Quick Questions, Quick Answers Thread #4

Post » Thu Jun 21, 2012 5:48 pm

Hi,

is there a (a CK own) condition, that "something is only true", when it is night or day (or a equal time o'clock)?
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Justin Bywater
 
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Post » Thu Jun 21, 2012 4:31 am

Hi, is there a (a CK own) condition, that "something is only true", when it is night or day (or a equal time o'clock)?
Not that I'm aware of, but it'd be easy enough to make your own function...
Bool Function IsDaylight(Float afTime)	afTime = (Game.GetForm(0x00000038) As GlobalVariable).GetValue() ; GameHour	If afTime > 6 ; 6am		If afTime < 18 ; 6pm			Return True		Else			Return False		EndIf	Else		Return False	EndIfEndFunction
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Matt Bee
 
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Post » Thu Jun 21, 2012 1:35 pm

Yes, it's possible (with a few tricks. maybe) I think

Have a read about Crime Factions and Crime Gold ... http://www.creationkit.com/Crime

You could have the player arrested (surrender, like in the Markarth Silverblood Quest Scene) and then use the http://www.creationkit.com/IsArrested_-_Actor function (in an onupdate, or something) to get the guards to take him to the Queen ... Instead of Jail ... where his Crime Faction status and crimegold values are reset (in dialogue-script, with the Queen).

Or ... if the crimes were to be committed in a different hold to the forgiving scene ... The PC would have no crime in that hold and so arrest would not be necessary ... just go visit the Queen (and dialogue with her does the same reset) (oh, and dont get caught in that other hold before you do see her!)

What I am looking to do is have only those crimes which are committed within certain quests be forgiven and during the forgiving of those crimes be part of the final quest of the mod itself.

So, let's say the player was supposed to rob a caravan and kill everyone and take the loot those crimes would be forgiven, but general crimes not involving that quest would remain "on the books".

Something along those lines.

It would fit in with the mod where Queen Elisif sends you on the quest telling you that you must do whatever it takes to return the battle axe and tells you that any crimes you commit while doing this will be forgiven....It's the "Battle Axe of King Torygg" after-all :smile:
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Christina Trayler
 
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Post » Thu Jun 21, 2012 9:24 am

Wait() is a member of Utility, A, and B,...

What is A & B utilities?
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Dawn Porter
 
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Post » Thu Jun 21, 2012 8:14 am

What's the angle for most of the usual ramp/slope tilesets (like the dwemer hallways)? Would be useful to set the angle snap so I can get the same angle on separate floor tiles.
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aisha jamil
 
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Post » Thu Jun 21, 2012 12:19 pm

What is A & B utilities?

Apples and oranges.

As for the bounties, I wrote a script for someone who wanted to re-create the Gray Cowl of Nocturnal. You can http://forums.nexusmods.com/index.php?/topic/647381-need-a-script-maybe-i-can-help/page__view__findpost__p__5165232 and see if it's any help.
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kirsty williams
 
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Post » Thu Jun 21, 2012 3:46 pm

Apples and oranges.

Oh...lol

Maybe I should have "noob" in my nickname instead of you having it in yours :)

It'll be Brewskie Fragginborn Noob the First heheh

I'll take a look at your script..thanks!
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Nick Swan
 
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Post » Thu Jun 21, 2012 4:34 pm

Where can I find the 3d nodes, such as NPC Head [Head], found on different types of animals?

Does anyone know how to make commanded (summoned or reanimated) actors more... Controllable? I.E. Commanding them to wait, attack, ect. They seem to ignore some script functions that I am trying to use.

Is there some way to "suspend" or change which package an alias is using through a script or on certain events?

Why can I only add shouts to my aliases in my quest? Why cant I add passive abilities too?

Why is my shader not playing on an alias when I do shader.stop(aliasref) shader.play(aliasref) inside various events, such as onload(), oncellattach(), oncelldetach(), onlocationchange(), specifically, when I go through a loading screen.
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Natalie J Webster
 
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Post » Thu Jun 21, 2012 6:01 am

Is there some way to "suspend" or change which package an alias is using through a script or on certain events?

Quite a few topics on here about this ... No, there isn't an easy way, unless you can manage it through Package-Tree-Priorities? You can do it by swapping quests and filling new aliases, but nothing is perfect ... it depends what you want to do?

Why can I only add shouts to my aliases in my quest? Why cant I add passive abilities too?
Yeah, Spells is not the correct title for that box, as only Shouts can be added.

Alias Spells are odd ... I don't really understand why: http://www.creationkit.com/UseMagic_%28Procedure%29 will not consider Alias Spells (shouts) if you try to use it. So there is something odd with how Aliases are configured to use Magic.

I don't know exactly what you want to do ... But - in script - have you tried the little hint at the bottom of this page: http://www.creationkit.com/UseMagic_%28Procedure%29

If a specific spell is assigned by Object ID, an actor will attempt to cast the spell even if it is not in his/her spell list.
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GEo LIme
 
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Post » Thu Jun 21, 2012 1:26 am

Yeah, Spells is not the correct title for that box, as only Shouts can be added.

