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Chorrol.com _ Skyrim Mods _ Skyrim CK Experimenting

Posted by: mALX Oct 6 2014, 07:31 PM

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The CK was not in existence the last time I played Skyrim, so this is my very first attempt at doing anything in the CK. It is a little clunky for me - not used to the havoc being so...active. Having trouble finding my way around the lists - new items on there I have NO idea what they are!

So anyway, here is my first attempt at modding in Skyrim, why not post yours here too? (or any of the construction sets).

Even the mistakes can be fun, I remember in Oblivion having my ONE (essential) Todd Howard multiply to 12, and they were wreaking havoc and couldn't be stopped.

Another was making the Unicorn follow the Player if they were carrying apples - and the Unicorn began following Maxical into houses, buildings - castles. The castle guards in Skingrad did not take kindly to a Daedric beast popping in on them (and Maxical was trying to sneak in for the TG quest).

Then there was the Weynon Village fiasco, when (also essential) Scrappy the Banty Rooster went nuts and started killing all the other barnyard animals - and then killed ME!


Anyway, here is my first Skyrim attempt. So far the havoc is killing me in this mod:


This is a tavern - my favorite thing to make:



http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover3_zpsf3de2fe4.jpg



http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover5_zps20214084.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover7_zps1f13fcd2.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover2_zps68c81a4a.jpg



http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover1_zpse8c69a56.jpg



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The Basement:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Extra%20Credit%20Challenges/BasementLights2_zps7351fd76.jpg


The Alchemy Garden:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Extra%20Credit%20Challenges/AlchemyGardenWithLights_zps2685f022.jpg




Here is the grounds and stable area - the garden was added after these were taken, it sits on top of the stables:


The Grounds:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3SideView_zps1e7ae4dd.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3ViewFromRoad_zps3e76da77.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3ViewofStables_zps539bb3fa.jpg



A full Smithy, Wood-Chopping, and mining on the grounds:


http://s434.photobucket.com/user/Maxical1/media/TESAlliance%20Homework/Lesson%203/TheSmithyandWood-Chopping_zps04a3b033.jpg.html





At night:

http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3HomeworkampExtraCredit12_zps0c5c460a.jpg




The Stables – water in the trough, and I didn’t have to make it! Lol.


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/StablesBest_zps90f4e8db.jpg


Everything in this mod is vanilla, I used only basic meshes through the whole mod, actually. I just had to really dig to find stuff to make the place the way I like it.


*

Posted by: Grits Oct 6 2014, 07:45 PM


Looking good! I like the stash of scrolls on top of the shelf, and the spiced wine with pie. Is that Skyrim Maxical in the Forsworn gear?

Posted by: mALX Oct 6 2014, 07:54 PM

QUOTE(Grits @ Oct 6 2014, 02:45 PM) *

Looking good! I like the stash of scrolls on top of the shelf, and the spiced wine with pie. Is that Skyrim Maxical in the Forsworn gear?



Yep! I was really surprised to find my old saves still on there, because Steam made me reinstall Skyrim for some reason.

Posted by: Destri Melarg Oct 6 2014, 08:03 PM

What a warm and inviting tavern! Is this the new Lucky Mudcrab? Or maybe it’s the Friendly Cave Bear!

“Come right in folks, warm yourself near the hearth where our giant elk, Arrow-stopper, who zigged when he should have zagged will watch over you if you happen to fall asleep. Find ease and break your fast with our savory vegetable soup... a house speciality. Wash it down with a tankard of ale that is kept cold year ‘round by the snowdrifts outside that make our hearth such a welcoming sight. You can also sample the wife’s award-winning apple pie, if you decide to rest yourself at the table under the stairs. Plan to stay for awhile? We have spacious accomodations upstairs where a simple tug on the wall or a pull from the floor will provide a warm bearskin as an extra blanket.”

Posted by: SubRosa Oct 6 2014, 08:10 PM

It is looking good! What did you use for the lighting template? I think the default Farm Interior lighting that most things use is a bit too dim for my less than young eyes. Your lighting is brighter, and a lot easier for me to see things than in the vanilla game.

I have done a few player homes for Skyrim. Most recent was my future Persepone (Persephemom) house in Winterhold. I made it to so I could play her two kids - Sofie and Lucia - all grown up a decade in the future from the vanilla game.

http://i.imgur.com/o1lXhdb.jpg

http://i.imgur.com/AOZCwND.jpg

http://i.imgur.com/DihHHz9.jpg

http://i.imgur.com/Nkv6MbK.jpg

http://i.imgur.com/uZopHAz.jpg

http://i.imgur.com/4TQL9bO.jpg




Posted by: King Of Beasts Oct 6 2014, 08:22 PM

This turned out really nice!

Posted by: mALX Oct 6 2014, 10:06 PM

QUOTE(Destri Melarg @ Oct 6 2014, 03:03 PM) *

*snip*



BWAAAHAAA!!!!! ROFL !!! And THAT is Cabbage and Potato soup, I'll have you know! Nothing but the finest fare here!!! rollinglaugh.gif


QUOTE(SubRosa @ Oct 6 2014, 03:10 PM) *

It is looking good! What did you use for the lighting template? I think the default Farm Interior lighting that most things use is a bit too dim for my less than young eyes. Your lighting is brighter, and a lot easier for me to see things than in the vanilla game.

I have done a few player homes for Skyrim. Most recent was my future Persepone (Persephemom) house in Winterhold. I made it to so I could play her two kids - Sofie and Lucia - all grown up a decade in the future from the vanilla game.


http://i.imgur.com/AOZCwND.jpg




This house is amazing!!! It is gorgeous!! I just pulled out that one screen as an example, but loved all these! Sophy is beautiful, I am dying to know what beauty mods you are using. I will probably end up bringing Misa to Skyrim if I end up liking modding there - got to have a good face lined up for her before I do!

(That is how I did it in Morrowind; loaded her face and body up before I ever turned on the game the first time).

That lighting - like you, I was feeling around in the dark from all the templates except the Sov's - and they were too bright and washed out the scene entirely.

