Quick Questions, Quick Answers Thread #4

Post » Thu Jun 21, 2012 12:00 pm

http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/ | http://www.gamesas.com/topic/1353350-quick-ck-questions-thread-2/ | http://www.gamesas.com/topic/1365336-quick-questions-quick-answers-the-3rd/


Have a quick question? Need a quick answer? If you have not had any luck with the http://www.creationkit.com/Main_Page, post away and hopefully someone will have the answer(s) you seek.
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michael flanigan
 
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Post » Thu Jun 21, 2012 3:55 pm

I'll copy my last post from the other thread that hit the post limit.

"Dumb question. I've clicked 'Regenerate' in the script fragment part of a quest dialogue so that the CK returns the error message "WARNING: Unable to load fragment source from function Fragment...". How do I reset it so the CK looks at the original fragment again?

I don't want to move my code to the newly created fragment as the script is used by more than one mod."
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Gen Daley
 
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Post » Thu Jun 21, 2012 9:11 am

Is it possible to use a global variable as the third parameter of "AddForm" (for LeveledItems).
Quick example for the script:
TestLeveledItemList.AddForm(Gold, 1, TestGV)

I've made the following definitions:
miscobject Property Gold Auto
leveleditem Property TestLeveledItemList Auto
GlobalVariable Property TestGV Auto

But when I compile the script, I get following error: "type mismatch on parameter 3 (did you forget a cast?)" """""""
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Markie Mark
 
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Post » Thu Jun 21, 2012 1:53 am

Is it possible to use a global variable as the third parameter of "AddForm" (for LeveledItems).
Quick example for the script:
TestLeveledItemList.AddForm(Gold, 1, TestGV)

I've made the following definitions:
miscobject Property Gold Auto
leveleditem Property TestLeveledItemList Auto
GlobalVariable Property TestGV Auto

But when I compile the script, I get following error: "type mismatch on parameter 3 (did you forget a cast?)" """""""

You can declare a variable, for example:

int goldAmount = TestGV.GetValue()

And then fill the AddForm function with the variable, for example:

TestLeveledItemList.AddForm(Gold, 1, goldAmount)

[EDIT] mucked up the GetValue function... GetGlobalValue is the console command, not the papyrus function.
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NO suckers In Here
 
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Post » Thu Jun 21, 2012 1:47 pm

How can I force an actor to go into a ragdoll state for.a user defined period of time?

Has anyone had success with havokballandsocket?

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marina
 
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Post » Thu Jun 21, 2012 2:23 pm

Or...
TestLeveledItemList.AddForm(Gold, 1, TestGV.GetValueInt())

Unlike Oblivion/Fallouts, a global must be accompanied by http://www.creationkit.com/GetValue_-_GlobalVariable or http://www.creationkit.com/GetValueInt_-_GlobalVariable. Using either, you should be able to pass it as an argument.

Also, keep in mind you'll have to maintain the LVLI as http://www.creationkit.com/AddForm_-_LeveledItem does not stick, so you'll have to use AddForm again after a save is loaded or the added form(s) will not be included/remembered.

http://www.gamesas.com/topic/1345542-getting-a-script-to-run-when-the-game-loads/page__view__findpost__p__20678256
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Schel[Anne]FTL
 
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Post » Thu Jun 21, 2012 12:59 pm

It works just fine :cool: Thanks!

Now I got just the problem with the savegame-stick. So long I don't get the "AddFrom Hack" (or the other method).

Edit: I use now the "quest"-method. Works fine!
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Theodore Walling
 
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Post » Thu Jun 21, 2012 2:45 am

And another question: I try to add various merchants to the dialogues of the quest "PerkInvestor". It all went well, but in one of the reply options (in the tab "Player Dialogue") is a (for every merchant specific) papyrus script involved (which handles most of the investor perk). I have to put a new script in the reply for every merchant I add. But when I do so (and removing the old script) the "Papyrus Fragment" (direct left beside the "ScriptName" box) don't take my new script but the old one (somehow it seem to be linked to that). Anyone knows how I can implement a new fragment there (so that my new script will be taken, not the old)?

Here's a picture (if my explanations aren't specific enough):
http://imageshack.us/photo/my-images/14/34279188.jpg/

If you click the "Edit" Button (in the Papyrus Fragment window) a scripting window pops up which is named "Editing fragment attached to (XXXXXXXX)". The Xs are numbers, which point on a papyrus script. This I want to change, so they point on my own script.
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zoe
 
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Post » Thu Jun 21, 2012 7:21 am

How to raise an alarm? I mean how to make a npc 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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Charles Weber
 
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Post » Thu Jun 21, 2012 3:22 am

Does anybody know how to equip a mannequin like you can do with a weapon plaque? I want to set up mannequins as store displays. Linking to the activator doesn't seem to work as it does with a plaque.
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Danny Warner
 
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Post » Thu Jun 21, 2012 8:53 am

Anyone know if there's a handy console command to see what quests are still running? Been finding an awful lot of danglers while working on USKP stuff.
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Kate Murrell
 
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Post » Thu Jun 21, 2012 10:40 am

Anyone know if there's a handy console command to see what quests are still running? Been finding an awful lot of danglers while working on USKP stuff.
As far as I know, only 1-by-1; using the GetStageDone, or GetStage commands
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Nick Jase Mason
 
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Post » Thu Jun 21, 2012 9:36 am

