfTrigger to show. Ive got markers turned on. Any ideas?
Edit- Same with the potion rack triggers,They dont show up. Tried reloading CK, didnt help.

I just edited the Tutorial. They needed to be added via the [T] toolbar button.
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gandalf
 
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Post » Tue Jun 19, 2012 9:57 pm

I just edited the Tutorial. They needed to be added via the [T] toolbar button.

Thanks !
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Markie Mark
 
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Post » Tue Jun 19, 2012 6:55 pm

This is more of a general Papyrus question from someone used to full-fledged C++ game programming.

I'm wondering how I could listen to events on ObjectReferences that aren't my own, if at all possible. I know I can handle events by extending scripts, but I'm looking for a more general subscriber model. For instance, suppose I'd like to start listening to any Actor's OnDeath after I cast a spell on them. A concrete example would be .NET events, the equivalent of the C# syntax "someObjectRef.OnDeath += MyAwesomeOnDeathHandler".

As far as I've seen, the only way to do this is through ReferenceAliases, which after extending my own ReferenceAlias script, can be coerced to whatever Actor I want to listen to. Unfortunately, documentation on ReferenceAliases is scarce, and seem to be irremediably linked to a Quest. I'd rather not have to create and manage a Quest just to be able to listen to Actor events.

I understand that Papyrus events are not quite like .NET's, and as such I might just need to get used to this different approach. Am I missing something or is this indeed the only way to achieve what I'm looking to do?
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Alexx Peace
 
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Post » Tue Jun 19, 2012 7:24 am

Scripts extending http://www.creationkit.com/ActiveMagicEffect_Script, like those extending http://www.creationkit.com/ReferenceAlias_Script, are sent events from the http://www.creationkit.com/Actor_Script on which they're running. However, effects are dispelled when an actor dies, so this isn't so useful if you're listening for http://www.creationkit.com/OnDeath_-_Actor. You could try using http://www.creationkit.com/OnDying_-_Actor, though.

Cipscis
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Yung Prince
 
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Post » Tue Jun 19, 2012 10:32 am

when i create a new breton follower, and then i add some spells to him, should i look for spell with right/left hand or is safe to use "either hand" spells?
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Jenna Fields
 
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Post » Tue Jun 19, 2012 10:17 pm

Use the "either hand" spells. If I remember correctly, the "left hand" and "right hand" variations are for creatures that are only allowed to equip spells with that equip type. I think draugr, for example, can only equip shouts and "left hand" spells.

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JUan Martinez
 
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Post » Tue Jun 19, 2012 2:40 pm

I'm looking for a hotkey in CK.
When I select an object and press "E" I get arrows that I can pull on to change the size of the object.
I'm looking for a button that displays a similar set of arrows (kinda hard to explain), they work in the same way with the only difference: these arrows are the only thing that can change the size of Trigger Volumes.
-Basically I want to change the size of my Trigger Volume and don't know how to do it.
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Lloyd Muldowney
 
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Post » Tue Jun 19, 2012 10:29 pm

-Basically I want to change the size of my Trigger Volume and don't know how to do it.

I think you want '2'.

I was just gonna ask if the was a hotkey summary anywhere, but of all the pages on the wiki with hotkey in, http://www.creationkit.com/Creation_Kit_Keyboard_Mapping was the first I clicked.
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DarkGypsy
 
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Post » Tue Jun 19, 2012 5:51 pm

Scripts extending ActiveMagicEffect, like those extending ReferenceAlias, are sent events from the Actor on which they're running. However, effects are dispelled when an actor dies, so this isn't so useful if you're listening for OnDeath. You could try using OnDying, though.

Cipscis
OnDeath was just an example among others, I was hoping for a generalised way to listen to the events available to Actors. Using ReferenceAliases and a quest is a bit clumsy to set up, but at least once it's done I can just refer to them in script without any further hassle. I guess I'll stick with that for now.

However, your mention of ActiveMagicEffects does sound like an interesting alternative in some cases. If I understand correctly, you're suggesting I create a MagicEffect if I want to track an actor, extend a script have it handle the events I want to handle? I just saw the "ActiveMagicEffects will also receive events from the Actor they are attached to." footnote and that does seem like an obscure detail to remember. Heh.

As an aside, is it possible to either:
- Get the MagicEffect that would be triggered by a potion or poison, given a valid reference to said potion or poison's base item?
- Listen to OnEffectStart/OnEffectFinish events on ActiveMagicEffects from any alchemy potions or poisons, given an actor ref to the subject of said potion or poison?

Basically, I'm looking for a way to know when any potion/poison effect starts and ends, and preferably know what MagicEffect it has. Extending every single alchemy effect with a script would be cumbersome, not to mention conflict-prone if any other mod touches alchemy effects.
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Ridhwan Hemsome
 
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Post » Tue Jun 19, 2012 6:21 am

I just finished reading Cipscis' Papyrus for Beginners tutorial (very well written by the way) and he mentions how the scripts are external from the data files and how you can compile the scripts outside of the CK and still have the effects show up in your game.

