Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

DwemerManiac

Allies
  • Posts

    11
  • Joined

  • Last visited

DwemerManiac's Achievements

Novice

Novice (2/11)

0

Reputation

  1. Ok, thank you for advice. There is some progress I think;) But there showned up new 2 problems: 1) shining elements of the rock texture 2) hundreds mini textures, brick in one cell any idea where is the problem?
  2. Hi I'm trying to use in SCK my own, custom made textures for my new worldspace mod. I'm going to build a big continent with huge,rocky desert inside. I tried to do my own "red rocks" 1024 and 512 versions textures according to some tutorials -I've made difuse.dds and normal map_n.dds, imported it to SCK (added new texture and landscape),then added those textures to some mountain cliff model (new ID form of course). And it works, in SCK it looks good. But when I cow into my world in the game,thereis a problem: from distant it looks good: http://pl.tinypic.com/view.php?pic=16nsdj&s=8#.Uu-Pc_tRe9s but when I approach to these rocks, or jump on them they look awful, like 256 or lower resolution textures;? where is the problem? should I make higher resolution textures? or maybe it's problem with weak normal map for texture ? http://pl.tinypic.com/view.php?pic=34sgpiv&s=8#.Uu-PL_tRe9s Thanks for any advice how to solve it
  3. I have unticked "Start game enable" and now quest isn't available at all... What I have done I've just done simple quest acording to Betheda tutorial (with Bendu Olo, thief and amulet). I've made NPC-KroagGro, she is an orc, blacksmith vendor. No she has only "What do you want to buy" dialogue. But if I tick "Start Enable game", she has another dialogue option - "Some thief have stolen my lucky blacksmith hammer, could you retrieve it for me"- sth like that (topic from my DWOQ5 quest), and when I agree to help her, quest begins. (setstage(10)). I go to some cave, kill bandit and retrieve hammer (stage 20), return to NPC-Kroag and give her hammer back.End quest (stage 40). Everything works
  4. Hmm, I thought that is required for all quests/dialogues to run... I have unticked "Start game enable" and now quest isn't available at all... What I have done I've just done simple quest acording to Betheda tutorial (with Bendu Olo, thief and amulet). I've made NPC-KroagGro, she is an orc, blacksmith vendor. No she has only "What do you want to buy" dialogue. But if I tick "Start Enable game", she has another dialogue option - "Some thief have stolen my lucky blacksmith hammer, could you retrieve it for me"- sth like that (topic from my DWOQ5 quest), and when I agree to help her, quest begins. (setstage(10)). I go to some cave, kill bandit and retrieve hammer (stage 20), return to NPC-Kroag and give her hammer back.End quest (stage 40). Everything works Sorry I don't know how to delete post below... Leianne, what triggers do You supose to use (and how- I know, command myquest.Start() but how should like all script, and attached to what?). How can I make my quest available not from beginning of the game? I've learned about enabling/disabling objects via activators, triggers. Probably I can use some trigger box and use Event OnTriggerEntrance (or sth like that), and there use property MyQuest and command MyQuest.Start(). Am I right?Is this one of solutions? Are there other solutions to start quest, scenes not via "Start game enable"?
  5. Hi, I folowed the instructions from Bethesdas tutorial about making scenes: http://www.creationk...Tutorial_Scenes But I get stuck at last moment: PLAYING the scene... In my quest-dialog view I created new branch,topic (I say sth to my NPC), response (NPC says he will do sth with present situation). Tutorial says: "Go back to the Dialogue Views tab in GSQ01, select the view we've got there, then add a new branch called 'GSQ01BenduAdmitFeelings'. Open up the topic, add a response (maybe 'I've seen the way you look at her, you should admit how you feel to her.'). To get the scene to start we first need to create a property on the response info script. The topic info will already have a script attached, so in the bottom right panel, click on that script, then properties, then add a property of type 'Scene' called MSQ01BenduGilfreScene. That should auto-fill so no need to do that. Then in the end script fragment, add the following line: MSQ01BenduGilfreScene.Start()" And thi is problem- this topic DOESN'T HAVE any script ( I have scripts In ":Yes" and "No" topics in my STARTing branch,because these dialogues has scripts "set to stage"). I tried to create new script for it, set Property- name: DWOQ5scene (type scene, edit value- my scene's ID), when I edit script source I find: Scriptname newscript5 extends TopicInfo Scene Property DWOQ5scene Auto so the property is added correctly but when I put command in End PapyrusFrgament myscenepropertyscene.Start() there ius an ERROR: .psc(9,0): variable DWOQ5scene is undefined .psc(9,11): none is not a known user-defined type No output generated for TIF__04015524, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__04015524 Mayby it's connected with that script fragment which according to the tutorial I should already have, BUT FROM WHERE?- it's a new branch, new topic with 1 new response... It doesnt set any stage in quest so i didn't make any script for it earlier? Could you help me to solve that problem? I tried other tip: checking the "Begin on quest start" box on the scene tab but It does nothing I begin my DWOQ5 quest but the scene doesn't run, help Of course I know about creating SEQ file for any created quest after 1.6 patch to SCK Ok,there is a little progress- I didn't record voices for those response text in Scene dialogues, so the only were standing and starin at each other endless. Now they are coming to XMarker place,begin and and conversation and split up-end of the scene Everything work fine BUT I still don't know how to begin that scene with using script, in which place implement that script? There is second problem- the scene begins and end without starting quest DWOQ5...!!!it seems to start when I begin game (I coc to my place, run to them so I can hear their conversation, but few seconds later all the scene would pass and I, other players in the future will not even be aware that such scene took place). How to set it correct, that this scene, that dialog begins, exist only when I start that specified quest? Maybe it is caused by "Start game enable" flag in questdata?but all tutorials says it is necessary to have if ticked, otherwise quest wan't be able to run?is it true?