Another thing I noticed on the templates was that they are adding in fog - in the interior!

So, what I did was to post the best template I could find, get all the directionals up - then turned it off so I could edit the stats. I removed all the fog, then upped the ambient lighting till I was comfortable with the result.

The unfortunate pink glow is because I always make my own lighting in the Oblivion CS, and use a bit of a "Rose Window" tint - just a bit higher on the red than the "deep red" (and just a tad lower on the blue and green). I didn't have my numbers with me in the Skyrim CK, couldn't remember them anymore (curse that stroke, I can't remember crap anymore) - so either my guess was WAY off, or the Skyrim CK is set up too differently and I'll need to experiment with it till I get it right. Either way, that redness will be toned down by my next shots, lol.

In Oblivion I always set up the Ambient through editing the interior cell - then I add my own "Interior light Rose Window 900 (or 1024 in a bigger interior cell)" several feet ABOVE the roofline so it just kind of adds a slight tinge of light with just a hint of rose to it throughout the entire building.

I most def need to redo it in this mod, or throw a few prostitutes upstairs and call it a "Red light district." laugh.gif


@ Thanks so much, Kobby !!

Posted by: SubRosa Oct 7 2014, 12:54 AM

Like you I also started with one of the lighting templates and started brightening things up from there. That interior fog drove me nuts too! It took me forever to figure out how to get rid of it.

What a neat idea with putting the extra red light above the building! I never would have thought of that.

Posted by: mALX Oct 7 2014, 02:48 AM

QUOTE(SubRosa @ Oct 6 2014, 07:54 PM) *

Like you I also started with one of the lighting templates and started brightening things up from there. That interior fog drove me nuts too! It took me forever to figure out how to get rid of it.

What a neat idea with putting the extra red light above the building! I never would have thought of that.




A little too red in those screens, lol. I went in the CK and toned it way down, will have to take some more screens to see how it looks now.

The red is softer than the orange, less glare - a really nice tinge if not overdone like I did above.

Posted by: mALX Oct 7 2014, 04:09 PM



I didn't realize this was in the wrong section, can a mod move it? Don't know how to report my own thread, so I'll report this comment, ROFL !!!

Posted by: stargelman Oct 7 2014, 04:14 PM

Done.

Posted by: mALX Oct 7 2014, 04:18 PM

QUOTE(stargelman @ Oct 7 2014, 11:14 AM) *

Done.



Thanks Starge!

Posted by: Grits Oct 10 2014, 06:21 PM

So thanks to the excellent guidance at the TESA Creation Kit classes I’m making a player home in Rorikstead for (hopefully) Valdi. biggrin.gif I’m making it as a cottage that Erik the Slayer built between adventures, so I’m sticking with the rough-looking common furniture that a non-carpenter farm boy might be able to make. I’ve had a great time furnishing and cluttering my class project (South Shore Trader for my retired orc warrior Big D to live in with his lovely wife Sylgja and their kids), but Erik is no decorator. I’m leaving all of the shelves and surfaces bare so that when Valdi gets there it looks like he has been waiting for her.

Of course he is a strapping young Nord, so he did want to start off with a decently stocked and functioning http://i.imgur.com/PINfNlE.png. (I found the mead barrels right after I took that shot!)

Posted by: SubRosa Oct 10 2014, 06:31 PM

The kitchen looks great! I never would have thought of the hanging pots and pans, that is a really neat touch.

Posted by: Acadian Oct 10 2014, 07:13 PM

Grits, I agree with SubRosa on the hanging pots, mugs and ingredients - nice touch. Yum. . . cabbage soup. . . kvright.gif laugh.gif

Hopefully the cabin will do its job and attract Valdi Sweet Mink. tongue.gif

Posted by: Grits Oct 10 2014, 07:37 PM

Thanks, SubRosa! “Don’t Havok Settle” plus me not knowing what things are supposed to be for might make for some funny constructions. I think those metal poles are part of big cooking spits, maybe? In Big D’s shop I have to restrain myself from sticking all kinds of junk to the walls. I’m not convinced that the stuff will really stay there.

Thanks, Acadian! There’s going to be a “Meat Chest” outside, lol. Locked of course since there are wolves right up the hill. Rabbit food is in the kitchen. tongue.gif I made the mugs bigger than the vanilla tankards for our Nords. Jerric calls the regular tankards “spit cups.”

Erik has a fire pit area planned outside, but I haven’t learned enough about exteriors yet. It’s funny to furnish a small house for a large Nord. Everything gets pushed against the walls or chucked out onto the porch (cut for now and revisited later). It’s how Jerric would arrange the furniture.

Posted by: SubRosa Oct 11 2014, 01:17 AM

QUOTE(mALX @ Oct 6 2014, 05:06 PM) *

This house is amazing!!! It is gorgeous!! I just pulled out that one screen as an example, but loved all these! Sophy is beautiful, I am dying to know what beauty mods you are using. I will probably end up bringing Misa to Skyrim if I end up liking modding there - got to have a good face lined up for her before I do!

D'oh! I completely forgot to answer this. I have been through a long line of body and face mods. http://chorrol.com/forums/index.php?showtopic=5494 is a good place to go to get lots of links on them. Now let me start up TES Mod Manager to double check what I am currently using...

The main ones are, in this order:

http://skyrim.nexusmods.com/mods/6709 (not work or kid safe!)
http://skyrim.nexusmods.com/mods/3563
http://skyrim.nexusmods.com/mods/30050/
http://skyrim.nexusmods.com/mods/16731
http://www.nexusmods.com/skyrim/mods/20483

In no particular order I also have these:
http://www.nexusmods.com/skyrim/mods/31797
http://www.nexusmods.com/skyrim/mods/4307
http://www.nexusmods.com/skyrim/mods/10168
To use Apachii you also need SKSE and http://skyrim.nexusmods.com/mods/33526, otherwise you will get CTDs because of the sheer number of new hairs
I also use http://www.nexusmods.com/skyrim/mods/43673. It only has some of the Apachii hairs, but it adds them as wigs (basically helmets). That makes them handy to use with custom races.
http://www.nexusmods.com/skyrim/mods/13457
http://skyrim.nexusmods.com/mods/3589/
http://missanithrope.com/skyrim.php?subaction=showfull&id=1373552807&ucat=3&template=mod&
http://skyrim.nexusmods.com/mods/7625/
http://skyrim.nexusmods.com/mods/627/

*phew*, that's a lot!

