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> TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool?
Renee
post May 3 2019, 02:37 PM
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I'm sure some of you have ideas for walking animation mods for TES 4? I'm trying to find something which is not too "sexy" though, for my wood elf archer. Sexy walk stuff is primarily what i find if I do a search over at Nexus. Some day if I make a harlot in this game, the sexy stuff will fit her. wub.gif I'm trying something more subtle though.

Thanks.



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mALX
post May 3 2019, 03:15 PM
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QUOTE(Renee @ Aug 13 2015, 08:02 PM) *

I have this really wacky idea. I'm not good enough to implement this idea, but I just want to know if it's possible.

Okay, is it possible to write some scripts that will make our character do something random, if (let's say) 10 minutes go by, and I haven't done anything with him/her? ... So what I mean is.... I'm gaming with my character for an hour, then I take a break. While I take a break, character X is just standing around. After 10 minutes though, now he or she will begin reading a book, without me touching the controls.

Is this possible, or would it screw up the game to try to write scripts like this? It's just that I notice NPCs can have scripts that make them roam around and do other things ...



Why wouldn't you use just an idle mod for that? Example = "Personality Idles" runs animations whenever your character is standing idle; (and there is also two separate voice mods that have your character say something if you idle a certain number of seconds).

I set my Personality Idles up where my character would put her hand on her hip and looked bored; then she'd start humming. If she was still left idling a full 3 seconds after the humming stopped she would change to her other hand on her hip and say, "Well I ain't waitin' here forever!"

What you described was exactly what "Personality Idles" does; and it lets you choose the idle you want your character to do. I have the "Personality Idles 4" version, which also adds some very cool animations to NPC's where they wave at you, head-track, etc. It really makes the game come to life.

** OOPS! I see I committed Necromancy. I came here to answer a post from today, but it took me to this post, lol. Anyway, I hope you found this out back in 2015 when you asked this question, lol. I obviously didn't see it then, or would have told you about Personality Idles back then. I used Personality Idles and those voice mods since 2009 when I first got the game on PC; they changed the whole game for me.







This post has been edited by mALX: May 3 2019, 03:19 PM


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Renee
post May 3 2019, 03:20 PM
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QUOTE(mALX @ May 3 2019, 10:15 AM) *

** OOPS! I see I committed Necromancy.

Ha ha uh oh! Call the mods!!! rollinglaugh.gif

You told me about Idles a while back. Still haven't installed that yet, but I eventually will. Right now I'm trying to find a subtler walking animation.


This post has been edited by Renee: May 3 2019, 03:22 PM


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mALX
post May 3 2019, 03:38 PM
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QUOTE(Renee @ May 3 2019, 10:20 AM) *

QUOTE(mALX @ May 3 2019, 10:15 AM) *

** OOPS! I see I committed Necromancy.

Ha ha uh oh! Call the mods!!! rollinglaugh.gif

You told me about Idles a while back. Still haven't installed that yet, but I eventually will. Right now I'm trying to find a subtler walking animation.


Yeah, I'm really stunned it automatically brought me back to that point when I went to "last post" because = I actually DID mention Personality Idles back then and have made numerous comments on this thread since then!

I actually like the vanilla walking animation in Oblivion. The vanilla walks in Skyrim and Morrowind are both obnoxious; but Oblivion's was really nice in both speed and appearance. (Not sexual, but not manly on my female characters either)

If you want a more feminine walk but not slow, you can alter the speed of the walks in mods like "Sexy Walk" and it makes it a bit more feminine but keeps the speed up so it doesn't look too obvious.







This post has been edited by mALX: May 3 2019, 03:40 PM


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Renee
post May 3 2019, 03:42 PM
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QUOTE(mALX @ May 3 2019, 10:38 AM) *

If you want a more feminine walk but not slow, you can alter the speed of the walks in mods like "Sexy Walk" and it makes it a bit more feminine but keeps the speed up so it doesn't look too obvious.

Okay i will try this.


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Lopov
post May 11 2020, 09:42 PM
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I found a mask mod and the mask works in the game, it appears on the head, but eyes/faces below the mask aren't visible. Apparently this issue can be solved in NifSkope, I downloaded the program, but I don't find instructions how to edit the item to make a face underneath "appear". Any ideas / advices?

