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KWITS

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Everything posted by KWITS

  1. I like you hidden door concept; it is innovative in its approach. I only want to insure that I adhere to creating an environment that is real and believable.
  2. Thanks for you continued interest in this forum thread! I have used Boolean logic throughout my Mod and only this time, I am running into a problem with this function call to remove Player infamy. I have also noticed this same use of code with other developers in their Mods. Why is this not recommended as a best practice in your opinion?
  3. This last referenced code continues to freeze game play under Oblivion as soon as the stage is triggered right after the end of a topic discussion.
  4. Good Day, The following code still freezes Oblivion during game play: If ( WaVLTFoundQuest == 47 ) playSound3D SPLAlterationCast SetCrimeGold 0 SetPCInfamy 0 Endif This code is executed within the Results section for the topic Regards, KWITS
  5. Good Day, I have a scenario under my TESIV Oblivion Mod in which a one NPC leads another NPC that follows when the first NPC goes to a distant location with multiple teleports. The travel package is functioning but I want my primary NPC to lead the group as if they and they alone knew the path ahead. However, there is a 60 to 120 second delay before the NPCs begin moving through a teleport to a new interior location. Also, the two NPCs in question never go ahead of me as they should. I have to trigger the travel package to start by going first through a door. Does anyone have any ideas on how to minimize NPC travel package delays and how to have a primary NPC lead another NPC autonomously? Thanks, KWITS
  6. Do you recommend the same for the removal of player crime gold?
  7. Good Day, I have tried without success to allow a NPC (a Priest) to pronounce a blessing upon the Player to remove all infamy and debt. However, despite multiple methods, my game freezes during game play when the script is triggered upon a new stage. Here is the code for the NPC script method: Begin GameMode If ( WaVLTFoundQuest == 47 ) ;messageBox"The memories of your past soon become a distant memory as you are overcome with an overwhelming sense of peace!" Player.SetCrimeGold 0 Player.SetPCInfamy 0 Endif End Thanks, KWITS
  8. Good Day, I have a scenario under my TESIV Oblivion Mod in which a one NPC leads another NPC that follows when the first NPC goes to a distant location with multiple teleports. The travel package is functioning but I want my primary NPC to lead the group as if they and they alone knew the path ahead. However, there is a 60 to 120 second delay before the NPCs begin moving through a teleport to a new interior location. Also, the two NPCs in question never go ahead of me as they should. I have to trigger the travel package to start by going first through a door. Does anyone have any ideas on how to minimize NPC travel package delays and how to have a primary NPC lead another NPC autonomously? Thanks, KWITS
  9. Good Day, I have a book that that my Player acquired during a quest that I want to keep magically sealed until the right moment like the start of a new quest when the book is given to a NPC to dispel in order to open for reading. Please provide sample code for this purpose? I have a script running on the book in question but it only provides a pop-up when it is assessed warning the book can't be opened. Best Regards, KWITS
  10. Good Day, I have discovered that if the Player accesses a teleport out of a building and then re-enters, the NPCs will begin traveling to there next referenced location. However, why is this necessary? It appears that by the presence of the Player that this makes the NPCs in question halt their travel. Cheers, KWITS
  11. Good Day, Although I now consider this topic closed since my NPC is waiting for my arrival back to town at her designated location, I am still having issues with my NPC's packages. For example, during testing, sometimes my package launches enabling the NPC to travel and while in other cases, the NPC does not travel to the referenced location. What causes this eractic package behavior? Thanks, KWITS
  12. Good Day, This issue appears to be now resolved. I performed the following actions that might have led to the final fix. 1. Added all ending and intro quest stages to the NPC's package in which the NPC would be expected to begin dialogue 2. Used the MoveTo function within the Mod's main script 3. Used the enable function against the NPC reference Regards, KWITS
  13. Good Day, During extensive testing of my pre-release of the WaV Mod under TESIV Oblivion, I have encountered a problem with NPC movement between successive transitioning of each new quest. Here is the scenario: The Player first encounters a NPC during a quest which the topic of discussion triggers the next quest. The Player moves on to the next quest level of completion. Using packages to control NPC behavior, I attempted to control the movement of the NPC from one location to another location on the change of a quest. However, after several successive quests when the Player returned to the original location to find the said NPC, the NPC was no where to be found. During my troubleshooting, I continually unloaded my Mod against my saved Player file, saved my game and then loaded back my Mod to another saved game version. This action had limited positive effects but did not resolve the issue at hand. I was able to mediate the problem by creating a new NPC reference of the same character by placing the NPC within the desired location but is this a best practice? Wouldn't eventually during real game play, the NPC would meet up with its doppelganger? My top priority within any Mod development for Oblivion is to create an intriguing world with an exciting story line and a realistic, innovative environment. I often think about my gaming world when going to bed each night. Yes, I do have a life but this is how creativity within the human brain works, at the unconscious level. I have resolved script issues even in the shower! Anyway, I suspect my issue arises from the actual aspect of going back and forth between game saved levels between each quest. I am planning today to begin my main quest over from the beginning and observe the results. I would prefer that my NPC would simply be waiting for me at my own convenience and choosing. This is how is in the real world. If someone give you a job assignment and says, "I will be here when you get back", it is a reasonable assumption to expect this individual to be at the designated location as expected. Does anyone have any ideas? Cheers, KWITS
  14. Thank you sincerely Khettienna for all of your ideas. I am not a programmer by trade but an artist and a novelist of ideas. However, I have intermediate expertise in VB scripting; this is my main stumbling block. My resolution for this topic of interest was interesting. When I initially chose to place the GetDead script piece within the main WAV001 script, this was the the track of success. I had earlier devised several script versions within the actual quest topic results area but without any success. The CS allowed both object IDs and reference IDs within the main WAV001 script which threw me for a loop. The final resolution was to change WaVDarkPriestVoidNPCRef to simply WaVDarkPriestRef. This topic is now closed; moving on to my next topic of interest! Have a great day, KWITS
  15. Working on a script to set a new stage upon NPC death