  6. Ok,Leianne. There is a little progress- I used what you adviced, but to set stage 15 and then 20. I go to Tirian, he takes Dwemer Schematic from me (set stage 15) and then rest conversation, end conversation and stage sets to 20;) I go outside, courier is coming and from this moment rest still doesnt working, still are problems I've mentioned earlier: he gives me note (stage don't sets), I read it -stage dont sets to 30, so when I go back to Tirian, there is no later dialogue lines (the have condition to work from 30 stage)... I don't know why this courier doesn't works properly, following this tutorial: and according to it, setting next stages is made in WICouriers main quest properties script. I made everything right but it doesnt work properly. What more, the courier the most often appears to me almast naked;)only in his pants...I dont need nudity in my mod...
  7. Yes, thank you. I will tell you when I will try it.
  8. I've just put beta verion of my mod in SkyrimNexus: http://skyrim.nexusmods.com/mods/47508//? I've posted there description of my problem with scripting too: Could you try my mod, edit in in SCK and see what isn't OK,fix it?Or send me a PW and tell what I should change,add or remove in scripts,conditions,etc. First quest works fine. But second- (id DWODwemerLanguage) isn't. Some things, objectives works (I used setstage command to try it) but some not,espiecially: a)didn't work setting stage from 10 to 20 (and after conversation Tirian didn't take ArkchnadumzNotes from me) b)at stage 20, when I wait for an hour in Markarth, courier appears and give me note(Wezwanie Tiriana), I read it,etc. but stages and objectives 24,25,30 didnt set c)I continue conversation with Tirian, but at the end stage 35 didn't set and that's why he didn't give me "Translated Notes-Przetłumaczone notatki z Arkchnadumz" Could you see it and try to fix it,or tell me what I should do fix it, where I'm wrong? I hope you will like dungeons and my fist quest;)
  9. Hi. I 'm absolutely beginner,novice in learning any script languages. That's why I try to understand how SCK Papyrus scripts work, how to use them by watching full examples (f.ex. from tutorials). I've tried to watch,peek some scripts from Skyrim.esm, or from other modders work but when I find some Quest in World Objects, go to last tab-Scripts and try to Edit Source, there is no possiblity to do this. When I double click scripts name, the error message appears :"Errors encountered while attempting to reload the script" Is there any way to watch those scripts? I know that there is some interesting quest in vanilla or DLC Skyrim, or in sbs mod, and I would like to do sth similar to it in my own quest mod. So I would like to see what I should tdo in every tab, step by step, especially in script tab. But there is error, and I cannot do nothin to see, to learn, how it should lokk like? Any suggestion how can I do this?from where can I get a lot of full, example scripts, tutorials, how to do various types of quersts? Only type of quest I managed to do (to copy according to the tutorials) is: 1)speak with sb 2)he will give you a task- kill bad guy and return me my sth (amulet,sword,etc) 3)I kill bndit, take item, give it back to the owner and he gives me reward, end the quest
  10. Hi, first of all sorry form my poor English, I hope you wil understand me enough. I'm complete beginner in SCKit, and with scripting. I've already done my firts quest mod (with help of YouTube and Bethesda tutorials)- I speak with Bralin, he tells me a story about a dwemer ruins, I go there, kill the bad guy who killed Bralin's friends (I dont take any item as usually;) and return to Balin. I tell him about avenging his friends, and the quest is over. Now, I want to begin another quest, during exploring those ruins. In one container I want to place DLC01DweSchematics (off course I made a duplicate, and renamed it for my mod: DWOStrangeDweSchematics). I wanted to quest begin when I will pick up this item. There will be objective, that I have to go to Markart where my NPC-Tirian will translate these schematics for me (like Dawnguard quest with 4 forgotten,falmers books- I go Urag gro-Shub, give it to him, he takes oryginal book and gives me translated copy). And of course when I will read translated book, I will begin another quest, concerning the story in book. So I hink that I have to make a starting quest script for this item: DWOStrangeDweSchematic Script name:Begin quest Property name: DWODwemerLanguage (type:quest) I tried to write script for begining, but I failed. My script: Scriptname Beginquest extends ObjectReference Quest Property DWODwemerLanguage Auto Event OnContainerChanged(ObjectReference newcontainer,ObjectReference oldcontainer) if(newcontainer==Game.GetPlayer()) DWODwemerLanguage.GetOwningQuest().SetObjectiveDisplayed(10) DWODwemerLanguage.GetOwningQuest().SetStage(10) Endif EndEvent Scrpt dont compile .And error message for these lines: (7,18): GetOwningQuest is not a function or does not exist (7,35): none is not a known user-defined type (8,18): GetOwningQuest is not a function or does not exist (8,35): none is not a known user-defined type No output generated for Beginquest, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Beginquest What should I write in this script. How to make my quest begin when I will pick up DWOStrangeDweSchematic item from container in my ruins?
×
×
  • Create New...