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WillieSea

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Posts posted by WillieSea

  1. If your trying to avoid the 'quest' related bug, look at the way I do the displays.

    I remove the item to a 'holding' chest so the objects retain their quest flags. I then take the items back from the holding chest when removed from display.

    In this way, the quest status of objects is retained.

     

    You also do NOT need to use the bool to see if the item is on the shelf. You can check the 'enable/disable' status of the displayed static object to determine if the object is on display or not. I did this also.

    • Upvote 1
  2. Not sure how much I can help since I avoid dialog and quests like the plague.
     
    So I just have some pointers.
     
    1. Use a clean save game when your testing. (that means the save game your using has NEVER had the mod your working on active when it was saved.)
     
    2. Ensure Alias_SalmoLetter actually points to the object your want added, via the properties or however quests do it. A good test would be to change it to a vanilla object, to make sure its not a problem with the actual letter your currently pointing to.

  3. If your going to simply replace the existing music, you just place your own files in the correct folder path that the existing music is in. And name it exactly the name of the default tune you want to replace. This way, all your doing is saving files, there would be no esp file necessary. (Archive invalidation may be required, but most people already know that when they use a 'replacer' mod.)

  4. You have a LOT going on. You should not display the message on EVERY single IF condition.
     
    Look at the tutorial. You set a value to the message, then you check the value. You don't display the message every single time you check what the message was.

    You also do NOT need the 'else' if your not doing anything in the else.
     

    Try something like this, there may be errors, since I did this from memory.

    ; pop message box to choose place
    button = TempChoosePlaceMessage.Show()
    if button == 0
    Game.GetPlayer().moveto(PlayerStartMarkerHighRock)
    elseif button == 1
    Game.GetPlayer().moveto(PlayerStartMarkerHammerfell)
    elseif button == 2
    Game.GetPlayer().moveto(PlayerStartMarkerCyrodiil)
    elseif button == 3
    Game.GetPlayer().moveto(PlayerStartMarkerMorrowindSouth)
    elseif button == 4
    Game.GetPlayer().moveto(PlayerStartMarkerMorrowindNorth)
    endif

  5. Most meshes can be imported as a door object. As long as it has the correct collision so it will become activatable. Otherwise, you would have to create an activatable trigger zone around the banner, which would 'appear' that the banner is actually being activated when in reality the trigger zone is.

    Although, I am not sure if a trigger zone can be a door object...

     

    Also, when testing your mods, never use a save game that was 'saved' when your mod was activated. Bad things happen, such as things that should work do not.

  6. Success rate?

     

    It counts how much you do something and as you attain a certain number in the skill, your automatically given it.

    My Levelers Cheat mod for OB has a bunch of scripts that level you up. Not sure if they would help or not but your welcome to use them.

  7. Here is a good link to the scripting resource wiki:
    http://www.creationkit.com/Category:Papyrus
     
    1. You have a couple commands:

    You can show defined messages:
    http://www.creationkit.com/Show_-_Message

    You can display the debug messages or traces, ect..
    http://www.creationkit.com/Debug_Script
    An example: This will display on top left of screen. Its limited on the number of characters. I use this so I know where in my script I reached.
    Debug.messagebox("Door initalized as blocked")

    Messages overview:
    http://www.creationkit.com/Message

    2. Not very well.
    Some resources that might work using alias.
    http://www.creationkit.com/Text_Replacement

    3. Dunno. Always used the game for my testing, probably really the only way.

  8. Ex1

    You setup a 'trigger zone' surrounding the entrance door marker.

    The script you put on the trigger zone could then check the players inventory for the required items, and enable or disable the correct color xmarker based on the results.

     

    Ex2

    The 'object' the player selects could be an activator, which makes the changes to the training room.

     

    Ex3

    Same as Ex1

     

    Ex4

    Same as Ex1, but you can 'add' or 'remove' items from the merchants chest using a script.

     

    Ex5

    Same as Ex1. But I don't work with 'dialog' but would guess you can add conditions to the dialog that can be set in the script if the player has the item.

  9. I didn't see it in the responses above, but its my number one response to 'strange issues' in mods. Especially when it involves persistent reference objects.

    I have seen this a lot of times in Fallout3, which is where they first started using this type of navmesh.

     

    #1 - Use a clean save game. If your using a save game that has 'ever' had your mod installed when you saved it, the navmesh gets 'confused' in the game and may stop working.

    Any previous version of your mod that was enabled when you made your save game can cause problems.

     

    I suggest you have a 'clean' save game, usually outside the training dungeon, that has minimal or no mods activated, and use that when you test your mod. Then never save over that game, and use it for all your mod testing purposes.

  10. I deleted your image of the script. I would not want anyone copying you! :rofl:

     

    That looks good. Award and cookie given! :thumbup:

     

    Your not getting a message on the gold being added, because you have the flag set to true, which means no message.

    The default value if you don't specify one is false. So if you want to see the gold added message, remove the flag all together, or make it false.

  11. Using the command once is not going to make any noticeable difference for this tutorial with todays fast computers. And the nice thing about Skyrim scripts, they are no longer tied to FPS cycles, so they can run as long as they need to and your game will never slow down while it processes.

  12. Yeah, I finally dumped the 'realistic' lighting. I don't know why they can't just make it a little bit darker, instead of pitch black. When I lived in the boondocks away from all city lights, I could see just fine by all the stars and especially when the moon was out. It was only pitch black when there were clouds or fog.

    So it does not seem so 'realistic' to me...

  13. Hi thiefoftoast. Welcome to TESA!

    Cookie added to your inventory, hopefully the first of many.

     

    I am based in Idaho, have a cat who 'is' my best friend, and I have exceedingly strong opinions, especially about consoles. :rofl:

    I am not female, and I play a stealthy archer who dabbles in magic.

     

    This is the place to be if you want to learn about modding the game, or just talk about the game and other stuff. We babble a lot in the shout box, usually food related topics. :D

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