Who is Misa? I don't remember her name.

Posted by: mALX Oct 11 2014, 07:29 PM

QUOTE(SubRosa @ Oct 10 2014, 08:17 PM) *

QUOTE(mALX @ Oct 6 2014, 05:06 PM) *

This house is amazing!!! It is gorgeous!! I just pulled out that one screen as an example, but loved all these! Sophy is beautiful, I am dying to know what beauty mods you are using. I will probably end up bringing Misa to Skyrim if I end up liking modding there - got to have a good face lined up for her before I do!

D'oh! I completely forgot to answer this. I have been through a long line of body and face mods. http://chorrol.com/forums/index.php?showtopic=5494 is a good place to go to get lots of links on them. Now let me start up TES Mod Manager to double check what I am currently using...

The main ones are, in this order:

http://skyrim.nexusmods.com/mods/6709 (not work or kid safe!)
http://skyrim.nexusmods.com/mods/3563
http://skyrim.nexusmods.com/mods/30050/
http://skyrim.nexusmods.com/mods/16731
http://www.nexusmods.com/skyrim/mods/20483


In no particular order I also have these:
http://www.nexusmods.com/skyrim/mods/31797
http://www.nexusmods.com/skyrim/mods/4307
http://www.nexusmods.com/skyrim/mods/10168
To use Apachii you also need SKSE and http://skyrim.nexusmods.com/mods/33526, otherwise you will get CTDs because of the sheer number of new hairs
I also use http://www.nexusmods.com/skyrim/mods/43673. It only has some of the Apachii hairs, but it adds them as wigs (basically helmets). That makes them handy to use with custom races.
http://www.nexusmods.com/skyrim/mods/13457
http://skyrim.nexusmods.com/mods/3589/
http://missanithrope.com/skyrim.php?subaction=showfull&id=1373552807&ucat=3&template=mod&
http://skyrim.nexusmods.com/mods/7625/
http://skyrim.nexusmods.com/mods/627/

*phew*, that's a lot!

Who is Misa? I don't remember her name.



Misa is my girl in Morrowind (formerly my son's Dunmer male). I currently have a Skyrim version of Maxical in Foresworn armor playing, but - seriously thinking about bringing Misa to Skyrim now that they have such great beauty mods out there.

I wanted to ask you - did you ever try Bela (Bella?) for the faces? I was wondering if anyone had tried both Bella and CoverWomen and which they settled on and why - kind of research before installing either one. That "Women of Skyrim" did an awesome job, what a great enhancement to any face texture pack!

I haven't finished going down the list yet - but will. Before I make a human in Skyrim, HAVE to make sure she isn't f'ugly or b'ugly, lol.






Also wanted to add these screens, it is the same place that started this thread, just been fixing it up a bit because I wasn't happy with the way it looked:



http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover3_zpsf3de2fe4.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover1_zpse8c69a56.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover5_zps20214084.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover7_zps1f13fcd2.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Current%20Lesson/Lesson1Makeover2_zps68c81a4a.jpg





Posted by: SubRosa Oct 11 2014, 08:18 PM

Oh, that Misa! I forgot her name is all. You should definitely import her into Skyrim, and Oblivion for that matter!

I think Bella's mod was the first one I used to fix the blocky faces, back when I first started playing. But I didn't like the extra makeup it added to all my character's faces. They are not all meant to be glamor girls wearing blush all the time. So I stopped using it, and started looking at other mods.

Wow, those pics at the end look amazing! That table with all the bottles and stuff on it is fantastic. That must have taken forever to place it all.

Posted by: Grits Oct 11 2014, 08:50 PM

That looks fabulous, mALX! I love how you wrapped the cupboards around a corner. The place mats are a genius idea. That table looks gorgeous!

Posted by: mALX Oct 11 2014, 09:09 PM

QUOTE(SubRosa @ Oct 11 2014, 03:18 PM) *

Oh, that Misa! I forgot her name is all. You should definitely import her into Skyrim, and Oblivion for that matter!

I think Bella's mod was the first one I used to fix the blocky faces, back when I first started playing. But I didn't like the extra makeup it added to all my character's faces. They are not all meant to be glamor girls wearing blush all the time. So I stopped using it, and started looking at other mods.

Wow, those pics at the end look amazing! That table with all the bottles and stuff on it is fantastic. That must have taken forever to place it all.



Not that long to place, about an hour to lay all the changes in that whole house out - but much longer digging through the items lists to find what I wanted to use.

The garden took only a couple hours from start to finish, but the basement took a LONG time. I kept finding gaps in the raised floor that needed fixed, my steps in the raised floor kept disappearing every time I fixed a gap - GAAAAH! And today I got on there and found one of the structure meshes had moved and was gapped from the rest, urk.

"Snap to Grid" and I don't play well together, for some reason.

Oh, thank you for the info on Bella - that is exactly what I was looking for, some input on the two to determine which would suit Misa best. She definitely wouldn't want heavy makeup, but I'd like a bit of enhancement to the eyelashes, maybe some lip gloss. Also, I would like her cheeks to look a bit flushed - but not makeup blush; if that makes sense. There was a mod in Oblivion that made the character's "blush" ("naturally"), lol - something like that.







I just realized I never posted the basement and garden screens, lol. Here they are:




The Basement:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Extra%20Credit%20Challenges/BasementLights2_zps7351fd76.jpg


The Alchemy Garden:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Skyrim%20Extra%20Credit%20Challenges/AlchemyGardenWithLights_zps2685f022.jpg


Thanks, Grits! That is the same place you are working on at the TESAlliance, they are the same people who taught me modding in Oblivion.