There's a console command SQ (ShowQuests). But I don't think it will be very useful since it lists all quests, telling you whether the quest is on and off, and its quest stage. The list was so long that the console could not contain all of it, although I guess there is probably an ini setting to change that.
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Thema
 
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Post » Thu Jun 21, 2012 11:32 am

How are custom cameras created and how do they exactly work? I'd like to have a panning/still 3rd person camera like in the trailers or when you activate the blood seal, for example, when the player enters a triggerbox. Is this possible?
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Joey Bel
 
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Post » Thu Jun 21, 2012 3:49 am

Does anyone know how to use http://www.creationkit.com/IsFurnitureAnimType, or does it just not work? I was hoping to use it in order to find bed object references. That way I wouldn't have to create a formlist that only works for vanilla beds.
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Tai Scott
 
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Post » Thu Jun 21, 2012 9:40 am

There's a console command SQ (ShowQuests). But I don't think it will be very useful since it lists all quests, telling you whether the quest is on and off, and its quest stage. The list was so long that the console could not contain all of it, although I guess there is probably an ini setting to change that.
I'll try that, all I need is what's running and what stage it's on. Just something I can compare to the CK to know if it's supposed to still be on after as much time as my characters have passed.

There's a lot of glitches, dialogue surprises, AI oddities, and things stuck in the inventory because some quest somewhere has an alias that's still open when the quest should be done and gone. Plus that stuff takes up memory space and probably contributes slightly to save bloat.
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Dewayne Quattlebaum
 
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Post » Thu Jun 21, 2012 4:05 am

Does anyone know how to properly disable enemy spawns in the Tamriel world space? I'm building a mod in Tamriel and need to disable a few enemy spawns. I ticked off initially disabled and set the z axis on the markers to -30000, yet the enemies still appear when I load up the game. Any ideas what could be causing this? Even outright deleting the spawn markers did not get rid of the creatures in-game, even though marking them disabled HAS worked for me in previous mods. Thanks!
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chinadoll
 
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Post » Thu Jun 21, 2012 9:50 am

dmbanahan: Remove them via http://i.imgur.com/Pw8vV.png. If they're saved as enabled, marking them "Initially Disabled" won't do it.
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Je suis
 
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Post » Thu Jun 21, 2012 6:17 am

This may not be a quick question, but I'm throwing it here in case someone happens to see it.

I would like to modify the position of the QUIVER bone in actors/character/character assets/skeleton.nif (the primary male skeleton). I have a thread about it http://www.gamesas.com/topic/1374386-how-to-edit-skeletonnif/.

I have tried the following:
  • Translating the QUIVER bone to another location using NifSkope. Change in-game: none.
  • Moving the bone in 3DS Max using Bone Tools, exporting, and then copy / pasting the QUIVER bone from the exported NIF into the vanilla skeleton.nif using NifSkope. Change in-game: none. I did it this way because when re-exporting the skeleton from 3DS Max, many of the nodes seem to be lost (camera controls, etc).
  • Re-parenting the bone in NifSkope from Spine2 to Pelvis. Change in-game: the quiver shifts downwards, but still has the exact same spacing / dimensions from the parent bone.

How do I modify the length, position, and orientation of this bone such that the changes are reflected in-game? Nothing I do seems to work.

Thanks!
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Sandeep Khatkar
 
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Post » Thu Jun 21, 2012 5:21 pm

Thanks JustinOther that worked like a charm!
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SUck MYdIck
 
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Post » Thu Jun 21, 2012 5:41 am

Is it possible to forgive crimes made during, or on behalf of, a quest?

I want the player to do everything a bandit does and when his quest is complete Queen Elisif "forgives" him of those specific crimes..
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jenny goodwin
 
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Post » Thu Jun 21, 2012 1:47 am

dmbanahan: Remove them via http://i.imgur.com/Pw8vV.png. If they're saved as enabled, marking them "Initially Disabled" won't do it.

Justin

Would adding
game.wait(0.1)delete()

after using disable() be a good idea?

Would it not save memory, cycles etc to delete it as well?

eidt...me thinks I missed the subject of what you're talking about...so much for old age :/
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Kayleigh Williams
 
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Post » Thu Jun 21, 2012 6:02 am

Is it possible to forgive crimes made during, or on behalf of, a quest?

I want the player to do everything a bandit does and when his quest is complete Queen Elisif "forgives" him of those specific crimes..
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!)
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Jennie Skeletons
 
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Post » Thu Jun 21, 2012 1:15 pm

Has anyone gotten http://www.creationkit.com/SetAttackActorOnSight to do anything (specifically for actors other than the player)?
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neen
 
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Post » Thu Jun 21, 2012 4:09 am

Justin

Would adding
game.wait(0.1)delete()
after using disable() be a good idea? Would it not save memory, cycles etc to delete it as well?
Wait() is a member of Utility, A, and B, they're talking about disabling REFRs in the CK vs. with Papyrus. If using Disable(), you can call Delete() immediately afterward w/o the Wait(). MarkForDelete could crash FO3 if it was in the same frame as Disable, but Skyrim doesn't seem to need to wait for the next frame or anything.

Anyone else having troubles with the CK forum, specifically, being wonky? Other forum folders are fine, but the main CK page flashes four times, then fails to load. Had to use "My Content" to get here. =/

Edit: Problem seems to have just resolved itself...
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Add Me
 
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