Quick Questions, Quick Answers Thread #9

Post » Tue Nov 20, 2012 11:41 am



Can you not just blag it by adding a collision box primitive around it? Obviously, depends on the context...

- Hypno

Mate that's how I'm already doing it ;) just wanted to see if it was easy to make the nif have collision.

A collision box is a box isn't it, so isn't smooth and curvy like an object would be :)
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Meghan Terry
 
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Post » Tue Nov 20, 2012 8:32 am

I need to be able to restrain the actor activating my object and in the case of the player I need to also restrain any followers (with compatibility for mods that allow many followers). How do I identify these followers?
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carla
 
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Post » Tue Nov 20, 2012 1:13 am

I think you could use http://www.creationkit.com/IsInFaction_-_Actor to see of they are in the "PlayerFollowerFaction" (not 100% on whether that's the right name for it. I'm at work so it's all from memory)

- Hypno
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ImmaTakeYour
 
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Post » Tue Nov 20, 2012 10:55 am

I think you could use http://www.creationkit.com/IsInFaction_-_Actor to see of they are in the "PlayerFollowerFaction" (not 100% on whether that's the right name for it. I'm at work so it's all from memory)

- Hypno
Of course. That's a good idea, I'll probably have to put in a distance check or something as well to make sure that they are actively following the player.

Thanks!
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JESSE
 
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Post » Tue Nov 20, 2012 2:16 am

I have just been dwelling on this while bored at work. I believe I might have been slightly wrong.

I have a feeling that the way the follower system works is that the actor's base object has the faction "potentialFollowerFaction" which has an initial rank of -1. When the player recruits them through dialogue, this sets the rank to 1 (or 0?) which in turn, causes them to be fill an alias which contains the previously mentioned "PlayerFollowerFaction". I might be wrong, you'll want to have a dig in the vanilla quest that handles this to confirm

What this means for you is that you'll probably only be able to check for the "PotentialFollowerFaction". There's the http://www.creationkit.com/GetFactionRank_-_Actor function you can use aswell though

- Hypno
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glot
 
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Post » Tue Nov 20, 2012 10:36 am

Thanks Hypno but I'm going to try pull things off without restraining any follower's (they shouldn't actually be able to go anywhere anyway, it's just that less things can go wrong if they are restrained).

New question though.

If I have a script:
Spoiler

Event OnActivate(ObjectReference akActionRef);If distance check, GoToState;If LiftBody.GetDistance(DestIsHome) > 5;GoToState(" ");endifActor ActorObject = akActionRef as ActorIf akActionRef == PlayerRef  Game.DisablePlayerControls(true, true, false, false, true, true, true, true)  ;looking and POV switching ONLYelse  ActorObject.SetRestrained() ;NPC's be all crayendif   Utility.Wait(11.5)	    ActorObject.SetRestrained(false)  Game.EnablePlayerControls()EndEvent

and I have a GoToState at the top of an OnActivate() Event, does the code below the GoToState call get run? Or will the script immediately jump to my states?
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FLYBOYLEAK
 
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Post » Mon Nov 19, 2012 9:03 pm

how big can you scale a dragon in the CK before its animations start to get wonky?
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Richard
 
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Post » Tue Nov 20, 2012 11:18 am

how big can you scale a dragon in the CK before its animations start to get wonky?

I wouldn't think that would really impact it. How large have you tried? I imagine if they are MASSIVE they won't be clipping/sitting right when perched on a dragon wall or rooftop.
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Symone Velez
 
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Post » Tue Nov 20, 2012 1:57 am

there was a mod, http://skyrim.nexusmods.com/mods/14382, that used to scale dragons but their animations such as perching got all mixed up. did not specify how big. mod got hidden over nexus.
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Heather M
 
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Post » Tue Nov 20, 2012 6:59 am

I'm trying to make the Boethiah Cultist tattoo available to my character. Is there a way to do it with the creation kit?
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sam westover
 
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Post » Tue Nov 20, 2012 6:27 am

I have one npc that has two quests affiliated with it. And I would like to make it so that both quests can be open at the same time. Both of them are start game enabled, and the first one, is a simple agree to help, relationship rank with npc up, possible companion, finish task, and get reward. And it works fine. However, the dialogue for second one should only available when the player, through whatever means, reaches a particular relationship rank with that npc. And the second one contains no task per se, only dialogue. Since there is only dialogue, I found no need for quest objectives, and there is only one alias which references the npc. The problem I have run into is that the second one is failing to run entirely. What do you think?

nvm, got it figured out. I missed a quest property.
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Aliish Sheldonn
 
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Post » Tue Nov 20, 2012 9:53 am

is that a face tattoo or body tattoo?
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Shelby McDonald
 
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Post » Tue Nov 20, 2012 6:57 am

If I set an Actor Property in one script (which can be be multiple actor's but only one at a time) how can I query that in another script?