Actually spells can be added (thank goodness), by dragging them from the Object window into that box. Or by rightclicking in the box and choosing New. It's just the Add menu that doesn't let you choose anything but shouts.
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Scarlet Devil
 
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Post » Thu Jun 21, 2012 3:20 pm

Actually spells can be added (thank goodness), by dragging them from the Object window into that box. Or by rightclicking in the box and choosing New. It's just the Add menu that doesn't let you choose anything but shouts.
See now you've either made me very happy ... or very sad on the basis I had done a load of stuff to use a different mechanism in my quest ... I should just keep trying more stuff without giving up quite so easily

Thanks for the tip :)
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Steven Hardman
 
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Post » Thu Jun 21, 2012 10:52 am

Does anyone know if it's possible to create a dummy object to handle ingots? There's dummy objects for a whole bunch of other stuff but attempting to duplicate this for ingots didn't work.
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Hilm Music
 
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Post » Thu Jun 21, 2012 4:29 pm

How to raise an alarm? I mean how to make a npc guard who can attack player when he steal something? I understand that I need some packages/faction, but which exactly? Any help or link to tutorial maybe?
Thanks.
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JAY
 
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Post » Thu Jun 21, 2012 5:00 pm

Does anyone know if it's possible to create a dummy object to handle ingots? There's dummy objects for a whole bunch of other stuff but attempting to duplicate this for ingots didn't work.

All the dummy objects have the "dummy" keyword. Does using that do anything? I checked use info on the keyword and one of the items listed is "DefaultObjectManager" (formID 31) but I couldn't access it in the CK.

I suppose you can always try faking it by putting a script on your dummy object:

Scriptname Example extends ObjectReferenceFormList Property Ingots AutoEvent OnReset()    Disable()    PlaceAtMe(Ingots.GetAt(Utility.RandomInt(0, Ingots.GetSize() - 1)))EndEvent
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Kerri Lee
 
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Post » Thu Jun 21, 2012 1:54 am

How to raise an alarm? I mean how to make a npc guard who can attack player when he steal something? I understand that I need some packages/faction, but which exactly?

You don't need to do anything just for that: raising the alarm is the default behaviour. If you want people to ignore crimes you have to set their faction information, according to what crimes, committed by whom, you want them to ignore. If you want NPCs to remember crimes you commit against their faction, you set their faction to Track Crime.
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Taylah Haines
 
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Post » Thu Jun 21, 2012 6:37 am

All the dummy objects have the "dummy" keyword. Does using that do anything? I checked use info on the keyword and one of the items listed is "DefaultObjectManager" (formID 31) but I couldn't access it in the CK.

I suppose you can always try faking it by putting a script on your dummy object:

Scriptname Example extends ObjectReferenceFormList Property Ingots AutoEvent OnReset()	Disable()	PlaceAtMe(Ingots.GetAt(Utility.RandomInt(0, Ingots.GetSize() - 1)))EndEvent

They have the dummy keyword. I noticed that no other dummy objects exist in the MiscItems category so maybe that's got something to do with it. Perhaps the dummy objects code doesn't support that group. Unfortunately the wiki has no topic material to cover dummy objects. The link to it is still red.
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FITTAS
 
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Post » Thu Jun 21, 2012 5:28 am

You don't need to do anything just for that: raising the alarm is the default behaviour. If you want people to ignore crimes you have to set their faction information, according to what crimes, committed by whom, you want them to ignore. If you want NPCs to remember crimes you commit against their faction, you set their faction to Track Crime.
I know that s default.
Okey, hm... I have a town in which are my own guards and I want that they can put me to jail and arrest me or attack me, if i steal something. That's what I want to understand how to do.
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Donatus Uwasomba
 
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Post » Thu Jun 21, 2012 7:53 am

Trying to use MoveTo() and SetPosition() with Furnitures Refs :

FurnitureRef.MoveTo(PlayerRef, 100.0, 100.0, 10.0, 0.0)FurnitureRef.SetPosition(PlayerRef.GetPositionX() + 100.0, PlayerRef.GetPositionY() + 100.0, PlayerRef.GetPositionZ() + 10.0)

but it is not working, and the log shows some errors.

[05/21/2012 - 12:30:29PM] error:  (030B53D6): cannot be moved.stack: [ (030B53D6)].ObjectReference.SetPosition() - "" Line ?[05/21/2012 - 12:30:29PM] error:  (030B53D6): cannot be moved.stack: [ (030B53D6)].ObjectReference.MoveTo() - "" Line ?

Is it still possible to do this ? Did someone succeed to do such moves properly ?
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James Smart
 
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Post » Thu Jun 21, 2012 5:33 am

I try to modify a weapon, so it pushes enemies away, who are hit by it. I do it with the unrelenting force effect, which works with a script.

