The Quick CK Questions Thread

Post » Mon Jun 18, 2012 10:53 am

I was renaming a bunch of items in the CK, I double click on the next item to rename it, and it won't open. I go to save the esp, and the save window won't open... what gives?
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Angel Torres
 
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Post » Mon Jun 18, 2012 12:17 pm

I was renaming a bunch of items in the CK, I double click on the next item to rename it, and it won't open. I go to save the esp, and the save window won't open... what gives?

This happened to me the other day, but I had already saved, so the 'Save' button still worked. No idea what causes it-- but on Oblivion, a smilar issue would crop up with records not opening correctly if you went through too many (at one point I was editing 150+ NPCs, and after I'd gone through about 100 of them, it hit the bug). No idea if it is the same with the CK, since I was no where near that sort of number, but it might be a similar issue. I'd suggest saving and closing every so often-- but hopefully someone knows more :)
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Naazhe Perezz
 
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Post » Tue Jun 19, 2012 1:27 am

Hi all !
I would like my container ( chest ) automatically active a script. I thought use "Event OnReset" was a good idea, cause my chest has its respawn flag checked. But, in fact nothing happen. The chest ( and all items inside) respawn but the script don't start.

Someone has an issue ? Apologize for my english. :ermm:
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Robert Devlin
 
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Post » Mon Jun 18, 2012 8:26 pm

This happened to me the other day, but I had already saved, so the 'Save' button still worked. No idea what causes it-- but on Oblivion, a smilar issue would crop up with records not opening correctly if you went through too many (at one point I was editing 150+ NPCs, and after I'd gone through about 100 of them, it hit the bug). No idea if it is the same with the CK, since I was no where near that sort of number, but it might be a similar issue. I'd suggest saving and closing every so often-- but hopefully someone knows more :smile:
It's a known issue - The CK has a bug that causes it to leak window handles. Restarting the CK helps but sometimes you'll end up having to restart the OS altogether. I'd also suggest that the 'Autosave' feature be turned on in the Preferences dialog.
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Josh Sabatini
 
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Post » Mon Jun 18, 2012 3:47 pm

Suppose I want to place somewhere a dead body, like at the main gate of HighHrothgar. How do I do it and, more important, how do I place him in a particular position so that he stays still?
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suniti
 
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Post » Tue Jun 19, 2012 1:01 am

Create an actor with 0 HP and place him in the cell you wish to place him at.

For position, I don't know.
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Laura Richards
 
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Post » Mon Jun 18, 2012 10:43 am

Create an actor with 0 HP and place him in the cell you wish to place him at.

For position, I don't know.
Actually, you can just place any NPC there,and open the reference window. You can choose "Start Dead" there.
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Charity Hughes
 
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Post » Mon Jun 18, 2012 11:39 am

In the Cell View Window, Objects list..why are some objects highlighted in pink?
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Dale Johnson
 
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Post » Mon Jun 18, 2012 2:44 pm

When deleting weapon racks and weapon plaques, I delete the activators and the objects, but when I load the house back up, the activation text still appears where the objects used to be. What am I missing that needs to be deleted?
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N Only WhiTe girl
 
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Post » Mon Jun 18, 2012 11:29 am

Quest Form

"Type" dropdown box

So, OK, where do the items in the dropdown box come from?!

(ggrrrr - I hates hunting for stuff :()
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Katie Louise Ingram
 
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Post » Tue Jun 19, 2012 2:14 am

Finally figure out how to actually do something within Quest and Story Manager! Yay!

Now, is there any way to find out if the player has any perk points stored or not used?

There is nothing in the wiki that i can find with various search keywords that returns any meaningful results.
Yeah, there is quite a bit about perks, but zip on points awarded after leveling up.
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Andrea P
 
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Post » Mon Jun 18, 2012 12:53 pm

How do I check if the player is in a certain area? It is not precise enough to check for the current cell, for example I want to know if the player is in front of a certain house. Is there a condition for this? I can't find any.
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Daramis McGee
 
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Post » Tue Jun 19, 2012 1:29 am

Semi-quick question:

If I want to add a new Magic Effect to an existing spell (let's say, make IronFlesh also give +10 fortify health), what do I have to consider so it works? Sometimes the spell disappears from the magic menu (probably because the new effect isn't Alteration?) or becomes invisible on the hands (probably because multiple effects are defined?), and how do I mix and match effects from different schools and SFX without duplicating the hell out of them?

Quick version: Is there any tutorial at all that explains modifying spells that doesn't summon something?

TLDR version: http://www.gamesas.com/topic/1352373-ravage-health-magicka-are-inconsistent/page__hl__ravage__fromsearch__1
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Laura Wilson
 
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Post » Mon Jun 18, 2012 11:59 pm

Semi-quick question:

If I want to add a new Magic Effect to an existing spell (let's say, make IronFlesh also give +10 fortify health), what do I have to consider so it works? Sometimes the spell disappears from the magic menu (probably because the new effect isn't Alteration?) or becomes invisible on the hands (probably because multiple effects are defined?), and how do I mix and match effects from different schools and SFX without duplicating the hell out of them?