Posted by: Grits Oct 11 2014, 09:39 PM

Gosh, the garden and basement look gorgeous! I love the raised floor in the basement. It makes that level look as refined as the ones above. What an awesome tavern! I want to stay there!! biggrin.gif

I remember you and KC recommending these classes for Oblivion. They are lots of fun (so far, I haven’t NavMeshed yet, lol) and incredibly helpful. There are some very basic things I’ve already learned that I never would have found on my own.

Right now I’m fighting with grass in my store project. Damned grass won’t go away! Argh!!

Posted by: SubRosa Oct 11 2014, 10:03 PM

I am in love with those hardwood floors in the basement! And that garden is just beautiful. I love how you used the stone floor around the garden itself, with the big stone planters, and then it turns to wood farther out where the alchemy table is.

http://img.photobucket.com/albums/v90/subrosa_florens/Skyrim/Skyrim097.jpg. What really started to bug me was how Bella's made most of her face darker with makeup, but there is a little strip of skin back near the ears without it, with a much paler color. That drove me nuts.

http://i.imgur.com/fq1jy0T.jpg. What I really like about the current mods is that when you get in close, you can actually see little pores and tiny bumps in the skin on her face. That little strip of lighter skin near the ears is still there, but it isn't nearly as dramatic as it is with Bella's.

Posted by: Acadian Oct 11 2014, 10:49 PM

Wow, mALX, you've been hard at work with the CK. I see some of the same loving touches and detail that you applied to the WG Tavern near Chorrol. Great work!

Posted by: mALX Oct 11 2014, 11:22 PM

Thanks everyone for your kind words on that mod - I have really fallen in love with that inn, and it will be my first mod in game when this class ends. I'm keeping it, lol.

Here is the grounds and stable area - the garden was added after these were taken, it sits on top of the stables:


The Grounds:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3SideView_zps1e7ae4dd.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3ViewFromRoad_zps3e76da77.jpg


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3ViewofStables_zps539bb3fa.jpg



At night:

http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/Lesson3HomeworkampExtraCredit12_zps0c5c460a.jpg




The Stables – water in the trough, and I didn’t have to make it! Lol.

Everything in this mod is vanilla, I used only basic meshes through the whole mod, actually. I just had to really dig to find stuff to make the place the way I like it. (and that is probably the most time consuming task of all of this - well, that and building that wood raised floor in the basement).


I'm about to turn on my game and head over there, see if the in-game screenshots look anywhere near as good as it does in the CS, lol.



Oh SR, you are right - way too much makeup with Bella! Was there no way to tone that down? Urk, I'm with you on going with CoverWoman. Thanks for helping me on that!


EDIT: Oops! Forgot to add stable picture in:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%203/StablesBest_zps90f4e8db.jpg



Posted by: SubRosa Oct 11 2014, 11:24 PM

That pic was with the character wearing no makeup at all from character creation, except lip color. All the sliders were set to the far left for the face colors.

I love the little wooden arch on the grounds, and especially the way the stable is under the second story deck.

Posted by: mALX Oct 11 2014, 11:45 PM

QUOTE(SubRosa @ Oct 11 2014, 06:24 PM) *

That pic was with the character wearing no makeup at all from character creation, except lip color. All the sliders were set to the far left for the face colors.

I love the little wooden arch on the grounds, and especially the way the stable is under the second story deck.



There should have been some way to turn that down, she looks like she stepped out of the 40's Era or something - a "Glam Girl."

Well, that really helped me decide, thank you.

That stable - I built that from scratch materials gathered from all over, the deck on top was a plus I discovered after the first two pieces were in place. And then it was go time, lol. I got really excited at the possibilities when I saw that deck, there was no turning back then, lol.


Posted by: mALX Oct 12 2014, 12:31 AM

*

Can't remember if I mentioned the Smithy and Wood-chopping set up or not, but I didn't have a screen of it (till now):


A full Smithy, Wood-Chopping, and mining on the grounds:


http://s434.photobucket.com/user/Maxical1/media/TESAlliance%20Homework/Lesson%203/TheSmithyandWood-Chopping_zps04a3b033.jpg.html

.



Posted by: ghastley Oct 13 2014, 03:01 PM

Following my usual habit of play-testing my NPC's as PC's, I rolled up Drelka, the Daedra Seducer from Clark's story in Oblivion, to see what I could do with a drain health spell as primary weapon. She may get a role in the Thieves Guild expansion if she works out.

The vampire version of this is a bust, as it doesn't provide any experience. It also seems to be very weak, perhaps because the health gain from the absorb effect is a bonus to the damage. I tried increasing the Spell Usage factor, but it appears that the Absorb archetype prevents experience gain, not just the zero usage factor.

So my next version of the spell changed it to a plain health value modifier, like the elemental spells such as Flames, and that fixed the XP issue, but it's still a poor value for magicka used versus damage done. It's doing half the damage of Flames, for double the cost. The cost is calculated by the CK, and I'm not sure what the inputs are. I'd have expected the same result as Flames, as just about all the numbers were cloned. The differences are the keywords (because it's not a fire spell, fire resistance doesn't apply, etc.) and the ones that pertain to the graphic effects. Flames may get a bit of a boost from stacking on itself, as you're using it on a burning target once it starts.

It appears that you can't combine a drain effect on target with a restore effect on self (both Value Modifiers) to get the equivalent of Absorb, as the overall spell can't operate on both unless it uses the Absorb archetype.

I'm also a bit confused by the spell levels. It appears that the Magic Effect controls this, even if multiple levels of spell with varying magnitude are created from it. So I have no idea if the Perks are applying properly for stronger versions of the spell. Can anyone explain?


Posted by: mALX Oct 13 2014, 03:15 PM

I think the developers themselves had trouble with the formulas for how spells/etc. were arrived at, I remember on release of the game all the issues with miss-added stuff that had to be patched.

Yesterday my laptop blackscreened while I was playing Skyrim. After that it wouldn't boot up, kept going to a blackscreen. Well, the internet said to take the battery out for a period of time, then try it again. I did, and about then my son came home. He said that it was probably a dead battery, and hooked it up to the charger. It started right up, no problems - but now Steam won't open the CK. It says it is opening it, says it is running - but it isn't displaying on my screen! Urk - really aggravated that Bethesda made us go through Steam for our game!