Scriptname VoicePushEffectScript extends ActiveMagicEffect Event OnEffectStart(actor Target, actor Caster)Caster.PushActorAway(Target, PushForce)EndEventint Property PushForce  Auto

It works, but unfortunately the enemies fly nearly vertical in the air, if I hit them (not just away, in the front of the attacker). In the wiki I read something about "xmarker", which could control the direction.
Source: http://www.creationkit.com/PushActorAway_-_ObjectReference
How I use this markers? Or is there another way to control the direction, in which the hitten enemies are pushed?
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Erika Ellsworth
 
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Post » Thu Jun 21, 2012 8:45 am

I'm having an issue adding one of the in-game ships (Dainty Sload, Katariah) to the game as the basis for a player home. I've tried adding both of them and http://cloud.steampowered.com/ugc/576704887836411423/42DCD994D102E45401C147601F67D6D250AE4D4D/ (that's the view from inside Whiterun )if I'm not in the cell, but every time I enter the cell it's not there. I'm not sure if it's because they are connected to a quest, or if I have to somehow have to set something in the Reference window.

Thanks.
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michael danso
 
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Post » Thu Jun 21, 2012 3:25 am

I try to modify a weapon, so it pushes enemies away, who are hit by it. I do it with the unrelenting force effect, which works with a script.

Scriptname VoicePushEffectScript extends ActiveMagicEffectEvent OnEffectStart(actor Target, actor Caster)Caster.PushActorAway(Target, PushForce)EndEventint Property PushForce  Auto

It works, but unfortunately the enemies fly nearly vertical in the air, if I hit them (not just away, in the front of the attacker). In the wiki I read something about "xmarker", which could control the direction.
Source: http://www.creationkit.com/PushActorAway_-_ObjectReference
How I use this markers? Or is there another way to control the direction, in which the hitten enemies are pushed?
Duke patrick had the same problem and stopped using pushactoraway, I'd pm him.
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lucy chadwick
 
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Post » Thu Jun 21, 2012 2:37 pm

I'm having an issue adding one of the in-game ships (Dainty Sload, Katariah) to the game as the basis for a player home. I've tried adding both of them and http://cloud.steampowered.com/ugc/576704887836411423/42DCD994D102E45401C147601F67D6D250AE4D4D/ (that's the view from inside Whiterun )if I'm not in the cell, but every time I enter the cell it's not there. I'm not sure if it's because they are connected to a quest, or if I have to somehow have to set something in the Reference window.

Thanks.

Firstly, what is a ship doing in the middle of a wide open plain ?...lol

It looks as though you have placed your ship outside the city in Whiterunworld Wilderness. What you'll have to do is right click on the ship and select Duplicate, then Cut. Change your world to Tamriel and go to the cell with the same coordinates ie. 0, 2. Once in the correct cell, right click on the ground and select Paste in place. Now you'll be able to see your ship from Whiterun and when you leave and go into Tamriel worldspace, your ship will be there in the exact same place.
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Tina Tupou
 
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Post » Thu Jun 21, 2012 11:53 am

Firstly, what is a ship doing in the middle of a wide open plain ?...lol

It looks as though you have placed your ship outside the city in Whiterunworld Wilderness. What you'll have to do is right click on the ship and select Duplicate, then Cut. Change your world to Tamriel and go to the cell with the same coordinates ie. 0, 2. Once in the correct cell, right click on the ground and select Paste in place. Now you'll be able to see your ship from Whiterun and when you leave and go into Tamriel worldspace, your ship will be there in the exact same place.

Thanks Tamb0!
Where else would you expect to find a ship? Actually, I was just using that as a test to see if I could see the ship with out being in the cell. I had originally tried putting it in the Riften docks but couldn't find a good place to see it from without loading that cell.
Anyway, I'll give that a try.
Thanks again.
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Emma Parkinson
 
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Post » Thu Jun 21, 2012 3:47 am

Trying to use MoveTo() and SetPosition() with Furnitures Refs :

FurnitureRef.MoveTo(PlayerRef, 100.0, 100.0, 10.0, 0.0)FurnitureRef.SetPosition(PlayerRef.GetPositionX() + 100.0, PlayerRef.GetPositionY() + 100.0, PlayerRef.GetPositionZ() + 10.0)

but it is not working, and the log shows some errors.

[05/21/2012 - 12:30:29PM] error:  (030B53D6): cannot be moved.stack:[ (030B53D6)].ObjectReference.SetPosition() - "" Line ?[05/21/2012 - 12:30:29PM] error:  (030B53D6): cannot be moved.stack:[ (030B53D6)].ObjectReference.MoveTo() - "" Line ?

Is it still possible to do this ? Did someone succeed to do such moves properly ?

Statics cannot be moved. I'd imagine that furniture is the same. You might be able to move them if you edit the nif files and change the BSX flags.
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An Lor
 
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Post » Thu Jun 21, 2012 12:01 pm

I've just created an NPC, but I'd like him to become available as a follower after I've completed a simple objective, just like Ahtar's or Noster Eagle-Eye's quest, where the player is required to find an object or is required to kill an NPC.
Can anyone give me any guidelines or PM me, on how to do this?
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Michelle Smith
 
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