Thanks.


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SubRosa
post May 11 2020, 10:17 PM
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I never got that far with modeling.


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mALX
post May 11 2020, 10:50 PM
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QUOTE(Lopov @ May 11 2020, 04:42 PM) *

I found a mask mod and the mask works in the game, it appears on the head, but eyes/faces below the mask aren't visible. Apparently this issue can be solved in NifSkope, I downloaded the program, but I don't find instructions how to edit the item to make a face underneath "appear". Any ideas / advices?

Thanks.


Yeah; I've used NifSkope for a lot of misc and static items; but never characters. That is beyond my ability.






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ghastley
post May 12 2020, 03:35 AM
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QUOTE(Lopov @ May 11 2020, 04:42 PM) *

I found a mask mod and the mask works in the game, it appears on the head, but eyes/faces below the mask aren't visible. Apparently this issue can be solved in NifSkope, I downloaded the program, but I don't find instructions how to edit the item to make a face underneath "appear". Any ideas / advices?

Thanks.

There are two possible answers. If the mask is a full-face item where only the eyes are supposed to show, it may be replacing the head, instead of covering it. That is fixed by changing the item slot in the CS, not in NifSkope.

If NifSkope is able to fix it, then it's more likely to be that the eye-holes are supposed to be transparent, and aren't. The Alpha Format on the NiSourceTexture may be set to ALPHA_NONE and changing it to ALPHA-DEFAULT could fix it. If the texture doesn't have an alpha channel, that will do nothing, and it will need work in GIMP or Photoshop to add the missing channel.

What is the mod? I can take a look at the mesh if I can download a copy.


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Lopov
post May 12 2020, 05:12 PM
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ghastley, what you're describing in the first paragraph, seems to be the issue. How can I change the item slot in the CS, so that only eyes will show? Because the mask actually replaces the head.

This post has been edited by Lopov: May 12 2020, 05:14 PM


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ghastley
post May 12 2020, 05:22 PM
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QUOTE(Lopov @ May 12 2020, 12:12 PM) *

ghastley, what you're describing in the first paragraph, seems to be the issue. How can I change the item slot in the CS, so that only eyes will show? Because the mask actually replaces the head.

Open the Armor or Clo9thing object depending on how it's defined. The dialogs are pretty much the same. The Biped Object will be set to Head or Hair, depending on which it replaces. You want Hair, of course.

Skyrim is different, as it combines Armor and Clothing, but separates the mesh details in ArmorAddon from the gameplay details in Armor. In that game the slots are more confusing, too, as one form indicates what it occupies, and the other what it replaces.

This post has been edited by ghastley: May 12 2020, 05:25 PM


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Lopov
post May 12 2020, 05:55 PM
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After I change it to Hair, it crashes to desktop. kvleft.gif

Here's the link to the data, maybe you can make it work, the mod's not from the Nexus AFAIK.

This post has been edited by Lopov: May 12 2020, 05:56 PM


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ghastley
post May 12 2020, 08:48 PM
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It's just the standard male head mesh with a texture applied to it. No expression, or chargen morphs, so it won't behave like a face any more, and of course the eyes disappear.

The texture is unrelated to the location of the features, too. There's probably a better way to do this, by just swapping the character's head texture, but that's a bit more complex than a "helmet".

How were you intending to use it?


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Lopov
post May 12 2020, 09:40 PM
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As a mask that covers the face / head but with working eyes.

This post has been edited by Lopov: May 12 2020, 09:57 PM


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Lopov
post May 15 2020, 03:49 PM
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Please tell me what I'm doing wrong. I'm trying to add some custom dialogue to NPC Saliith - the Argonian brawler from the Arena. I follow the tutorial to the letter but the dialogue doesn't show up in the game. So I'm either missing something our or I'm doing something wrong.

1 - I create a custom quest, I call it ZZTalk. I set priority to 15, tick Start Game Enabled, and under quest conditions insert GetIsPlayableRace, so it looks like GetIsPlayableRace [NONE] == 1. I don't know why this must but be done, but in tutorial it says that it's a must.

2 - I set one quest stage, 10.

3 - Then I go under Topics and insert my custom dialogue ZZDialogueArgonian in the Text Editor column. I assume I don't need GREETING, because I'll be adding ZZDialogueArgonian to Saiilith and he already has the GREETING by default.

