The Quick CK Questions Thread

Post » Mon Jun 18, 2012 5:59 pm

1. Just filter "wall", right click Preview. Move the preview window out of the way and you can quickly cycle through the choices,

2 .Then you clear the area, modify the landscape, add cliff statics and adjust the navmeshes.

1. Thanks! Didn't think of doing it, now it's perfect.

2. I'll try, thanks again!
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kennedy
 
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Post » Mon Jun 18, 2012 12:27 pm

How do you place specific items inside the inventory of a leveled actor? I am looking at the leveled boss in Bleak Falls Sanctum right now, but I can't find anything at all, even though I know for sure he has the dragonstone every time you loot him.
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Janette Segura
 
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Post » Tue Jun 19, 2012 1:44 am

My Quick Question:

How can I make it possible for the Vampire Feed perk to work on more than just sleeping NPCs? For example: I'd like to have it so that it can either be dialogue option or an attack that can only be triggered when a victim is paralyzed. Say on any 'humanoid' NPC.
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Jake Easom
 
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Post » Mon Jun 18, 2012 7:57 pm

How do you place specific items inside the inventory of a leveled actor? I am looking at the leveled boss in Bleak Falls Sanctum right now, but I can't find anything at all, even though I know for sure he has the dragonstone every time you loot him.

That sounds like it's part of a quest. The scripts in quest can manipulate Actors after certain stages. It might just be that when you kill him the quest stage advances and THEN drops the item in his inventory. Right-click on the item itself and choose Use Info to see if any quests are using it then search their scripts. Not sure that helps, just simply what I would do to try and problem solve.
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R.I.p MOmmy
 
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Post » Mon Jun 18, 2012 7:53 pm

Another quick question:
I previously had an issue with importing an audio file in my first mod. Turned out I had to place it in a specific folder I had to manually create ( "\Sound\FX\" ) inside the skyrim Data folder.
Now I have the same issue with a .nif model, it's a sword a friend of mine made. I just wanted to have a look at it by cloning an existing sword and replacing the nif model, but everytime i get the nerve-brekaing "invalid folder" error.

So ... which folder to I have to create, or in which one do I have to put my sword model?

Thanks!
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john page
 
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Post » Mon Jun 18, 2012 6:03 pm

That sounds like it's part of a quest. The scripts in quest can manipulate Actors after certain stages. It might just be that when you kill him the quest stage advances and THEN drops the item in his inventory. Right-click on the item itself and choose Use Info to see if any quests are using it then search their scripts. Not sure that helps, just simply what I would do to try and problem solve.

I'll look into that, however you will always get the dragonstone from him, regardless if you actually have the related quest or not.
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megan gleeson
 
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Post » Mon Jun 18, 2012 10:42 am

How do you place specific items inside the inventory of a leveled actor? I am looking at the leveled boss in Bleak Falls Sanctum right now, but I can't find anything at all, even though I know for sure he has the dragonstone every time you loot him.
First make sure that the actor isn't already in use by the base game , if it is then duplicate it in the Object Window so that it is separate, otherwise you will add the item to every one of that actor in the world. Now double click on it in the actor tab (or double click it in the render window and click Edit Base), then go to the inventory tab and drag the item you need to add from the Object Window to the Inventory Box and Tadaa, Done.
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Stacey Mason
 
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Post » Mon Jun 18, 2012 11:35 am

First make sure that the actor isn't already in use by the base game , if it is then duplicate it in the Object Window so that it is separate, otherwise you will add the item to every one of that actor in the world. Now double click on it in the actor tab (or double click it in the render window and click Edit Base), then go to the inventory tab and drag the item you need to add from the Object Window to the Inventory Box and Tadaa, Done.

I know I could do that, that was the initial plan. I was just stumped over how they managed to do it on a generic leveled list without affecting the base.

Now I've run into another frustrating problem. I'm trying to make a Draugr caster boss that uses fire spells. But when I add the fire spells (flame, firebolt, flame cloak) to the spell list, I can clearly see he equips the fire spells in his hands but refuses to use them. I tried all sorts of things to make it work but to no avail. Did some "troubleshooting" by using fire warlock as a template. It seems the actor stops using fire spells as soon as I change the race to draugr. I checked in the DraugrRace settings, and I can't find anything that seems to be related to this problem.
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Georgine Lee
 
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Post » Mon Jun 18, 2012 7:46 pm

Noone could answer my last question, so I saw it fitting with a new one-

Is it possible to create an npc that spawn dead and is decapitated, a plus would be if I could place/move the head in CK
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Tracey Duncan
 
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Post » Mon Jun 18, 2012 11:54 am

anyone know how to mark an item as a quest item (un-droppable)?
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Cat Haines
 
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Post » Mon Jun 18, 2012 4:53 pm

Was just wondering if there are any tutorials on making houses. I've seen a lot about dungeons but nothing about the settings a house needs.
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Lady Shocka
 
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Post » Mon Jun 18, 2012 4:36 pm

anyone know how to mark an item as a quest item (un-droppable)?
You need a Reference Alias + Quest for that. If you already have (or plan on having a quest) for the item, you can use that. Make an alias pointing to that item and check the Quest Object flag.
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Beulah Bell
 
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Post » Mon Jun 18, 2012 12:44 pm

Are there any commands to either get the hold a character is currently in, or to detect if a character is in a particular hold? I want to make a Divine intervention spell, and where it brings you depends on which hold you're in, but I can't find any way to determine the hold.
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Daniel Brown
 