Anyone know how to get it back up? I've written to the Steam support, and they said to use Windows Update and make sure all my drivers are up to date. Well, everything was working fine till the battery went dead, and Windows Update says I'm fully up to date on everything. Urk.

Anyone have this problem starting the CK up, and know how to fix it?

EDIT: (And by the way, Ghastley - I'm catching up on Clark at Gweden still, but can't wait to see what kind of stuff he gets into in Skyrim, lol).



Posted by: SubRosa Oct 13 2014, 05:24 PM

QUOTE(ghastley @ Oct 13 2014, 10:01 AM) *

Following my usual habit of play-testing my NPC's as PC's, I rolled up Drelka, the Daedra Seducer from Clark's story in Oblivion, to see what I could do with a drain health spell as primary weapon. She may get a role in the Thieves Guild expansion if she works out.

The vampire version of this is a bust, as it doesn't provide any experience. It also seems to be very weak, perhaps because the health gain from the absorb effect is a bonus to the damage. I tried increasing the Spell Usage factor, but it appears that the Absorb archetype prevents experience gain, not just the zero usage factor.

So my next version of the spell changed it to a plain health value modifier, like the elemental spells such as Flames, and that fixed the XP issue, but it's still a poor value for magicka used versus damage done. It's doing half the damage of Flames, for double the cost. The cost is calculated by the CK, and I'm not sure what the inputs are. I'd have expected the same result as Flames, as just about all the numbers were cloned. The differences are the keywords (because it's not a fire spell, fire resistance doesn't apply, etc.) and the ones that pertain to the graphic effects. Flames may get a bit of a boost from stacking on itself, as you're using it on a burning target once it starts.

It appears that you can't combine a drain effect on target with a restore effect on self (both Value Modifiers) to get the equivalent of Absorb, as the overall spell can't operate on both unless it uses the Absorb archetype.

I'm also a bit confused by the spell levels. It appears that the Magic Effect controls this, even if multiple levels of spell with varying magnitude are created from it. So I have no idea if the Perks are applying properly for stronger versions of the spell. Can anyone explain?

I ran into the same problem with the spell not giving experience gains when I made my Absorb Health spells. I solved it by creating a Damage Health effect with a Base Cost of 14.000 and a Skill Usage Mult of 1.4000. It is a Value Modifier archetype, with Health as the Assoc Item. Concentration, Aimed. With the MagicAbsorbFXScript attached to it. I added that to each of my Absorb Health spells, with a Magnitude of 1. All of my actual Absorb Effects have a Base Cost and Skill Usage Mult of 0. They are Absorb archetype, Assoc Item Health, Conc Aimed as well. Those I gave the higher Magnitudes to in my spells. My entry level Absorb Spell was Damage Health 1, and Absorb Health of 8. It ends up with a magicka cost of 14 points a second. Because the Damage effect costs more, it is the one the game uses to determine skill usage. That way you still get skill advances for using it. Since I wanted my spells to be Restoration based, like in Oblivion, I made my Damage Health effect work off of Restoration rather than Destruction. I have found it works like a charm.

QUOTE(mALX @ Oct 13 2014, 10:15 AM) *

I think the developers themselves had trouble with the formulas for how spells/etc. were arrived at, I remember on release of the game all the issues with miss-added stuff that had to be patched.

Yesterday my laptop blackscreened while I was playing Skyrim. After that it wouldn't boot up, kept going to a blackscreen. Well, the internet said to take the battery out for a period of time, then try it again. I did, and about then my son came home. He said that it was probably a dead battery, and hooked it up to the charger. It started right up, no problems - but now Steam won't open the CK. It says it is opening it, says it is running - but it isn't displaying on my screen! Urk - really aggravated that Bethesda made us go through Steam for our game!

Anyone know how to get it back up? I've written to the Steam support, and they said to use Windows Update and make sure all my drivers are up to date. Well, everything was working fine till the battery went dead, and Windows Update says I'm fully up to date on everything. Urk.

Anyone have this problem starting the CK up, and know how to fix it?

EDIT: (And by the way, Ghastley - I'm catching up on Clark at Gweden still, but can't wait to see what kind of stuff he gets into in Skyrim, lol).

All I know for sure is that like playing Skyrim, the CK requires Steam to be running before it will launch. You could try deleting the CK and reinstalling. Or even deleting the Steam client and reinstalling it, the reinstalling the CK.

Posted by: ghastley Oct 13 2014, 05:51 PM

QUOTE(SubRosa @ Oct 13 2014, 12:24 PM) *

I ran into the same problem with the spell not giving experience gains when I made my Absorb Health spells. I solved it by creating a Damage Health effect with a Base Cost of 14.000 and a Skill Usage Mult of 1.4000. It is a Value Modifier archetype, with Health as the Assoc Item. Concentration, Aimed. With the MagicAbsorbFXScript attached to it. I added that to each of my Absorb Health spells, with a Magnitude of 1. All of my actual Absorb Effects have a Base Cost and Skill Usage Mult of 0. They are Absorb archetype, Assoc Item Health, Conc Aimed as well. Those I gave the higher Magnitudes to in my spells. My entry level Absorb Spell was Damage Health 1, and Absorb Health of 8. It ends up with a magicka cost of 14 points a second. Because the Damage effect costs more, it is the one the game uses to determine skill usage. That way you still get skill advances for using it. Since I wanted my spells to be Restoration based, like in Oblivion, I made my Damage Health effect work off of Restoration rather than Destruction. I have found it works like a charm.

So you've left the Absorb alone, and added another effect that provides the experience? I'd expected the spell cost to be the sum of its effects, but I think you're saying it's just the higher of the two (or more), which would be quite different, or is it that you've engineered the absorb's cost down to zero with the base cost of that part?

Posted by: SubRosa Oct 13 2014, 09:15 PM

I made the absorb effect cost no magicka, so only the damage effect contributes to the magicka cost. Likewise, that way the damage effect does contribute to the skill up.

