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TigerCubofPNW

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Everything posted by TigerCubofPNW

  1. CK is the way you plug into Skyrim. You can write scripts, sure, but the only way to get them into the game is through CK. You need to create ESP (or ESM) files and for that you must use CK. Sorry, bud. As someone said, Creation Kit is a piece of crap, but it's what we have.
  2. From lesson 4... "It is safe to delete individual triangles that are part of the cell mesh but you don't want to wipe out the entire vanilla mesh for that cell." That supports what the inestimable LadyontheMoon says. You can tweak vanilla mesh all you want, delete vertices, add vertices, delete triangles. Just don't delete the entire vanilla Navmesh in a cell and you're good.
  3. No worries about the lateness. Any answer is welcome! I think that does answer my question. I haven't actually used it yet because, as I said, it scares me. But I was thinking of using RegisterForUpdate instead of RFSingleUpdate, so this is good info. Thank you
  4. Wow, that was a little hostile... I didn't ask if this was a Skyrim question, I was trying to see if you were referring to Navmesh that came with the original game or your own Navmesh. And mostly my question came about because I've never heard or seen anything about not deleting existing Navmesh so I wasn't sure what you were referring to. And I did answer your question when I said I deleted vertices and moves things around and so on without any problems. Which is a direct answer to your question about "can you cut a hole in the existing mesh or will it throw a fit for you doing such. " If you're going to ask for help, then it might help if you didn't get so grumpy with someone trying to help you. I'd offer more suggestions but since you "know how to Navmesh" I won't insult your intelligence by pointing out the things you do to delete and modify Navmeshing.
  5. So, I've been really nervous about using the OnUpdate function, since it seems to be a resource hog. I don't wanna do bad modder things. so I was hoping someone could tell me the things to watch out for and avoid?
  6. So, I made the big leap to Mod Organizer and mostly it just rocks. However, it's made using CK a little... weird. Issue #1 - I have a script that I can't alter the properties on. I am able to edit the script's source, and I can edit the properties on other scripts I wrote, but when I try to edit the properties of this one script it says it's unable to load the source. I looked around and that is supposed to mean it can't find the PSC file. I looked and sure enough, it's right where it's supposed to be. Right next to the PSCs for the scripts it's not having an issue with. I saved, re-opened, nothing. I saved the mod, re-opened, still nothing. I never encountered this before so I am assuming it has something to do with how MO handles things. Hoping someone has some ideas. Issue #2 -- what are you supposed to do with the files created in the MO overwrite folder? I've confirmed that they are not the updated versions of the mod's resources, merely copies. Not sure why Mod Organizer even does that. The one thing in there that is needed is the ESP file, which for reasons passing understanding is DELETED from the mod's main folder--and an explanation for that I'd love to hear. Happy new year!
  7. Um.... Are we talking about Navmesh that came with Skyrim? I know for sure you can delete your own Navmeshing to your heart's content. But even in Skyrim it shouldn't be a big deal. I mean, just like putting a building down somewhere. You mess with the landscape, even the shape of the world. But it doesn't matter because those changes only exist in your mod. When I did my Navmesh in my custom building, the auto Navmesh did dumb things like put mesh in the fireplace. I deleted a lot of it, moved vertices and then created new triangles and filled them. Stairs can be a pain in the ass. You need to have a vertices at the top and one at the bottom. You select them both by clicking one, holding CTRL and then double clicking the other. You then may have to massage thing so the Navmesh isn't too high off the floor -- that was the problem I had the first time I did it.
  8. Go to TES5Edit, right click on the mod, click "other" (I think) and then generate SEQ. Never had any problems with it that way.
  9. Tricky? It's the easiest thing in the world... Which now makes me think I'm doing it wrong.... That is really helpful though. I will keep that in mind going forward.
  10. So, I basically assumed that the SEQ file, the thing you need to make so that your dialogue runs, didn't need to be packed with the mod. I assumed this because I have never gotten one in any of the mods I have downloaded (and trust me, I've downloaded a lot of mods.) But I wanted to ask if it should be included and if so, should it be in the same Data/SEQ folder it is created in when generated? Like I said, never gotten one with a mod, but then I haven't dissected every BSA file either.
