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TheObstinateNoviceSmith

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Everything posted by TheObstinateNoviceSmith

  1. Final update, Script was working, the problem was the LItems I was originally trying to use. They were set to 100% (vanilla game setting) chance to not generate. Also, it seems you can put any form into any LItem list as I was able to load an item with a WEAPON property into an LItem for Spells and it worked fine.
  2. Here's an Update So I tried to modify the method shown above to use Addform and LeveledItem Properties. My Script compiles, and I see my Debug Notification fire off at least once, but still, my item is not being sold by any of the merchants that have the appropriate Leveled List. Here is my current code:
  3. Introduction: Greetings everyone. I have an issue that I am hoping would prove a simple resolution to the more experienced script writers among you. After searching, I have been unable to find the answer myself so here we are and I thank you in advance just for taking a look at my problem. Issue/Goal: I wanted a way to add an item to what a merchant sells without changing/affecting the rest of what they sell. Because I wanted to reduce the likelihood of mod conflict, I thought a script would be the best way to go. I do not wish to add the item to any level lists as I think/believe this would result in other vendors possibly having the items as well as enemies. And in my search for a solution, it would seem AddItem alone would not suffice due to the fact that a merchant's chest respawns/refreshes. Problems With What I Found: I am still pretty novice at several aspects of this so despite finding what I believe to be the answer, I am not sure how to specifically get it to work (such as do I need to set up the aliases in the quest or is it defined in the script or both... if I have to set them up in the quest, which settings/checkboxes are used... where exactly do I tell the script to add my item to the chest). The answer may be obvious, especially with what I found, but while I understand what I found much better than I would have a few months ago, I'm still pretty green with scripting and quest making. What I Found: Because of how the site looks when you're not a member (it doesn't show anyone's name and any code shown is smushed together without spaces so it has to be manually separated) I do not know who to credit for this (though it may have been Chesko) but this is basically what was said as an answer to someone else asking a similar question as what I am asking...
  4. Thanks again Jac, but I basically got it figured out using the packages. Just having some odd issues that from what I can tell, after following two different tutorials to the letter, I shouldn't even be having. Still, I definitely got the basic function down. Thanks for hitting me back though. I was going to update my post once I got it completely worked out but I should have done it sooner as I definitely found a way to resolve this. EDIT: Everything is all good now. Thanks again for all the help/advice.
  5. I'm hoping I could trouble you guys one last time over something that has to do with this still, just in a different way. So, Jac, what you told me to do definitely worked, but upon using it, I ended up realizing there was something else I was trying to do with this code. I wanted to make an auto dismiss of sorts and I thought I could just apply what you (Jac) told me do this simply by adding the code to Stage 0 of another quest that activates when the follower quest deactivates (instead of a Stage 20). It complies, but of course it doesn't actually do anything. I'll try to explain what I am trying to do better... Basically, the follower will follow you as long as a number of conditions (a lot of them) are being met. These conditions are are stored in the Quest Data so if any of those conditions break, the quest no longer functions. The other Quest becomes active when the original goes down, because it has the same conditions attached to it but with opposite value requirements. This works just fine. The only thing is, I want the follower to be dismissed as soon as the new quest kicks in. Attaching this to the Stage 0 of the quest that is meant to dismiss compiles, but doesn't actually do anything. I even tested it by changing the script to SetStage(20) and it failed to do so: DrascsanaMainQuest.ARCTESTDialogQuestScript.DismissFollower() Thanks again everyone just for taking a look at this and Jac for answering my question before it had evolved into yet another. EDIT: I'm not sure if it is going to work, but I think I can resolve this issue incorporating an AI package. I don't understand package hierarchy (have a situation where the sleep package attached to my person seems to be overridden by the SpouseSandboxing one that allows sleeping) but I think this could work for me.
  6. Lol, I am very thankful to you Jac. Good grief you saved me. I was pretty much agonizing over this and now I'm all chill. Thank you a million times over.
  7. Hey Jac, thanks for responding to me and for your tutorial. That fragment only works for me when used as a dialogue fragment. I have not been able to use the GetIOwningQuest function in as a Quest Stage fragment. It gives me errors. And yes, that is the name of my script.
