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jamochawoke

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Everything posted by jamochawoke

  1. Thanks guys! HeyYou had the map I was looking for, but I appreciate any and all maps (I've got tons so far!) and I haven't seen that Mede empire one yet :).
  2. Just curious. I'm making a little lore tidbit describing what counties certain things of my mod are in, but some are in areas where I have no idea where the boundaries are between the counties. Anyone know?
  3. Hi all! It's been forever since I've come asking for help. But I've hit a really big snag recently. I have some scenes that require my custom NPC's to do dialogue barks for getting hit and getting pickpocketed. I had solved this problem before but (as a tale of caution for backing stuff up) a while ago I lost a ton of data with a corrupted esp file and I can't for the life of me remember how I did it. My problem is this: custom NPC correctly uses all topics, greetings, goodbyes, hellos, combat hits/power attack/attack/yield dialogue without issue. But absolutely refuses to use the AssaultNoCrime or PickpocketNoCrime dialogue barks and I have them set up the exact same way. Basically I just have them in the appropriate tab (combat) in the quest I've made for the dialogue and I've double and triple checked the voice file paths (in the same path as all the others and the correct filename). The NPC is set up with 0 responsibility so shouldn't be trying to do the Assault and Pickpocket topics (I've also tried creating barks in those and renaming the files and it didn't work, so I put them back the way they were). The only condition is that the dialogue checks to see if it's the custom NPC (which works for all the other dialogue). I've attached an example of the AssaultNoCrime window to show how it looks.
  4. Hey there. I'm asking for someone else since I'm way more familiar with TESScript than Papyrus. But I was wondering how I would do this in Skyrim? In Oblivion if I wanted to activate two references on a script stage I would first setup the references as persistent by giving them names in the editor worldspace and then selecting the persistent reference checkbox in its properties. Then I would write a script fragment in the relevant quest stage to enable those objects. I know in Oblivion you just write enable x enable y in the script fragment section of the quest stage. I told him that he should be able to do something similar in Skyrim. So he said he setup the objects, gave them editor names, then wrote this fragment in his quest stage: x.enable y.enable He said he then got a papyrus compiler error. Turns out you have to call a variable and set that variable to the reference, but I don't know how to do this. Any help? Trying to do this as simply as possible, ie: walk in cave, hit the primitive marker he set up which triggers the quest stage update, objects get enabled on the quest stage.
  5. I think it has to do with the fact that you can't have the chat box open while browsing the forums at the same time. At least I haven't been able to do that /shrugs
  6. How do donate? I'd like to help! Things seem a bit flupsy around lately.
  7. Sorry to hear about all your troubles man. I hope that what is wrong with you is discovered soon and will be praying for ya. Peace be upon your heart.
  8. Hey DarkRider. I'm back for more mod talk but just noticed the ShoutBox was replaced by a chat room. There's never anyone in the Chat and I went to stay in there for a while but it kicked me after a few minutes. I don't foresee this being an especially useful feature if nobody can get chats going :/
  9. Also upon further investigation I found out that I may have had it corrupted when I was attempting to save what I was working on when my disk went bad. My monitor was flickering on and off and the disk was spinning strangely... So what I ended up doing was spamming the save key hoping it would save and then the main hdd and backup hdd died on me and my PC shut down. On restart it threw up an unmountable drive error. I tried to repair windows, fixboot, et cetera but it refused to boot. I eventually got all the files off by linking it to another PC and giving admin access to the drive. When I checked that file it was in that state. My gut is telling me it was saving the file when the HDD's died and thus got an incomplete write. At this point I would do anything to get my data back... as it is literally over a year's worth of work (my last backup that's on another drive is a year old).
  10. How would I go about doing that? I've not used TES4Edit very much at all and aside from once cleaning a mod for dirty edits I don't know what I'm doing. I opened the .esp in TES4Edit and there's tons and tons of records marked "00000000" that are above the file header. Trying to click on them results in access violations. I'm noticing tons of things are missing like cells, armors, et cetera. Think those are what have turned into the "00000000"s?
  11. My hard drive I was backing up my files to and the main hard drive both died the other day at the same time. I do have a back up copy of all my project files on an external USB disk but it is 6 months old. I finally recovered my project... or so I thought. When I open the master plugin file that had all of my level design data and scripts on it I get this screen: If I "truncate" the file it takes it from a 2.56 mb file to a 640 kb file and doesn't have the data in it. If I don't truncate the file like 90% of the data is missing...