I have an activator, which when interacted with by the NPC's puts them into my Actor Propery, I need another object to know about that property or know which NPC is currently filling it.

Advice?
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Katie Louise Ingram
 
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Post » Tue Nov 20, 2012 2:41 am

is that a face tattoo or body tattoo?


Face Tattoo.
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Phoenix Draven
 
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Post » Tue Nov 20, 2012 4:47 am

I am trying to run a script whenever the player character gets a skill increase or selects a perk, what events should i be looking for??
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Caroline flitcroft
 
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Post » Tue Nov 20, 2012 2:59 am

If a piece of armor has a keyword on it, and that armor spans multiple body parts, does the game treat the player as having more than one instance of that keyword to satisfy WornApparelHasKeywordCount() ?
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Steve Fallon
 
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Post » Tue Nov 20, 2012 2:00 am

Yup, posting again ha ha. I'm guessing this option is in plain view, available somewhere in the topic info>conditions>condition functions, but hopefully someone here can help.

I'd like to make a conditional NPC dialogue which becomes available only when the player has drawn the aggression of a particular faction.
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Rusty Billiot
 
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Post » Tue Nov 20, 2012 5:55 am

Face Tattoo.
you can. you need to identify it and add it under the tattoo options of the race submenu,

If a piece of armor has a keyword on it, and that armor spans multiple body parts, does the game treat the player as having more than one instance of that keyword to satisfy WornApparelHasKeywordCount() ?

I think it should count. but all the perks with that function are centered on armor that actually has multiple parts, no in-game example of what you say.
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Louise Lowe
 
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Post » Tue Nov 20, 2012 5:46 am

Actually there is - the Hooded Thalmor Robes. 3 selected body parts and it has a keyword MQ201ThalmorDisguise. There's an AI pack used during Diplomatic Immunity that is supposed to allow this to work as a disguise, and the WornApparelHasKeywordCount check asks for >= 2. I'm trying to determine if this is actually working or not, or if it should work this way or what.
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Nicola
 
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Post » Tue Nov 20, 2012 12:25 am

I think the trouble comes from explicitly looking for the hooded robes in package conditions.

In theory, if just two, couldn't the player go naked except for gloves and boots and still be considered "disguised"?
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Tanika O'Connell
 
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Post » Tue Nov 20, 2012 8:44 am

The package isn't doing anything but looking for keyword counts. Either for the disguise being >= 2 or for wearing >= 4 pieces of elven armor.

The Thalmor robes are the only pieces with the disguise keyword attached, and apparently the deal is that only the hooded robes will actually work for this.
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Katie Samuel
 
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Post » Mon Nov 19, 2012 11:25 pm

Okay, so lemme get this straight:

Robes and hooded robes only (not boots/gloves) have the keyword; you're asking if, because the hooded robes occupy two slots, they count as two keyword counts, right?

Anecdotally, I've done the disguise bit properly using the hooded robes, if that helps. Never tried just the normal robe.

If you just say "screw it", you could use search and replace to swap the normal robe at the embassy for the hooded one.
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Jessica Phoenix
 
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Post » Tue Nov 20, 2012 5:18 am

you can. you need to identify it and add it under the tattoo options of the race submenu,




Maybe I'm doing something wrong? When I look at it from the actual actor whom has the tattoo, I can't click it for any options left or right click. I also can't find it if I search under the all tab in the object window. Just so you know: I'm new to the creation kit. How do I identify it?
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Philip Rua
 
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Post » Tue Nov 20, 2012 6:43 am

Okay, I managed to figure something out. I was looking through the Breton race and I saw the MaleheadBoethiahTattoo_01.dds(mispelled Bothiah) in the Tinting section. I clicked it and then set it to paint(it was on none by default) Just tested it in game and it worked. But not all the races have it. Lets say I wanted to get it on the Imperial race... how?
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Brentleah Jeffs
 
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Post » Mon Nov 19, 2012 8:08 pm

a few questions about player...
How can we determine player voice?
also, why does the player have all those perks at level 1 that we can't even see in-game?
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kirsty williams
 
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