Posted by: mALX Oct 13 2014, 10:26 PM

QUOTE(SubRosa @ Oct 13 2014, 12:24 PM) *

All I know for sure is that like playing Skyrim, the CK requires Steam to be running before it will launch. You could try deleting the CK and reinstalling. Or even deleting the Steam client and reinstalling it, the reinstalling the CK.



I got it up finally, on Steam right clicked on the creation kit and chose the "back up" feature. Then I opened the back-up instead of the one I had on my computer - THEN Steam realized my version of the CK had become corrupt, and did an "update" on it - working fine now.

Next problem:

I went to "Preferences -> Shaders -> Debug # Lights - adjusted my lighting into more reasonable levels - now I can't get the render screen back onto the normal view. How do you toggle that debug mode off the render screen?




Posted by: SubRosa Oct 13 2014, 11:02 PM

I don't know. I never touched anything in that Shaders tab. It could be that the only way to undo it is to clear those checkboxes.

Posted by: mALX Oct 14 2014, 12:55 AM

QUOTE(SubRosa @ Oct 13 2014, 06:02 PM) *

I don't know. I never touched anything in that Shaders tab. It could be that the only way to undo it is to clear those checkboxes.



They were cleared, I ended up having to exit the CK to stop it. Then when I went back in with the now "Correct" lighting - couldn't see a thing, it was dark as a dungeon.

I agree I had too much light in there before, but there has to be a happy medium between what Bethesda thinks is correct and what my eyes (and FPS) can handle, lol. Urk.

What I'm going to do is pop into a few businesses in game till I find one with acceptable lighting - then I'll adjust just a tinge of Rose color to the light - I got that formula down for Skyrim at least, lol.

Posted by: SubRosa Oct 14 2014, 01:23 AM

If it is just the lighting in the Creation Kit, press the A key. That toggles bright lighting on and off. http://www.creationkit.com/Creation_Kit_Keyboard_Mapping

Posted by: mALX Oct 14 2014, 07:05 PM

QUOTE(SubRosa @ Oct 13 2014, 08:23 PM) *

If it is just the lighting in the Creation Kit, press the A key. That toggles bright lighting on and off. http://www.creationkit.com/Creation_Kit_Keyboard_Mapping



No, it was the "Debug Lights Mode" on the render, makes your render screen look like a spectrum of color - red is too many lights overlapping; blue is good, green is dark. Example:


http://i434.photobucket.com/albums/qq67/Maxical1/TESAlliance%20Homework/Lesson%202/Lesson4NumberofLightsSpectrumBasement_zpsc8f2c7b5.jpg


Oh, thank you for that link!

Hey, Acadian said you are working on your own voice mod - I don't know why I thought you were just plugging in voice files to the "Another Voice Mod" mod for your characters ... so, about this voice mod ... (hint hint) ...

Do you think there is any way you could take the script from the "Player Voice" mod (that used FUZ files, but only had one trigger = combat) - and add more triggers to it? (like finding a location/sneaking/lockpicking/etc) - and maybe a random percent roll (like BruceVayne used in his "Sound Sets" script for Imoen (can't remember the exact wording, but it went something like this):

"If find location [names of towns] and if random percent =< 20
Player say "X"
Else if random percent => 20
Player say "XY"
end if
End"


Well, here is the actual script for Imoen:

QUOTE

Scn PCSoundImoenScript

short sneaktoggle
short combattoggle
short sittoggle
short ItemsStolen
short ItemsPickpocked
short Murdered
short PKilled
short CKilled
short nplayed
short dplayed
short weaponout
short detected
short torchout
short locks
short slept
short waited
short discover
short townplayed
short wildplayed
short trespassing
short deathplayed
float fquestdelaytime
float timepassed
short roll
short rolls
short health
short chealth
short thealth
short woundp
short dungplayed
short combattime
short epic
float timerPCS
short cfplayed
short beginkillsp
short beginkillsc
short booksread
short sbooksread
short encPlayed
float cEnc
float maxEnc
short PCSfame
short PCSinfamy
short murderer
short cfBounty
short pfBounty
short FGuild
short MGuild
short TGuild
short initialized
short a
short b
short c
short d
short e
short f
short g
short gates
short battlecry
float prevTimerPCS
float timerMod
short powerattack
float posx
float posy
float posz
float prevposx
float prevposy
float prevposz
float idlest
short idleplayed
short gates
short closed
short closedt
short thirdview
float icstimer
short speech
short EnemyInSight
short PCwounded
short combatON
short combatONtoggle
short dungt
short townt
short wildt


begin gamemode
set fquestdelaytime to 2.5
set timepassed to getsecondspassed
set roll to getrandompercent
set chealth to ( player.getAV health )
set thealth to ( player.getBaseAV health )
set cEnc to ( Player.GetAV Encumbrance )
set maxEnc to ( ( Player.GetBaseAV Encumbrance ) - 4 )
set cfBounty to ( Player.GetAV Bounty )
if TimerPCS != prevTimerPCS
set timerMod to TimerPCS
endif
if TimerPCS > ( 0 - ( timerMod * 0.5 ) )
set timerPCS to ( timerPCS - timepassed )
endif
if TimerPCS <= 0
set speech to 0
endif
set prevTimerPCS to TimerPCS

set cfplayed to 0

if ( player.hasmagiceffect slnc ) || ( player.hasmagiceffect para ) || ( player.getdead ) || ( timerPCS > ( 0 - ( timerMod * 0.5 ) ) )
set cfplayed to 1
endif

if initialized != 1
if player.getfactionrank fightersguild == 9
set Fguild to 1
endif
if player.getfactionrank magesguild == 9
set Mguild to 1
endif
if player.getfactionrank thievesguild == 7
set Tguild to 1
endif
set cfplayed to 1
set initialized to 1
endif