  12. Man >I LOVE< your ambition!!! I also have to say that as a massive fan of the Thief games I am very excited for your thief oriented mission.
  13. Posting to save the information: It seems that an NPC will only use the regular (crime) barks if their responsibility in AI is set to a point where they will report the crime. The more they like you the higher the responsibility has to be. Also, since it didn't make sense for my Vampire NPC to try and report a crime (it actually gives you crime gold for it) I figured out a way to get them to say their lines one after another until they get mad enough to combat the player by using conditions on the dialogue.
  14. Hey guys I need some help in understanding this system. In the Combat dialogues tab of a quest you can add topics for an NPC to bark at the player when they do particular combat-related actions. But there is a crime/nocrime system in place. So I have this vampire NPC I made to talk to the player. However, the player can simply choose to steal from or kill the vampire npc. I have recordings and lip files for all the instances of what the player can do... however, some of them won't play, and I notice they are in the regular (or crime) categories. For example: Assault: assaultdialogue1 AssaultNoCrime: assaultdialogue2 (this is the only one that ever plays) Pickpocket: pickdialogue1 PickpocketNoCrime: pickdialogue2 (this is the only one that ever plays) Now how I assumed the nocrime topics to work is if the player tried to commit those crimes against an npc but the npc liked the player enough to simply tell them off. This can be seen in many NPC's throughout the game. It also confusingly works for my NPC. If the player picks their pocket and gets caught but the NPC isn't mad or assaults them and they don't want to fight they will bark the nocrime dialogue. However, they also bark the nocrime dialogue if the player DOES cause them to go aggro. They will either bark the nocrime topics or say nothing at all. Shouldn't they just be using the regular assault and pickpocket topics instead? ----------------------------------------------------------------------------------------------------- I wonder if this is happening because the NPC is a vampire? They aren't in the vampire faction and are only in a custom faction with +100 to the Player and some other NPCs they need to not aggro on and that faction is not evil. Is there something to do with the responsibility modifier in AI? Is there a special condition needed to fire the Assault and Pickpocket topics? I am very confused.
  15. Lesson learned: always check to see what happens after *EVERY* change. If you just toss a whole bunch of things at a problem at once, you may end up fixing it but may have no idea what actually worked!
  16. What Jamo would do: If you really, REALLY need them to move a certain way... just delete the alternate path they are taking. It won't destroy anything combat wise (NPCs ignore that stuff in combat) and unless other NPCs are using that exact pathgrid for something stupidly important like a main questline or something then do it anyways. Dirty edit! I like the heavy handed approach... What you should probably do: Check their AI packages again, you never know. Change the preferred path's color and see if it changes anything. Delete the pathgrid and add your own new grid over the areas you deleted and reconnect everything.
  17. How did you get the radius to adjust via script?
  18. I'd really love to see some animation forums for the different games. Even though I'm pretty much Oblivion specific right now I've had to learn a lot of things simply by endless grinding hours of trial and error and following obscure tutorials on YouTube with half the information needed for the game... Most of the sites for Oblivion have been taken down or merged with other sites and the information was lost. I love how a lot of that information (although not close to all of it) has been saved here for other sections like modelling, texturing, the CS, et cetera. But nothing on animation. It's the most difficult part of modding (especially when you get into particle systems and moving particle systems which I'm still scratching my head at) to get into for most people and I feel the forums here would be well served by them. I can add a bit of content myself to get things rolling. There's seven types of animation to Oblivion so perhaps organizing a forum in that way would help: Animated Statics (one looping animation), Animated Activators (multiple animations attached to one object that have separate names called by object scripts, this also includes traps), Havok-enabled statics (no played animation but player activated physics, although also present on some traps), Rigged and animkeyed animations (for NPC's and creatures), texture animations (moving paintings and the like), cinematics (you can do anything with this as its basically just a movie file you create that plays), and particle system animation (this includes spell effects and other magical endeavors).
  19. I didn't know about the negative number. Usually PushActorAway makes them fly lol. But that's awesome! Hmm, that can be incredibly useful to know.
  20. To play an animation you will need to have the animation of falling down ready, then you can add it as a special idle with the requirement of the NPC having to have a token (just a blank item with an ID you can use as the reference) in the script add the token and then use the command "pickidle" to play the animation of them falling down, then remove the token and have them pickidle and then evaluate their packages again so they choose whatever it is you need them to do next.
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