  11. No, I didn't. Not sure what you mean by "filling it in the CK." Like I said, when you go to fill the property, there is just this one ticky box there to check. I don't remember the syntax next to the ticky box. More importantly, all the MCM menus I looked at that had their CheckBoxes set to be initially off ALL had their scripts set up with the BOOL value = False Auto. One of them I think also had Hidden tacked on there, which I'm not sure what that does. But like I said, the script I used was identical to working MCM scripts. I did a lot of playing around with the code so it's possible that somewhere in there I just messed up the set up of the MCM, but like I said, the script was the same as other MCM scripts so the code itself is the one thing I have confidence in.
  12. Works automatically? HAHAHAHAHAHA!!!! Oh if only I had that experience in Skyrim.... like once.... Looking at your code, you bring up some interesting ideas, and things I considered, like using the OnConfigInit. However, looking at MCM codes for working mods and even the obtuse and unhelpful "tutorial" on the SkyUI site, nothing like that was even hinted at. OnConfigInit was never used to do anything with the toggle values. All the MCM menus I looked at declared whether the Bool value was True or False. Every one. Like I said, line by line, my code was identical. The code translates to: Create the Bool Value, set it to False, when the user clicks the tick box set it to the opposite of whatever it's current value is. There is nothing in the code that should have automatically changed the value from False to True on first set up. Nothing. Congfig Init had nothing in it to do it, not the OnPageReset either. I had to parse the code down to the letter until I absolutely understood what every last bit was, checking with my coder boyfriend to be sure. That's what led me to, "The code is correct. What else could it be?" The Property was all that was left.
  13. Well, since the tutorial by the SkyUI folks was useless to me, I used a couple of other mods to compare and contrast. Looking at toggle boxes they had as default off, my code was correct. And after some excruciating study, I was quite sure that yes, the text of the script was correct--create this Bool value and start it at false -- off. Unfortunately, once the mod started, the value was set to true. Because of various weirdnesses with the mods I was working off of, I couldn't confirm my solution. However, I did run it once more with that Property filled (all you can do in the filling screen is check a tick box) and once again, the mod started with that toggle checked. It works fine the way I have it, so if it's not correct then I have no explanation. But my code matches working mod codes and the MCM operates the way I want it to so I'm calling it a win.
  14. And for the class... The answer! I assumed since I checked all the factions to be sure there were no enemy factions creating conflicts I was fine. I was wrong. As I said, Skyrim seems to have something else it does when it senses a wolf in the wolf faction around. So by removing ALL the factions from the wolf actor, I tamed them. Yay.
  15. Nope. I just made them from scratch, like cookies
  16. Well, something seems very wrong with something. Because I did in your mod what I did with my test and it worked fine. So here is the first thing we should check. Here is your test mod file, altered by me to remove the old script (yours, which was not included) from the actor and with my script attached--it's the same script I used on Alvor. My script is in the second link. If you drop the esp into the data folder and the pex into the script folder, it should function normally, just like installing a mod. If the debug message fails to appear, then I really don't know. That would seem to be a problem with your Skyrim or something else way beyond my skill set. If it does appear, then... Well, I don't know what went wrong with your scripts. But we'll have made progress. https://www.dropbox.com/s/i05dfqggo9x2pxy/TIBQuestTesting.esp?dl=0 https://www.dropbox.com/s/oq3eg7fmh5r0bco/DeathTest.pex?dl=0
  17. It's pretty random. One of them has failed to appear more than once, though, and he is the one who has not reappeared after reloading.
  18. http://www.nexusmods.com/skyrim/mods/11811/? It's one of those functionality mods that helps add animations to Skyrim. It needs to be run if you have other mods that add/modify animations or characters will stand around like statues. Anyway, I can't figure how it could be a conflict. For one, running Tes5edit, which detects conflicts and problems, reveals nothing. For another, it's just an NPC standing in a spot. There's nothing really to conflict with. Silent Moons starts and remains a Bandit camp. And also there is the fact that I have lots of NPCs added to outside locations and most of the time it's fine. Just once in a while, one of them isn't there. I'll go back to digging to see if I can find that thing about outside NPCs.