if ( sneaktoggle != player.issneaking )
set sneaktoggle to player.issneaking
if ( sneaktoggle == 1 ) && ( player.isactordetected != 1 )
if ( cfplayed != 1 )
if ( roll < 50 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound Imoe5
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcImoe5
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( combatONtoggle != combatON )
set combatONtoggle to combatON
if ( combatONtoggle )
if ( cfplayed != 1 )
if ( roll < 10 )
playsound Imoena
set timerPCS to 2
set cfplayed to 1
set b to 5
elseif ( roll >= 10 ) && ( roll < 20 )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set c to 5
elseif ( roll >= 20 ) && ( roll < 30 )
playsound Imoea
set timerPCS to 2
set cfplayed to 1
set g to 5
elseif ( roll >= 30 ) && ( roll < 40 )
playsound Imoen03
set timerPCS to 3
set cfplayed to 1
set e to 5
endif
endif
endif
endif

if ( combattoggle != player.IsInCombat )
set combattoggle to player.isincombat
if ( combattoggle )
set beginkillsp to ( getPCMiscStat 6 )
set beginkillsc to ( getPCMiscStat 5 )
endif

if ( combattoggle == 0 ) && ( player.getdead != 1 ) && ( combatON )
set battlecry to 0
set combatON to 0
if ( beginkillsp == ( getPCMiscStat 6 ) ) && ( beginkillsc == ( getPCMiscStat 5 ) )
if ( cfplayed != 1 )
if ( roll < 30 )
playsound imoe1
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
if ( cfplayed != 1 )
if ( roll < 10 )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 10 ) && ( roll < 20 )
playsound imoez
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 20 ) && ( roll < 30 )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( player.getdead == 1 )
if ( deathplayed != 1 )
if ( roll < 50 )
playsound Imoem
set deathplayed to 1
elseif ( roll <= 50 )
playsound imoenm
set deathplayed to 1
endif
endif
endif

if ( sittoggle != player.getsitting )
set sittoggle to player.getsitting
if ( sittoggle == 3 )
if ( cfplayed != 1 )
if ( roll < 40 )
playsound imoec
set timerPCS to 4
set cfplayed to 1
endif
endif
endif
endif

if ( ItemsStolen != ( GetPCMiscStat 28 ) )
set ItemsStolen to ( GetPCMiscStat 28 )
if ( cfplayed != 1 )
if ( roll < 10 )
playsound imoe4
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( ItemsPickpocked != ( GetPCMiscStat 29 ) )
set ItemsPickpocked to ( GetPCMiscStat 29 )
if ( cfplayed != 1 )
if ( roll < 25 )
playsound imoe4
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 25 ) && ( roll < 50 )
playsound imoei
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( Murdered != ( getPCMiscStat 32 ) )
set Murdered to ( getPCMiscStat 32 )
set murderer to 1
if ( cfplayed != 1 )
if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) )
playsound imoez
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set d to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( PKilled != ( getPCMiscStat 6 ) )
set PKilled to ( getPCMiscStat 6 )
if ( cfplayed != 1 )
if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) )
playsound imoez
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set d to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( CKilled != ( getPCMiscStat 5 ) )
set CKilled to ( getPCMiscStat 5 )
if ( cfplayed != 1 )
if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) )
playsound imoez
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set d to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( GameHour >= 22.5 || GameHour < 4.75 ) && ( nplayed == 0 ) && ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell wilderne ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( player.isincombat != 1 )
set dplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoer
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoer
set speech to 1
endif
set nplayed to 1
set timerPCS to 3
set cfplayed to 1
endif
endif
endif

if ( GameHour > 8.0 && GameHour < 17.0 ) && ( dplayed == 0 ) && ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell wilderne ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( player.isincombat != 1 )
set nplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoeq
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoeq
set speech to 1
endif
set dplayed to 1
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( weaponout != player.isweaponout )
set weaponout to player.isweaponout
if ( weaponout ) && ( player.isincombat != 1 )
if ( cfplayed != 1 )
if ( roll < 15 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoe0
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoe0
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 15 ) && ( roll < 30 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoex
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoex
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
if ( weaponout == 0 ) && ( player.getdead != 1 ) && ( player.isincombat != 1 )
if ( cfplayed != 1 )
if ( roll < 15 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoej
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoej
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( detected != player.isactordetected ) && ( player.issneaking == 1 )
set detected to player.isactordetected
if ( detected == 1 ) && ( player.istrespassing )
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoenv
set timerPCS to 4
set cfplayed to 1
endif
endif
elseif ( detected != 1 )
if ( cfplayed != 1 )
if ( roll < 50 )
player.say pcImoe5
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( trespassing != player.istrespassing )
set trespassing to player.istrespassing
if ( trespassing == 1 ) && ( player.isactordetected != 1 )
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoenk
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( ( player.isTorchOut != 0 ) || ( player.hasmagiceffect lght ) || ( player.hasmagiceffect neye ) || ( player.getincell oblivio == 1 ) ) && ( dungplayed != 1 ) && ( player.isincombat != 1 )
if ( player.getincell chorrol != 1 ) && ( player.getincell anvil != 1 ) && ( player.getincell bravil != 1 ) && ( player.getincell cheydinhal != 1 ) && ( player.getincell bruma != 1 ) && ( player.getincell wilderne != 1 ) && ( player.getincell SENSBlis != 1 ) && ( player.getincell SENSCrucibl != 1 ) && ( player.getincell SENSPalac != 1 ) && ( player.istrespassing != 1 )
set wildt to 0
set townt to 0
if ( dungt < 30 )
set dungt to dungt + 2.5
elseif ( dungt >= 30 )
set townplayed to 0
set wildplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoep
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoep
set speech to 1
endif
set timerPCS to 4
set dungplayed to 1
set cfplayed to 1
endif
endif
endif
endif
endif

if ( locks != ( GetPCMiscStat 8 ) )
set locks to ( GetPCMiscStat 8 )
if ( cfplayed != 1 )
if ( roll < 20 )
playsound imoeee
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( slept != ( GetPCMiscStat 20 ) )
set slept to ( GetPCMiscStat 20 )
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoey
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( waited != ( GetPCMiscStat 21 ) )
if ( waited <= ( GetPCMiscStat 21 ) - 2 )
set waited to ( GetPcMiscStat 21 )
if ( cfplayed != 1 )
if ( roll < 25 )
playsound imoed
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 25 ) && ( roll < 50 )
playsound imoen12
set timerPCS to 4
set cfplayed to 1
endif
endif
elseif ( waited > ( GetPCMiscStat 21 ) - 2 )
set waited to ( GetPcMiscStat 21 )
endif
endif

