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> TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool?
mALX
post Sep 6 2011, 06:37 AM
Post #221


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*

I can't get this Trap to work, and wondered if anyone had any suggestions. The Trap is as exact a copy as I could make of the TG11 Ultimate Heist "Falling Exit" from Ocato's chambers via the fireplace "Loose Hearthgrate." (my absolute favorite Trap in the entire game).

The only changes: Of course cutting out quest references in the script. Other than that the only change is the landing - the fall lands you in water instead of concrete. (or would if it worked).

The issues: The ChorrolLoadDoorMiddle02 not functioning whatsoever, even when "Auto" is clicked.

The biggest issue is that the PlayerControls become disabled as soon as the Player enters the IDSkyliteTube01. I tried to script "OnActivate EnablePlayerControls - that worked only once, but the Chorrol Load Door didn't - so at this time those are the only two issues I know of.

I made this Trap with the actual materials (copied and pasted) of the original "TG11 Falling Exit" and spent tons of time crawling all over the original to learn how it worked - my PlayerControls never became disabled even when I tried to activate the original with a script, so I can't understand what is causing that (unless it is my script ...urk!).

Anyway, here is my trap and script, if anyone can help me fix this - I'd really appreciate it tons!


http://s434.photobucket.com/albums/qq67/Ma...%20Exit%20Trap/


In case you need to reference the original Trap and Script, I have it in a seperate album here:


http://s434.photobucket.com/albums/qq67/Ma...w%20It%20Works/


Thank you so much in advance for any help you can give me


*


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Thomas Kaira
post Sep 6 2011, 07:31 AM
Post #222


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Doors are special cases for onActivate scripts. I would call it an engine bug, because onActivate scripts on doors prevent the doors from functioning like... well, doors. Animated doors don't open and load doors don't teleport. That's what the "activate" function is supposed to do, but I'm not sure if it does this all the time.

What I would suggest is to remove the script from the door entirely and set up a teleport link that puts the player into a trigger zone that activates your script.

If you intend for the player to land in the water, you don't need to do anything fancy with damage calculations. Landing in water cancels all fall damage in this game (not entirely realistic, but that's how it works).

Sample:

CODE
scn aaamALXFallingScript

short DoOnce
short Timer

begin onTrigger player

   if doOnce == 0
      EnablePlayerControls
      zzzmALXStandingPlatform01.Enable;Make sure this object reference matches the object Editor ID and is flagged Persistent Reference.
      set timer to 10
   endif

end

begin gameMode

   if timer <= 10
      set timer to timer - GetSecondsPassed
      if Player.GetDistance aaamALXResetFalling <= 128
         Player.ResetFallDamageTimer
      endif
   elseif Timer == 0
      set doOnce to 1
   endif

end




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mALX
post Sep 6 2011, 06:14 PM
Post #223


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From: Cyrodiil, the Wastelands, and BFE TN



This is a great help, TK !! You ROCK !! I have been considering setting a trigger zone in the area above the ChorrolLoad door to enable PlayerControls and activate the ChorrolLoad door itself so your suggestion confirms it was something I should have done. Thank you so much for this !!

On that (DoOnce) in the script - will that mean I can only use this trap one time (period)? Or will it reset itself so the Player can "ride it" after that?

I'd like for it to be re-usable if possible, but I guess I can load a previous save to re-use it if that can't be done.


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Thomas Kaira
post Sep 6 2011, 09:13 PM
Post #224


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You can make the trap re-usable if you want. Check the scripts Bethesda used for their re-usable trigger zones for those, because I'm a bit flaky on those right now.


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mALX
post Sep 7 2011, 01:26 AM
Post #225


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QUOTE(Thomas Kaira @ Sep 6 2011, 04:13 PM) *

You can make the trap re-usable if you want. Check the scripts Bethesda used for their re-usable trigger zones for those, because I'm a bit flaky on those right now.



Thanks so much for your help! Now if I can just get the time to go try out your suggestions, lol. TK, if your answers work I am going straight over to the TESA and giving you a cookie, lol.


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Grits
post Jun 10 2014, 02:57 PM
Post #226


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Well, I’ve had a Wrye Bash disaster. My laptop died unexpectedly (power issue) with everything running, and now WB won’t load. I’ve updated to the newest version from 303 hoping that would fix it, but still no load.