  16. Good Day, Thank you again for reviewing my postings. I tried your recommendations but still my new stage did not start. I tried placing the code snippet within a script for the NPC and tried to place it under my main script but with no positive results. Begin GameMode ; main WaV001 Quest sections If ( GetStage WaV001 ==30 ) && ( WaVDarkPriestVoidNPCRef.GetDead == 1 ) SetStage WaV001 31 Endif End Best Regards, KWITS
  17. The Player encounters the NPC and begins a conversation dialogue sequence. As soon as the NPC finishes his dialogue, he immediately begins attacking the Player. When the Player kills the NPC, I was trying to set a new stage to prompt the would be Player to check the body for a special document. Regards, KWITS
  18. Good Day, Thanks again to everyone's contributions to my forum thread! Here is my latest code update for beginning a new Stage upon the immediate death of a NPC in active combat with the Player: WaVDarkPriestVoidRef.Startcombat Player If WaVDarkPriestVoidNPCRef.GetDead == 1 SetStage WaV001 31 Endif This code is actually within the topic discussion area as a resulting script to be executed upon end of the said topic with the Player. Cheers, KWITS
  19. Good Day, What a wonderful website! I have an issue that still stumps my understanding and it deals with triggering a new stage immediately upon the death of a battling NPC. I have tried several functions such as GetDead or GetDeadCount but all without success. There is a note within the NPC's inventory that I want the Player to be reminded to search for. Please provide a sample script how you would resolve this issue. Regards, KWITS
  20. Good Day, My issue with activating, landscape waterfalls within interior cells is now resolved. In addition to everyone's invaluable help, I am one step closure to modifying existing NIF files through NifScope in support of my pre-release Mod, "Word and Void". Regards, KWITS
  21. Okay, I am almost there but not quite. I quickly learned that I can't repack customized NIF files into the original BSA Meshes file. However, I did learn that I could simply move my customized files into a directory path that the CS tool would recognize. Here is my problem. I am receiving a persistent error message when I try to save my NIF file. The error indicates a link block error.
  22. Good Day, I just modified two landscapewaterfall type files that were extracted from the BSA meshes file. Under NifScope, I went under Render\Settings and adjusted around the Emissions wheel under the Materials tab counterclockwise about 45 degrees. Lastly, I saved the modified files under separate file names. I modified the original waterfall file and the foam file. I guess the next step is to add the two modified files back to the original BSA file. Regards, KWITS
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