  8. Hello all, I know that there are detailed tutorials here and I am sure they answer my exact issue and/or explain why I am having this issue and I have read the tutorials here and in other places when it comes to scripting as well as followed along doing different things and I don't get it. My head isn't made for scripting. It's like I am reading a foreign language I don't understand (which is exactly what it is really) and so something that is plain as day to a native speaker is impossible for me to comprehend. So regardless as to the simplicity of this issue, please trust and believe I have really tried to figure this out on my own before coming here and failed. I used this tutorial: Making a Custom Follower but discovered an issue where the game isn't truly dismissing a follower that uses this framework when it auto dismisses. This is especially true for when the person you are marrying is an active follower at the time the ceremony starts. So what I wanted to do, since my Follower Dialogue Quest incorporated stages already, was simply add a script fragment to the stage it uses when a follower is dismissed/not following that dismisses the follower. So of course, I thought it would be easy to simply do what worked for the dialogue: (GetOwningQuest() as ARCTESTDialogQuestScript).DismissFollower(0,0) Then GetOwningQuest() errors because it isn't a function or something. To overcome this in the past, I would just declare the quest as a property for the fragment, but that doesn't work here because it is a script I need as a property and I don't know how to do that since I tried and that failed. My plan was to then try this function: ARCTESTDialogQuestScript.DismissFollower(0,0) or this: ARCTESTDialogQuestScript.DismissFollower() But somehow I think that even if I could declare the property, this wouldn't be right. I even tried declaring ARCTESTDialogQuestScript as the kmyQuest but that didn't allow me to use the above fragment either. So I am lost. All I am trying to do is make it to where when my follower's dialogue quest stage is set to 100, the follower is dismissed as if you dismissed them with the dialogue choice. Any help to resolve this would be majorly appreciated as this is tormenting the Oblivion out of me. Thank you. Sincerely, Tons
  9. I did give the other tutorial a try as well and because that one seems to be concerned about the state of the skeleton, I can't get past that part as it always imports dirty for me apparently. While there are more steps for the tutorial here, it is a good tutorial and I like both of them. I like the other one because it was quick and easy for me to do, but I like the one here because it provided a much greater understanding as to how things work and why. Unfortunately, neither of them are getting me the result I want at this time, so I'm just going to move on for now and/or look for an alternative to using this combination to get the job done. Thanks again )
  10. I guess my problem/concern is I know there is something going on with the Bone Weight Copy thing and I know the bones aren't being used. The tutorial I used comes from TESNexus and it is the one that has worked all the way up until now. I feel like I must have downloaded something wrong or something to that affect because nothing was fickle for me before now. Though technically, it isn't being fickle now, it is consistently not working for me, lol. I stopped messing with the final meshes and didn't send all files for the mesh to work was because of the fact that I didn't see a point since I could already see the mesh was wrong from the Dismemberment count. Anyway, thanks for all your input. I'll keep looking into this thing.
  11. Thanks Kisuke for your response. I was kind of rushing to get through this again, but the other times I did this, I did change the name on the dismemberments and I know it wasn't quite clear in my first post, but I did try to change the bonepartition thing despite things working for me in the past despite me never have to do anything like that. Regarding the dirty skeleton, this is also new to me and I can't imagine everything I have been doing as of late has had a dirty skeleton. One of the things that I did in the past and worked fine, I simply imported it into Blender then exported again and the same thing occurs, just not to the same extent. When you say the bones weight didn't copy properly, that interests me. I mean I think that is the key to the issue as well, but it doesn't make sense to me because I followed the same tutorial I always have and did the same thing I always did, so I'm not sure why it's not working now. Again, I thank you for taking the time to try to help as well as for your tips. Hopefully I'll get back to a point where I can put them to use.
  12. I apologize for the delay in my response, but things got busy and then I decided to go through the whole process for the 4th or 5th time just to be sure. For this mesh, I decided to split the mesh so that I could use two different normal maps with two different settings so I imported it twice and then cut them in half. I'm sure there is likely an easier way to do this, but I didn't think this would be an issue for me to do as I had done it many times before. I also had tried changing the SceneRoot/Parent name so I could copy the dismemberment branch from the original .nifs but that just distorted things. This file is just one example of the issue, on the other things I had tried to do, the same thing would happen. I even tried doing it without altering a thing and still, the exported .nif always has less bones in the dismemberment branches than the original. I included all folders showing my work so it should be easier to see the process and steps taken: Mesh Work Thank you guys again for taking the time to try and help me.
  13. Thank you both for your responses and trying to help me out. I apologize if my original post was unclear on this as I was pretty tired when I wrote it, but all my settings for exporting are correct, all the supporting software is the latest and most up to date that you can use for this particular process.
  14. Hello everyone, I'm not a great modeler or anything, but for sometime I was modifying armors for personal use by importing a .nif into Blender 2.49 then saving it as a .blend, then opening the blend in 2.62, editing it and then saving. Then opening it in 2.49 adding materials, copying bone weights, parenting skeleton and then exporting it as a nif. This worked fine for me. So I had some misfortune with my PO recently and the end result was me losing all my programs and having to redownload all of them. I go to do what I've always done and get int he game and my character looks all distorted when she puts the item on and so I know it must be the bones. I look and notice that even though right before export, the clothes had 21 bones and the body had 11, when I exported them, they both only had 4. I've tried uninstalling everything that had to do with Blender 2.49 and switching to the older version of supporting software (PyFFi, Python, Nifscripts) thinking maybe that was what I had originally before the PC problems, I tried updating to the very latest of each that was Skyrim useable. Nothing works. I saw someone mention needing to change min and max values for Bonepartitions or something like that which I thought was weird since I never had to do that before, still tried it and that didn't work. I am following the same tutorial I always have and making sure that my export settings are identical to the screenshots given. I'm at the end of my rope with this. I have no idea what could be the problem so I am posting here in hopes someone will know what is wrong and or what I am doing wrong. Thank you sincerely, Tons
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