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...

Ashenfire

Ambassadors
  • Posts

    565
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by Ashenfire

  1. Thanks for the reply.   

     

     

    Yikes.  I never saw that wall structure before.  Not going through motions, it was new to me.

    Lots of trial and error.  Going free style without grid snapping is quite tedious and challenging.

     

    I was trying something new.  You taught in the tutorial to use the trap door transition.  I was

    trying to challenge myself and not use the transition.  I also know from experience people

    complain about transitions; even though I usually don't.    So I thought it was different. 

     

    I agree with the stone stairways.  I just couldn't figure how to make it wood; and spiral down in

    the same house space.  I never claimed I was an expert.  I barely pass as intermediate.

     

    You probably won't give points back, but I disagree with the free stuff, I don't do that in an actual quest. 

    I wouldn't give the house away either.  It wasn't free as you say because I would have finished it with house purchase dialogue and made the player earn the stuff down stairs.  So I don't see where I went wrong.  I agree by the way just doling stuff out ruins the game; but it did have a purpose.

     

    I see what you mean about the door.  I will have to remember that next time.  That is something I over looked.  Those embarassing baskets, my fault  for not quadruple checking.

     

    I am confused about the lighting.  I had no lanterns at the exam time, that was for a player special request.  Not sure if this made a difference or not. It wasn't red in the lighting view.  It was violet and blue.

     

    In fact, in playing mode, it was dark when you walk in the topside of the house, with the lighting.  Lighting is a new area for me so I need to know why I suck.    It was supposed to be a dark motif. 

     

    I could have splurged with clutter and I wish I did now, especially since thieves steal a lot of loot.  It would have gone with the motif.  I somehow thought  you would dock points for it looking like a random dumping ground.  Hopefully I will not make that mistake in the future.

  2. there is a candlelantern  that is droppable, havocable. Then there is the candlelanternwithcandle that is a static.   I was trying to copy the picture of the candle and its light property over to the lantern01.

  3. I have entirely no idea what I am doing with nifscope.

     

    I copied a branch inside candlelanternwithcandle.nif

    It gave no errors when I pasted the branch into my candlelantern.nif

    When I try to use the model, it crashes creation kit.  So how do I trace this?

    Candlelanternwithcandle is a STATIC with a burning candle in it.

    CandleLantern                 is a reference that can be dropped/picked up. :read:

  4. I resolved the issue.  You don't need aliases.  Yes, they can be used, but you can make your references via dialogue.

    Those references can be 'getisid' or an alias.

     

     

    I used the Story Manager to start both quest 1 and 2.

    Each quest has its own dialogue.

    Since the dialogue was in Quest 2, I assumed it would advance the stage there.

    Finally, yes it worked.

     

    For what ever reason, the original script didn't work, I kept trying to re do it different methods, then put it back, now it works.

    Some of the declared variables were not used, but I didn't feel like removing them, in case I use them later.

     

     

    ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
    ;NEXT FRAGMENT INDEX 3
    Scriptname TIF__03010293 Extends TopicInfo Hidden

    ;BEGIN FRAGMENT Fragment_2
    Function Fragment_2(ObjectReference akSpeakerRef)
    Actor akSpeaker = akSpeakerRef as Actor
    ;BEGIN CODE
    ;
                          ; StartQuest.Start()
                           StartQuest.SetObjectivedisplayed(ObjectiveNum)
                           StartQuest.SetStage(StageNum)

    ;END CODE
    EndFunction
    ;END FRAGMENT

    ;END FRAGMENT CODE - Do not edit anything between this and the begin comment

    Quest Property StartQuest Auto
    Int   Property ObjectiveNum Auto
    Int   Property StageNum    Auto
    Location Property akLocation Auto
    Actor Property akActor1 Auto
    Actor Property akActor2 Auto

  5. These boxes always uses topicinfo to extend to

    it didn't work.

    I changed it to extend object reference.

    That didn't work either.

     

    So how do I advance a stage on a DIFFERENT quest , from dialogue?