My guess is that there’s some kind of temporary file that did not get deleted because WB never shut down and that’s making it think it’s already running. I get the logo and a quick flash of some kind of text window and then nothing.

I’m searching online for an answer, but I thought I’d post here too in case anyone has an idea.


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ghastley
post Jun 10 2014, 04:56 PM
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I'd have expected the upgrade to have deleted any temp files the older version might have left around, but the problem could be an .ini file or registry setting with bad window sizing. You may have to uninstall/re-install to clear that sort of thing, as an upgrade tends to preserve your settings, even if they're bad. Back up your Bash Installers files, profiles etc. just in case, but I don't think uninstalling will try and delete those.


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Grits
post Jun 10 2014, 06:05 PM
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Thank you so much, ghastley! I’ve backed up everything as you suggested and am now working on my “Summon Stones” spell to uninstall and reinstall. Yiiiiikes…


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Renee
post Oct 15 2014, 11:59 PM
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So I finally started messing around with the Construction Kit; it all seems easier than I thought. I hit a wall though.

I want to change an NPC face in one of the mods I've got. So I go into File > Data > Xena Updated (that's the mod). I activate this mod and open it. Now I can see all the zillions of things in the game. Blows my mind

I go to the narrow left-hand screen and click on NPCs. This opens up a huge list of NPCs in the game. I find the one I'm looking for, which is called Gabby Tester. Double-click on that, and *Boom* this opens up a whole bunch of options. It looks like I can change her class, her ability to loot, what spells she has, her Faction....all kinds of things. But I only want to change her face.

There's a tab that says "Face", so obviously I click on that. Then the program crashes. I tried opening up a vanilla NPC; Eugal Belette (just to see if maybe there's some weird mod thing going on) but the CK will crash whenever I try to look up an NPC's face.

Any ideas? I tried looking on the CK wiki, but there's no 'troublehshooting' section. And I don't want to wade through Beth's forums. indifferent.gif

EDIT: one more thing: when I open up the Xena mod (activating it) with the CK, a message comes up which says 'Could not find referenced object....' over and over. I guess the program is looking for stuff but cannot find it?


EDIT 2: ha ha never mind. I figured it out. There's an option called 'Face" that has to be checked on before the editor can be used.

This post has been edited by Renee Gade IV: Oct 16 2014, 12:13 AM


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Renee
post Oct 20 2014, 06:11 PM
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Hello everyone. I have a question hopefully somebody can answer. What I want to do seems very simple, but I have hit a virtual wall.

All I want to do is apply a magical effect (Sun Damage) to the NPC Vampire Faction in Oblivion. I found the Effect ID over at UESP.net, which is SUDG. I also found the Vampire Faction somewhere in the Construction Kit.

From there, I am lost. I don't see a way to add magical effects to an entire faction. Nor do I see a way to apply this effect to any of the individual NPC types in the Objects window of the CK. Maybe it's not even possible with the CK at all?

I learned about TES4Gecko, which is supposed to "do many things the Construction Kit cannot do" (paraphrase), and I read briefly about Gecko, but I don't see if Gecko can do this either. So the question is, is this even possible (applying a magical effect to an entire faction)? .. If so, which program should I use?



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ghastley
post Oct 20 2014, 06:54 PM
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You don't want to apply an "effect", because that's just the visual appearance that plays when you are affected as a player. E,g, when you cast a spell, an effect plays, such as a curl of white smoke, at the same time as the spell does its thing, whether it's a buff to the player, or damage to an enemy.

I assume you want the vampires to get damaged by the sun under the same circumstances as the player character. That's typically done by giving them an ability, which is a spell that provides the result. The spell would need to be one that uses a Script effect, so it can be controlled by the location and time of day, i.e. damage if not in an interior cell, and during daylight. You probably can't just copy the same one that applies it to the player, as there are a whole bunch of functions that only apply to the player, and I'd imagine they're used for this.

I also think it's likely that your game won't have many vampires before long, as the AI doesn't have self-preservation built in, and they won't know they need to get inside. They'd probably feel the damage, and try to attack what caused it.