4 - I type Topic Text (TEST) and the Response Text (TEST 2).

5 - I insert two conditions, the first one is GetIsId [Saiilith's ID] == 1 and another condition GetStage ZZTalk <= 10.

6 - I switch to Saiilith and untick Goodbye, because he's one of those NPCs that finish the conversation after saying one line.

7 - I check it in game. Saiilith doesn't cut off the conversation, but the only topic he has, is Rumors.

8 - I once again read the tutorial and make sure that I did everything to the letter. But the dialogue TEST doesn't appear. What am I doing wrong?

EDIT: Yes, the .esp is checked. tongue.gif

This post has been edited by Lopov: May 15 2020, 03:51 PM


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ghastley
post May 15 2020, 04:13 PM
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Everything you did is right, but there's a step missing. At some point AddTopic must be used to turn the topic on. Normally this is done by the quest that requires the conversation. It adds the Topic to the list the player can use, and I think it's possible for the same topic to be in multiple quests, with different dialog from different NPC's, so a topic of "Crisis" could be different things at various times. The other conditions on the dialog prevent the ambiguity.


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Lopov
post May 15 2020, 04:20 PM
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I see...thanks. Can AddTopic be "activated" for this NPC by default, without any special trigger?

Or maybe I can add it to his list by raising his disposition, thus making the disposition a trigger for the topic to appear?


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Renee
post May 15 2020, 04:25 PM
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Step 1 is accurate. Try bumping Priority to 60, that is the usual standard.

What do you mean when you say you set one Stage? I assume you're adding a stage into the Stages page, and giving it the number 10.

Who is Saiilith? Seems mod-added.

Step 3 there could be a problem. Does Saiilith have a custom GREETING, or does he use random Beth greetings like "How goes it?" or "Greetings, Breton!" It's best if he has a custom greeting. If he's got a custom greeting, this is good. This is easy.

Let's say he does have a custom greeting. "Welcome to the Arena," and the GetIsID is for Saiilith. Now what you want to do is right-click into the Add Topic box, and add ZZDialogueArgonian into this box. Add a Condition for this Greeting GetStage ZZTalk < 10

If Saiilith does not have a custom greeting, the best way to get this to work is to make your own custom greeting. Right-click into the Editor ID area (the tall, vertical box) and find GREETING. Give Saiilith a GREETING in the Topic Text area (whatever it's called). Now, in the Conditions area, you'll want to right-click and make these two conditions.

GetIsID Saiilith == 1
GetStage ZZTalk < 10


This way, he'll only say this Greeting if the quest is below Stage 10.

In the Result Script box, you'll want to type Player.SetStage ZZTalk 10

For the custom topic ZZDialogueArgonian, make sure the same GetIsID is used (you can just Copy/Paste this), and GetStage ZZTalk == 10.

So far, your slimy Argonian will say a GREETING, and then there should now be the follow-up topic.


Ninja'd ghastley. emot-ninja1.gif But I made things more comprehensive. I'm saying you'll need a custom GREETING. I have had problems not using a custom GREETING. You can try it with or without this GREETING though. Maybe it'll work without one.

This post has been edited by Renee: May 15 2020, 04:44 PM


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Renee
post May 15 2020, 04:42 PM
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And if there is only one stage to this quest, let's say there's only a Stage 10, and you want the quest to come to an end. So this way, it'll move into the Completed Quests section of the quest journal.

When you click on TEST ( or whatever you called your custom topic), the quest moves to Stage 10. If you want the quest to end at Stage 10, go into the Quest Stages section again (where you added Stage 10). In the Result Script box, type StopQuest ZZTalk , click OK in the lower-right corner, and save the mod. *Bam gasp* now the quest should wind up in your Quest Completed area, and any scripts associated with that quest won't run forever and ever. smile.gif

Let us know if this helps.



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Lopov
post May 15 2020, 04:44 PM
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Thank you both!

It works!

To quote mALX - WOOHOO!

No longer I'll need to imagine all the dialogue between PC and NPCs. cool.gif

EDIT: Saiilith is vanilla, he's the guy who brawls with another chick in the Arena district 24/7.

This post has been edited by Lopov: May 15 2020, 04:44 PM


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