    I used the getowningquest  command in the quest I wanted to advance the stage, that didn't work.

    I tried to advance the stage from a different quest...that didn't work.

    I succesfully advanced a stage from another quest using a button activator.  So I believe this is possible.

  6. I did the class on the button with messages.  I successfully got it to change a stage number on a second quest,

    as well as give gold.

     

    I have 2 quests running.  They compliment each other but have different quest endings.  They must know what

    the other is doing, so to speak.

     

    Since the button test worked, I thought I would try it in dialogue, which is what I wanted all along.

    It won't set the stage.

     

     

    For ease of use, I will refer to q1 and q2 as quest 1 and quest 2 respectively.

     

    I want a person to be in dialogue during Q1, then while in conversation, advance the stage in Q2.

     

     

     

    This is the script I am using in a conversation:

     

    Quest Property StartQuest Auto
    Int   Property OjectiveNum Auto
    Int   Property StageNum    Auto
    Location Property akLocation Auto
    Actor Property akActor1 Auto
    Actor Property akActor2 Auto

     Event OnStoryDialogue(Location akLocation, ObjectReference akActor1, ObjectReference akActor2)

                          ; StartQuest.Start()
                           StartQuest.SetObjectivedisplayed(ObjectiveNum)
                           StartQuest.SetStage(StageNum)
     ENDEVENT

     

     

    I 'rem'med out StartQuest.Start because I don't need to start the quest, it is already running.

    It compiles with no errors.  The stage won't advance.  I am using clean saves for my tests.

     

     

    Any suggestions?

     

     

     

  7. Ok thank you.  I was visualizing the ladder stair as 'in the way' for the actor as he could only stand over it to go upstairs, but under he would be too tall.

    So I will navmesh as in the instruction.

     

     

    My question with the bar stools wasn't for the animation of actors sitting down, it was for consistancy that if the barstools were moved by the player

    or conflict in  a fight, that there should not be a navmesh hole where it used to be.   So I guess this question is for future times when I am not modding

    stools that are static.

  8. Skyrim Kit basics #2.

     

    I know you say don't put triangles where they will clip furniture.  So my 'conflict' is with when I decide

    to path under items like what was done with the ladder going upstairs.   Why is it ok there?  Is it because

    of its 'type'? 

     

    Another instance:

       I have two bar stools near the small tables at the entrance.  I would think I want to mesh under the bar stools

       so that when they are moved around it has consistancy with the actor's movement pattern.

  9. Heya, just want to let you know there is a confusing bit in the part of the CK Basics, lesson 1.

     

    It tells you to change snap to grid from 64 to 16.  So I did.  Nothing matched.  I 're zeroed' my

    first piece, and changed to 64 and it works.  The picture shows 64, but the text shows 16. :detective:

     

  10. Hello all,

        I am working on a Skybrary project amongst actual mods for Skyrim.

     

    I am out of touch with programming.  I am from the 'old' school, not mainframe, but from GWbasic, D.O.S,TurboPascal, Apple ][ e.

     

     

    The new school confuses me and is giving me such a headache.  I am in this forum to hopefully, change my luck for the better.

     

    I have 5 mods published on Nexxus, but they were more for adding functionality and familiarizing the kit; except for the 5th project

    which is the  Skybrary.

     

    I have a sixth project {not put in WIPz yet} with story lines, history, action, immersion friendly dialogue, marriable, faction friendly.

     

    I want to make sure I can advance my WIPz in the Alliance but also get participation with my library.  It is a collection of my work and other

    peoples, put into ONE place.  I have been on the internet falling asleep and getting a little upset that I have to wait between 20 minutes

    to 40 minutes to get 5 minutes worth of information.  I would do the work and notate it in Clipmate and .odt, doc form.    I am asking

    if this seems feasable to anyone here, to share information based on  Short Version  and in depth LONG Version methods on modding?

     

    I am also wondering whether or not the modding school format with lessons and homework was a one year only project.

    Is it still being offerend?

     

      Thanks in advance.

                           Ashenfire

     

×
×
  • Create New...