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dottedgirl

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About dottedgirl

  • Birthday 04/16/1994

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    Female
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    Music, Video Games, Books, Learning. History. Math.

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  1. Awesome instructions! Now, I'm assuming that I can follow the opposite procedures (in a sense) to make objects disappear after a quest step? For example, clearing some rubble so the player can access a previously un-accessible area?
  2. So in my current mod, I would like the player to be able to buy furnishings for the faction that the quest adds. Stuff like tables, shelves, beds, etc. Quite similar to buying furnishing for a Player-Owned House, or like you can do toward the end of the Dark Brotherhood quest line. I'm just wondering how I go about doing this though. I'm assuming that I want to make fully-furnish the faction first, then somehow 'turn off' the furniture that I want to be purchasable then have it 'turn on' after the player purchases the furniture (which will most likely be done through selecting an option in an NPC's dialogue). How would I go about turning off/on the furniture?
  3. I'm pretty sure I duplicated it, I'll see if this portal solution works. Watch this space...
  4. Hello all. So. Within the render window in CK, my cell looked great. http://tesalliance.o...-looksgoodtome/ So I loaded it up in-game to try it out, look for gaps etc. In game...its destroyed. Peices are missing: http://tesalliance.o...9-justkidding1/ http://tesalliance.o...0-justkidding2/ Then things begin to glitch, disapear, and reappear. http://tesalliance.o...1-justkidding3/ http://tesalliance.o...-just-kidding4/ Any ideas as to why this might happen?
  5. dottedgirl

    DisciplesofHarmony

    Screenshots and what not for my current Skyrim Mod, Disciples of Harmony.
  6. Suddenly, out of no where, my NPC quest dialogue no longer shows up. I had read before that I need to generate the SEQ file- which I did a long while ago when I first dug into this mod. I tried generating it again, thinking that I needed an updated version of it, but the Steam method of generation just doesn't work (no file is generated, I've even tried deleting the older SEQ file) Sigh.
  7. Alright, so I have the scripts attached to a few different things. Bear in mind that this is my first time making anything, so for all I know this was a silly way to do it. I duplicated these items and attached the script to them. -Horker Loaf (also put in the disable havok script and disable activation so that the player can't pick it up) -Poison bottle (also put in the disable havok script and disable activation so that the player can't pick it up) -A Chest container -A knapsack container Finally, I made an NPC Emily, and put her in the cell, set her to start dead, and attached the script to her. EDIT What about creating aliases for the quest? Would it be 'neater' if I were to attach papyrus scripts to the aliases of the objects?
  8. Okay, I'm now to the point of adding objectives to the quest. I've modified the clue scripts to set the stage if the fifth clue has been found: Scriptname cluechest extends ObjectReference Quest Property ChristmasParty Auto GlobalVariable Property cluesfound Auto int chestfound float myVal Event onactivate(ObjectReference akActionRef) if chestfound < 1 chestfound = 1 Debug.MessageBox("You found a clue!") myVal = (cluesfound.GetValue() + 1) utility.wait(0.20) cluesfound.SetValue(myVal) endif Debug.MessageBox("Odd, there are only three presents under the tree. Whoever brought them must have known there would only be three people left alive!") if myVal == 5 ChristmasParty.setObjectiveDisplayed(30) ChristmasParty.setstage(30) endif endEvent However, the fifth clue (no matter what order I do it in) does not seem to execute the setstage/setobjectivedisplayed. I'm wondering if I have a screw loose in my code.
  9. Yes, I am getting that message. I've tweaked all of the scripts and they are now working as expected, with the cluesfound variable updating correctly. Now I must script the rest of the quest, which hopefully will be a little more straightforward (its mostly dialogue based) than this has been. Thanks for all of your help so far!
  10. I'm assuming the same is going for the in-game console? I try, in game, getglobalvalue cluesfound and always get 0.0000. So, the variable IS updating, but it's not showing me that it is updating? Like, if I were to try a conditional, say if it is equal to five, that should be accurate?
  11. Nearly there! I Adjusted as you suggested- perfect! Though when I debug in-game, it doesn't seem like the global variable gets updated. First, here are both scripts on both objects. They are nearly identical. Scriptname modEmilyClue extends ObjectReference Quest Property ChristmasParty Auto GlobalVariable Property cluesfound Auto int bodyfound float myval Event onactivate(ObjectReference akActionRef) if bodyfound < 1 bodyfound = 1 Debug.MessageBox("You found a clue!") myVal = cluesfound.GetValue() myVal = myVal + 1 cluesfound.SetValue(myVal) endif Debug.MessageBox("There are fresh wounds on Emily's body. She may have been in a fight recently!") Debug.MessageBox(cluesfound.getvalue()) Scriptname InvestigateVial extends ObjectReference Conditional {Investiagate the empty poison vial. Advance in the quest. Disable investigating the vial.} Quest Property ChristmasParty Auto GlobalVariable Property cluesfound Auto int vialfound float myVal Event onactivate(ObjectReference akActionRef) if vialfound < 1 vialfound = 1 Debug.MessageBox("You found a clue!") myVal = cluesfound.GetValue() myVal = myVal + 1 cluesfound.SetValue(myVal) endif Debug.MessageBox("There is an empty vial of a deadly poison in this basket!") Debug.MessageBox(cluesfound) endEvent So I go in game to test, and it works almost exactly as planned, except the first debug message of the global variable tells me "None" for it's value. After activating the second object (works the same in either order), the debug value I get is 0.00000. So, it seems like the variable is updating...But not adding 1 to it. Am I missing something somewhere?
  12. Alright, now I have: Quest Property ChristmasParty Auto GlobalVariable Property cluesfound Auto int vialfound float myVal = cluesfound.GetValue() Event onactivate(ObjectReference akActionRef) if vialfound < 1 vialfound = 1 Debug.MessageBox("You found a clue!") myVal = myVal + 1 cluesfound.SetValue(myVal) endif Debug.MessageBox("There is an empty vial of a deadly poison in this basket!") endEvent But the compiler gives me these errors: d:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\InvestigateVial.psc(10,14): no viable alternative at input 'cluesfound' d:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\InvestigateVial.psc(10,24): required (...)+ loop did not match anything at input '.' d:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\InvestigateVial.psc(10,6): Unknown user flag cluesfound No output generated for InvestigateVial, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on InvestigateVial
  13. The guide I was reading says that global variables don't persist and that using the quest by itself would be best. However, I can't seem to 'add' a value to global variables. Every time I try to debug, it tells me that the variable (cluesfound) is 0.0000, even after the script supposedly set it to 1. My very original thought was to just declare a variable within the script for the object, but I then found that even if I declare the same variable name on a different object, the variables are only attached to the seperate objects and don't carry over. I'll be honest, I'm not 100% sure what you mean by 'quest script'. It might just be me being a n00b though
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