  19. Okay. Well, here's what I can tell you about the first thing. I made a test Mod thingy. I went to Alvor (Riverwood Blacksmith) in the CK Actor list, clicked on "add script", created a new script that extended Actor, pasted in the code as per Phillipe's suggestion, the one you used, went into game, killed Alvor and the message came up. And was promptly arrested. Sheesh.... So, possibly the confusion with the Objectreference/Actor messed up the script and you need a new one. But using that code and the method I described, I know the messagebox does in fact appear. That may help you or it may cause you to drink heavily... Now, onto the second part... Okay, so you have a Quest and when you read a book it sets the Quest to, say, stage 20 and lets you know you need to go to a certain place on the map. So the quest is then at Stage 20 after reading the book (in this example). When you enter the triggerbox, then, the stage should be set to 30. So you need a script attached to your trigger box. Event OnTriggerEnter(ObjectReference akTriggerRef) if akTriggerRef == Game.GetPlayer() MyThiefyThiefQuest.SetStage(30) endif endif EndEvent So if you enter the trigger first, the quest is set to 30 (or even completed, if you're done with it). Then if you later read the book, it won't be able to set the stage to 20 because Skyrim can't set a stage to a number lower than the current stage. So the thing that happens at Stage 20, the pointing thingy, won't happen. It will just be skipped. Yes? Yes. I think that makes sense.
  20. Okay, so one thing I notice is that your script actually extends the Object reference, not the actor. Actually, first it extends Object reference and THEN Actor. It can't do both. When you make the new script, in the place where you name it, it says "extends." Replace Object Reference with Actor. I haven't messed with this sort of thing before, but all of Phillipe's sample scripts extend Actor. Try that first before taking a hammer to things.
  21. Back with another question. I know to use EP but I'm fuzzy on what exactly it does. This description from the wiki is hilariously uninformative: EvaluatePackage or "evp" forces the actor to reevaluate its package list. EvaluatePackage causes an actor to evaluate his package? It's all so clear now... Anyway, I know that when you use this when using ForceRefTo it magically tells Skyrim to use the new Alias' AI packages. Or something. I'm sure more experienced people can explain it better. My problem here is how does one use this function when you are not putting an actor in the alias via a script? You see, I have aliases that are getting filled using the "Get matching" in loaded area. So the quest itself puts them in the alias. I suspect (but I'm not sure) that this is causing conflicts between AI packages and animations. So I would like to use EP. Can I add a little Pap fragment to the alias I am filling that says, "Evaluate Package" that will, when the alias is filled, make the actor in the package evaluate their AI package? I am not real clear on the use of pap fragments in aliases--and by now everyone knows aliases hate me. Or is there a better way?
  22. Ah, apparently, I didn't make myself clear. IronBlock, no, what you suggested was totally cool and I know you didn't suggest I just swipe someone else's work. I thought you were saying I should just build on one of those other mods and I didn't want to do that. But you are totally correct in that looking at mods for clues is a modder's best resource. Drengr, no, I didn't mean to give that impression, As I said in another comment, for all modder's, beginning and beyond, it's very helpful to take a look at the code from other mods to understand how and even why someone did something. That's why it's also a good habit to get into to make notes in your script so people know what the code is for and why it was added.
  23. Yeah, you can't use a whole Mod without permission/acknowledgement. Like if I used one of the Mods IronBlock suggested, I would need to be sure I had permission, add it as a "required" mod to my Mod's info page and credit the mod maker. Everything else is a little more murky. We learn by, as IronBlock suggested, taking other mods apart and seeing how they work. Using entire scripts other people wrote without crediting them is probably not good, but seeing how their script works and using that to make your own is fine. I know more than half my education comes from figuring out the mechanics of other mods. Welcome to the weird world of modding my friend. I was a noob not that long ago. You're in for a ride!
  24. Simple drag and drop. No AI packages. But it is their "editor" location and my experience has made it clear they won't budge from there unless you force them to. As I said, this is an intermittent problem and usually when I exit and re-enter the game, the NPC is where its supposed to be. And as an example, when they get scared by combat, they only run a few yards away and then wander back. So I'm sure they're not somewhere else. More specifically, I have one NPC placed in Silent Moons Camp that doesn't seem to be coming back. Silent Moons camp has been a problem for me with other weird glitches, like the NPCs spawning as headless mannequins who can't animate (in spite of me running FNIS) so there could be something wrong with the cell in my Skyrim, I guess. I was just wondering if anyone knew a trick I should use.
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