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Post » Mon Jun 18, 2012 4:37 pm

Quick question how do I create a invisible death barrier? (I remember Oblivion CS having a invisible death barrier but I can't find it in the CK)
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Charles Mckinna
 
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Post » Mon Jun 18, 2012 11:00 am

Is there any way to set a referencealias to pick the closest non-loaded matching reference? Alternatively, perhaps a condition that the reference is located in the same Hold as the player?
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Ezekiel Macallister
 
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Post » Mon Jun 18, 2012 7:04 pm

Question: is there any functionality in papyrus to get the current charge of a weapon, and increase it.
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Kevan Olson
 
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Post » Tue Jun 19, 2012 12:40 am

Question: is there any functionality in papyrus to get the current charge of a weapon, and increase it.
Couldn't find anything in the wiki :shrug:
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Stephanie Nieves
 
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Post » Mon Jun 18, 2012 12:34 pm

As far as I know, the only way to change the charge of a weapon via script is to replace it with a new instance of the weapon. Note that this will also destroy any smithing improvements made on it, and I expect it will also destroy any enchantments added by the player as well, so this would only be useful for recharging enchanted weapons that are defined in a data file.

This will always increase the charge of the weapon to its full capacity. I don't know if there's a method to do something different with a weapon's charge.

If you want to be able to do anything else, or to do that in a cleaner way, then you'll have to wait for SKSE.

Cipscis
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Aaron Clark
 
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Post » Mon Jun 18, 2012 10:31 pm

I asked this question somewhere else but no one cood actually answer it and all the smart cookies seem to be on this thread... Here it is.

I'v made a powerful enemy that uses lightning and the chances of disintegration are huge but when I test him out and he vaporizes me I'l fall through the floor and into the void.

Why is that?

(I'v made a cave and put him in it, and everything is sweet except for that, I'm sure I didnt miss anything)
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Laura Tempel
 
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Post » Mon Jun 18, 2012 11:07 am

How important is it to split up your rooms with Room Markers and portals? Im making a pretty big dungeon in a exterior worldspace, using the cavepieces etc.
From what ive read on the wiki, the room markers could prove quite a pain for me to do on this, due to the fact im making a maze like underworld and its not simple rooms as the wiki shows. Rooms above rooms with a drop down etc.

I cant remember them from oblivion. What would be the problem,if any, if i dont use them?
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LADONA
 
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Post » Mon Jun 18, 2012 2:28 pm

How important is it to split up your rooms with Room Markers and portals? Im making a pretty big dungeon in a exterior worldspace, using the cavepieces etc.
From what ive read on the wiki, the room markers could prove quite a pain for me to do on this, due to the fact im making a maze like underworld and its not simple rooms as the wiki shows. Rooms above rooms with a drop down etc.

I cant remember them from oblivion. What would be the problem,if any, if i dont use them?

All rooms do is tell the game what to render so if your space is really big, the game will render all of it at once and it might be a bit laggy depending on what exactly is in your dungeon
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Phillip Brunyee
 
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Post » Mon Jun 18, 2012 8:31 pm

Another quick question: I previously had an issue with importing an audio file in my first mod. Turned out I had to place it in a specific folder I had to manually create ( "\Sound\FX\" ) inside the skyrim Data folder. Now I have the same issue with a .nif model, it's a sword a friend of mine made. I just wanted to have a look at it by cloning an existing sword and replacing the nif model, but everytime i get the nerve-brekaing "invalid folder" error. So ... which folder to I have to create, or in which one do I have to put my sword model? Thanks!

Anybody? :(
I hoped this was a silly issue since there is a lot of people using custom models for swords and stuff :(
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Katharine Newton
 
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Post » Mon Jun 18, 2012 2:06 pm

Another quick question: I previously had an issue with importing an audio file in my first mod. Turned out I had to place it in a specific folder I had to manually create ( "\Sound\FX\" ) inside the skyrim Data folder. Now I have the same issue with a .nif model, it's a sword a friend of mine made. I just wanted to have a look at it by cloning an existing sword and replacing the nif model, but everytime i get the nerve-brekaing "invalid folder" error. So ... which folder to I have to create, or in which one do I have to put my sword model? Thanks!


I have never done this (i got half way then gave up) but i looked at daggercraft and for the XIV sword the first person and normal nif was in Steam\SteamApps\common\skyrim\Data\Meshes\weapons\DaggerCraft\XIV

Hope it helps
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Lizzie
 
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Post » Mon Jun 18, 2012 12:33 pm

All rooms do is tell the game what to render so if your space is really big, the game will render all of it at once and it might be a bit laggy depending on what exactly is in your dungeon

Alright, thanks. I was thinking it had to be split room by room, but theres not alot going on in some areas, so i can keep the room markers fairly big.

Next question :tongue:

My lights dont show in game until im practically right beside them, then they light up.
Any ideas?

Edit- Fixed.
I missed the "Light Fade Distance" settings in lightning templates.
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Enie van Bied
 
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Post » Tue Jun 19, 2012 12:12 am

I have never done this (i got half way then gave up) but i looked at daggercraft and for the XIV sword the first person and normal nif was in Steam\SteamApps\common\skyrim\Data\Meshes\weapons\DaggerCraft\XIV

Hope it helps

It actually DID!
That's why I love this forum :)
I was missing the "Meshes" folder. Now I've got other problems with the model but it has been successfully imported so I'll take it from here and look up for tutorials. Thanks a million times man!
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SHAWNNA-KAY
 
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