Does that mean that if I upload something, I will have to upload the scripts together with it as well? I haven't tried uploading or downloading anything yet.
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Natasha Callaghan
 
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Post » Tue Jun 19, 2012 2:49 pm

This doesn't really have anything to do with the CK, but still modding related. Can someone tell me if this guide is still applicable to Skyrim or if any (or all) of it doesn't work? Here's the link:
http://tes.nexusmods.com/downloads/file.php?id=12248
I have Win7 64bit.
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Laura-Jayne Lee
 
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Post » Tue Jun 19, 2012 1:45 pm

I just finished reading Cipscis' Papyrus for Beginners tutorial (very well written by the way) and he mentions how the scripts are external from the data files and how you can compile the scripts outside of the CK and still have the effects show up in your game.

Does that mean that if I upload something, I will have to upload the scripts together with it as well? I haven't tried uploading or downloading anything yet.
Thanks, I'm glad you think so!

Yeah, that's right. The source files for your scripts can be found under Data/Scripts/Source in your Skyrim installation directory, and the compiled scripts under Data/Scripts. I believe only the compiled scripts need to be included in the mod package but I think including the source files as well should be considered good practice.

If you download a mod with new or altered scripts, these files may be contained in that mod's BSA, if it has one.

Cipscis
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Mr. Allen
 
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Post » Tue Jun 19, 2012 3:58 pm

This doesn't really have anything to do with the CK, but still modding related. Can someone tell me if this guide is still applicable to Skyrim or if any (or all) of it doesn't work? Here's the link:
http://tes.nexusmods.com/downloads/file.php?id=12248
I have Win7 64bit.

I recommend you go to http://www.blender.org/ instead, where you can download a clean version. And yes, of course blender still works, but the details of said tutorial might be off.
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Amber Ably
 
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Post » Tue Jun 19, 2012 2:58 pm

I want to use GetInCell for my mod. However since it can't be used in papyrus, I seem to have to use a magic effect to get the same thing. However, I can't find a tutorial on how to apply those to the player and where I should put my conditions, in the spell or the magic effect? And how do I apply them to the player so my script gets called whenever the conditions are met?
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Emma louise Wendelk
 
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Post » Tue Jun 19, 2012 9:32 pm

Is there a way to write a condition for a magic effect to test if another magic effect is already on the target? Example: Make it so that firebolt does extra damage when cast on a frozen target due to shattering ice. I can't find a condition to do this.

Try HasMagicEffect (to check for a specific effect) or HasMagicEffectKeyword (for any effect with a certain keyword), with the "Run On" field set to "Subject", if you're putting the condition on another magic effect.
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liz barnes
 
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Post » Tue Jun 19, 2012 8:37 pm

How can i make it so that an esp loads another esp for content?

Im trying to make a companion that uses hair from a hair mod.

I load the skyrim.esm and the hairmod esp which allows me to stick the hair on the Companion, however when i save and reload even with the hair mod ticked it does not show the hair.
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Gen Daley
 
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Post » Tue Jun 19, 2012 2:45 pm

How can i make it so that an esp loads another esp for content?

Im trying to make a companion that uses hair from a hair mod.

I load the skyrim.esm and the hairmod esp which allows me to stick the hair on the Companion, however when i save and reload even with the hair mod ticked it does not show the hair.

Someone correct me if I'm wrong, but I do believe you cannot make ESPs dependent on other ESPs, only on master (ESM) files. Look up the "Data file" entry on the Creation Kit wiki.
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Kill Bill
 
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Post » Tue Jun 19, 2012 10:23 pm

Thanks for taking the time. Noob moder here.

I'm trying to make a Follower harvest flora on their own. So if you're wondering the world you don't have to constantly do it yourself.

Is this something I can achieve via the AI package or does it need to be scripted?
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Beulah Bell
 
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Post » Tue Jun 19, 2012 3:59 pm

Before I go any further down what may turn out to be a fool's errand...

Is it possible to decapitate an NPC via a script? Not necessarily in front of the player, animationwise. Just in general.
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Mélida Brunet
 
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Post » Tue Jun 19, 2012 10:29 pm

Someone correct me if I'm wrong, but I do believe you cannot make ESPs dependent on other ESPs, only on master (ESM) files. Look up the "Data file" entry on the Creation Kit wiki.
Technically the game has no problem with this, although the Creation Kit does.

If you flip the right bit in an ESP file's header, you can make the Creation Kit recognise it as a master file, and then save your other ESP file with the right master in its list of masters. After saving, you can flip the ESM bit back, and you have one ESP file that is the master of another ESP file.

Cipscis
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Angelina Mayo
 
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Post » Tue Jun 19, 2012 7:23 am

When making interiors, I tend to change all the axis' and start at complete 0. However, when I do this every single piece I drop into my render window stays where my Z Axis was, making me move the pieces to 0 manually.

It's nothing huge, but it does get to be a pain.

Is there an easier way, or a way to make every piece just plop into Z-0 without manual moving?
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Curveballs On Phoenix
 
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Post » Tue Jun 19, 2012 9:44 pm

Where do I start with messing with the UI? I just want my damn chest inventory to display alphabetically.
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evelina c
 
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Post » Tue Jun 19, 2012 9:38 pm

Technically the game has no problem with this, although the Creation Kit does.

If you flip the right bit in an ESP file's header, you can make the Creation Kit recognise it as a master file, and then save your other ESP file with the right master in its list of masters. After saving, you can flip the ESM bit back, and you have one ESP file that is the master of another ESP file.

Cipscis

so i have to do all that to have a companion use gear/hair from another mod?

That seems pretty complicate to do.
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JaNnatul Naimah
 
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