Quick version: Is there any tutorial at all that explains modifying spells that doesn't summon something?

TLDR version: http://www.gamesas.com/topic/1352373-ravage-health-magicka-are-inconsistent/page__hl__ravage__fromsearch__1

Don't know about your last question.

For your first;

The Delivery and Casting Type have to match. Otherwise, the magic effect will not appear when you try adding it to the spell.

For cast/shader effects, I just look at other magic effects, and then go from there.

Magic Effect + Spell = Same Delivery/Casting Type

Check this page out: http://www.creationkit.com/Magic_Effect

To add fortifies, there are existing magic effects for that, which can be added to existing spells.
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Kim Bradley
 
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Post » Mon Jun 18, 2012 11:42 am

How can I make a buff/debuff spell that lasts forever (until it is turned off, like a toggle)?

All the effects ask for a duration, and if I don't put one, they will just immediately be gone again.
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Channing
 
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Post » Mon Jun 18, 2012 3:22 pm

So Im working on a gun mod that will switch between a staff and a mace version of a pistol. Is there a way to equip to one hand or the other, or it is all just right hand?

I have been using this, but it of course doesn't work the way I want
player.EquipItem(gunmace,false,true)
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Vickey Martinez
 
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Post » Tue Jun 19, 2012 12:24 am

How can I make a buff/debuff spell that lasts forever (until it is turned off, like a toggle)?

All the effects ask for a duration, and if I don't put one, they will just immediately be gone again.

I would guess you would make two spells. One with a constant effect applied to self. The other would be a "toggle" spell.

You could have the constant effect listen for the first spell to be cased (not sure if that would work, but it would be preferred of the second method)
or You could register the constant effect to "event onupdate()" check for a bool that the toggle spell works on. (may be a bit of lag with this version)

To initiate the constant effect you could either add a normal spell that the player can learn and cast, or you and activate it on game start with an extra quest script along these lines
Scriptname MyQuestScript extends Quest  spell property mySpell autoEvent onInit ( )Game.GetPlayer ( ) .AddSpell (mySpell, false)Self . Stop ( )EndEvent
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Bryanna Vacchiano
 
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Post » Mon Jun 18, 2012 8:55 pm

so I created a dungeon and hooked it up to the world (teleporter, finalized navmesh, etc.), but upon trying to enter the dungeon, something breaks. The loading screen is still fine, but once its done loading, all I get is a black screen (I can hear sounds but can't see/do anything), any1 know what went wrong? oh yeah, can't test the dungeon either, so the error must be somewhere inside...
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Bee Baby
 
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Post » Tue Jun 19, 2012 2:18 am

I have a house mod I'd like to edit in the CK. There are a lot of meshes/textures that are showing as red triangles with exclamation marks when the cell is loaded.

The .bsa that came with the mod has all of these, but when you extract it to the data folder, loading the cell then crashes the CK.

Is there a way to get the CK to load information straight from a .bsa like it does the default Bethesda resources?
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Leah
 
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Post » Mon Jun 18, 2012 3:31 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.
You can use:
http://www.creationkit.com/IsInLocation_-_ObjectReference
Or, in a quest script:
http://www.creationkit.com/GetIsEditorLocAlias
http://www.creationkit.com/GetIsEditorLoc

You can use location names like WhiterunLocation (I think you'll need to make a property to point to them first). There should be one for each hold.
And if the character is in a locations that is a child of it, it will still return true.

How do I check if the player is in a certain area? It is not precise enough to check for the current cell, for example I want to know if the player is in front of a certain house. Is there a condition for this? I can't find any.
You can maybe use a trigger to run a script?


My question:
Is it normal for many windows, particularly noticeable with the Quest Alias editing one, to take a long time to load (kind of like the Ctrl+F feature)?
Or do I need to turn down my antivirus or something?
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Sunny Under
 
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Post » Mon Jun 18, 2012 11:43 pm

If I have a script that's laid out like:

Function 1Function 2

can I call Function 2 inside Function 1, or does it only work the other way around?
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Eric Hayes
 
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Post » Mon Jun 18, 2012 8:48 pm

Would anyone know a papyrus command for 'SetCombatStyle'? Or a way to use the console command? There's a console command for it, but no method in papyrus..

Edit: The same for SetActorFullName. Seems silly to have console commands but no scripting access.
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lauraa
 
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Post » Tue Jun 19, 2012 1:24 am

@RandomNoob:
The order in which declarations take place in Papyrus is irrelevant, so you could call either function within the other.

@Plutoman:
As far as I know, the only way to change a name via script is to use a reference alias with a name specified. I don't think there's a way to change combat style with Papyrus.

Cipscis
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Project
 
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Post » Tue Jun 19, 2012 1:01 am

Does anyone know if there is a small round table that fits in a nordic ruin? Or any other round object that could be used for such a table?
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James Wilson
 
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Post » Mon Jun 18, 2012 2:36 pm

How can I damage a value(health/magicka in this case) by a percentage?
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jesse villaneda
 
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