This post has been edited by ghastley: Oct 20 2014, 06:56 PM


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Renee
post Oct 20 2014, 10:41 PM
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Wow, that's helps a lot thanks! Yes, I want the physical effect more than the visual one, although the visual effect would be pretty neat to have. But that would require messing with graphics, right? And I'm not really ready for that yet. I remember reading something about 'time of day', and how different things can be applied in this manner. Anyways, I'll let you know if I figure this out

QUOTE(ghastley @ Oct 20 2014, 01:54 PM) *

I also think it's likely that your game won't have many vampires before long, as the AI doesn't have self-preservation built in, and they won't know they need to get inside. They'd probably feel the damage, and try to attack what caused it.


smile.gif This is okay. The only problem might be for named vampires, but the generic ones (the typical matriarch, bandit bowman, etc) I don't care about. That's kinda the point; if they follow my characters outside into daylight, I want to see them suffer the same consequences a PC would.



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Acadian
post Oct 20 2014, 10:51 PM
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So. . . vampires aren't smart enough to come in out of the rain sun? wink.gif


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Renee
post Oct 22 2014, 11:26 PM
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I wrote my first script today. smile.gif I simply followed the instructions in the CS's My First Script tootorial, but put my own little twist on it. My character likes alcohol, so I added messages to her game. Like if she finds a bottle of beer, the on-screen message says "Mmmm beer". If she finds some ale, it says something like "Can't wait to gulp this down." hehe.gif Kinda silly, but this sort of thing actually fits her game.

This post has been edited by Renee Gade IV: Oct 22 2014, 11:27 PM


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Renee
post Oct 25 2014, 03:19 AM
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....

This post has been edited by Renee Gade IV: Oct 25 2014, 03:30 AM


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Grits
post Oct 25 2014, 03:42 AM
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Congrats on your first script! That’s pretty neat that you can weave little thought messages into your character’s game. goodjob.gif


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Renee
post Oct 25 2014, 07:58 PM
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Ha ha thanks Grits. Yeah, it's just silly little bits of code. I'll never put it up at Nexus or anything like that, but it fits my game.

The dots up above are yet another virtual wall I hit, but then toppled over. All the sudden certain cells were full of WTF? signs. There were about a half-dozen of them in the Count's Arms, a few in the Anvil Fighter's Guild, and even more in a brand new mod I picked up (IMPEReal's Sutch) and they were driving me crazy. I wound up getting FormID Finder, and long story short, figured out that I somehow managed to dissolve all the Cheap Wine in my games. It's because of the scripting mod I just made. Somehow I erased the Cheap Wine image, so instead of Cheap Wine there was WTF? signs laugh.gif Kahreem, if his game was on PC, would have gone crazy

But I figured it out. My motto for 2014 is "I figured it out".

This post has been edited by Renee Gade IV: Oct 25 2014, 07:58 PM


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Grits
post Oct 25 2014, 08:08 PM
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laugh.gif That is an EXCELLENT motto! So you can imagine my face palm when I discovered that Darnand could not get out the now broken door with his brand new staff. Make something, break something, fix it, new idea... It’s a learning experience!


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SubRosa
post Oct 25 2014, 09:25 PM
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QUOTE(Renee Gade IV @ Oct 25 2014, 02:58 PM) *

and long story short, figured out that I somehow managed to dissolve all the Cheap Wine in my games.

Perhaps this is not such a bad thing for the world? wink.gif


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Renee
post Oct 26 2014, 02:11 AM
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"Make something, break something.." Yeah no doubt. I found a really cool-looking Whip mod made by Snusmiriken (I think that's how you spell his name). It looks awesome. Got it into Renee's game and voila, somehow there's no sound if she draws or sheathes her weapon (not the whip, the spear she's been carrying lately, all the sudden it doesn't make any sounds). Arrgh. So I had to manually remove all the Whip files, dangit, most of which are animation files. I'm not sure which one was responsible, and I don't feel like messing with it now.

...but I will figure it out. Maybe it's not meant for Renee's game, but maybe Snaaty's game, which is less heavily-modded. I can totally see my skooma salesman with a whip, you know?

QUOTE(SubRosa @ Oct 25 2014, 04:25 PM) *

QUOTE(Renee Gade IV @ Oct 25 2014, 02:58 PM) *

and long story short, figured out that I somehow managed to dissolve all the Cheap Wine in my games.

Perhaps this is not such a bad thing for the world? wink.gif


Ha ha yeah, you know?

This post has been edited by Renee Gade IV: Oct 26 2014, 02:16 AM


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