if ( discover != ( GetPCMiscStat 7 ) )
set discover to ( GetPcMiscStat 7 )
if ( cfplayed != 1 )
if ( roll < 30 )
playsound imoen
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell leyawiin ) || ( player.getincell IC ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( townplayed == 0 ) && ( player.isincombat != 1 ) && ( player.issneaking != 1 )
set wildt to 0
set dungt to 0
if ( townt < 30 )
set townt to townt + 2.5
elseif ( townt >= 30 )
set wildplayed to 0
set dungplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoeo
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoeo
set speech to 1
endif
set townplayed to 1
set timerPCS to 3
set cfplayed to 1
endif
endif
endif
endif

if ( player.getincell wilderne ) && ( wildplayed == 0 ) && ( player.isincombat != 1 ) && ( player.issneaking != 1 )
set townt to 0
set dungt to 0
if ( wildt < 30 )
set wildt to wildt + 2.5
elseif ( wildt >= 30 )
set townplayed to 0
set dungplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
set rolls to getrandompercent
if ( rolls < 33 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoen
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoen
set speech to 1
endif
set wildplayed to 1
set timerPCS to 4
set cfplayed to 1
elseif ( rolls >= 33 ) && ( rolls < 66 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound IMOEN55
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcIMOEN55
set speech to 1
endif
set wildplayed to 1
set timerPCS to 6
set cfplayed to 1
elseif ( rolls >= 66 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound IMOEN53
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcIMOEN53
set speech to 1
endif
set wildplayed to 1
set timerPCS to 6
set cfplayed to 1
endif
endif
endif
endif
endif

if ( sbooksread != ( GetPCMiscStat 18 ) )
set sbooksread to ( GetPcMiscStat 18 )
if ( cfplayed != 1 )
if ( roll < 20 )
playsound imoenr
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( booksread != ( GetPCMiscStat 17 ) )
set booksread to ( GetPcMiscStat 17 )
if ( cfplayed != 1 )
if ( roll < 5 )
playsound imoenr
set timerPCS to 4
set cfplayed to 1
elseif ( roll >= 5 ) && ( roll < 10 )
playsound imoend
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( gates != ( GetPCMiscStat 13 ) )
set gates to ( GetPcMiscStat 13 )
set PCSfame to getPCfame
set closed to 1
set closedt to 0
endif

if ( player.getincell oblivio != 1 ) && ( closed )
set closedt to ( closedt + timepassed )
if ( closedt > 3 )
set closed to 0
if ( cfplayed != 1 )
if ( roll < 25 )
playsound imoen33
set timerPCS to 4
set cfplayed to 1
elseif ( roll >= 25 ) && ( roll < 50 )
playsound imoez
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( PCSfame != getPCfame ) && ( player.isincombat != 1 )
set PCSfame to getPCfame
if ( player.getfactionrank fightersguild == 9 ) && ( FGuild != 1 )
if ( cfplayed != 1 )
playsound imoeb
set timerPCS to 4
set cfplayed to 1
set FGuild to 1
endif
endif
if ( player.getfactionrank magesguild == 9 ) && ( MGuild != 1 )
if ( cfplayed != 1 )
playsound imoeb
set timerPCS to 4
set cfplayed to 1
set MGuild to 1
endif
endif
if ( cfplayed != 1 )
if ( roll < 16 )
playsound imoens
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 16 ) && ( roll < 32 )
playsound imoet
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 32 ) && ( roll < 48 )
playsound imoen30
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( PCSinfamy != getPCinfamy ) && ( player.isincombat != 1 )
set PCSinfamy to getPCinfamy
if ( cfBounty == pfBounty )
if ( murderer != 1 )
if ( player.getfactionrank thievesguild == 7 ) && ( TGuild != 1 )
if ( cfplayed != 1 )
playsound imoeb
set timerPCS to 4
set cfplayed to 1
set TGuild to 1
endif
endif
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoet
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
elseif ( murderer == 1 )
set murderer to 0
endif
endif
endif

if ( player.isincombat == 1 ) && ( player.isindangerouswater != 1 ) && ( player.getdead != 1 ) && ( health > ( chealth + ( thealth / 50 ) ) )
set PCwounded to 1
if ( cfplayed != 1 ) && ( combatON )
if ( roll >= ( 0 + e ) ) && ( roll < ( 10 + e ) )
playsound imoen03
set timerPCS to 3
set cfplayed to 1
set e to 5
set b to 0
set c to 0
set f to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set e to 0
set b to 5
set c to 0
set f to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set e to 0
set b to 0
set c to 5
set f to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + f ) ) && ( roll < ( 40 - f ) )
playsound imoe8
set timerPCS to 2
set cfplayed to 1
set e to 0
set b to 0
set c to 0
set f to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( ( chealth / thealth ) <= 0.35 ) && ( woundp != 1 ) && ( player.getdead != 1 )
if ( cfplayed != 1 )
if ( roll < 33 )
playsound imoee
set woundp to 1
set timerPCS to 4
set cfplayed to 1
elseif ( roll >= 33 ) && ( roll < 66 )
playsound imoene
set woundp to 1
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 66 )
playsound imoen01
set woundp to 1
set timerPCS to 3
set cfplayed to 1
endif
endif
elseif ( ( chealth / thealth ) > 0.7 )
set woundp to 0
endif

if ( player.isincombat == 1 ) && ( player.getdead != 1 ) && ( player.getknockedstate == 0 ) && ( combatON ) && ( player.issneaking != 1 )
set battlecry to battlecry + timepassed
if ( ( 3 * battlecry ) > roll )
if ( cfplayed != 1 )
set rolls to getrandompercent
if ( rolls >= ( 0 + a ) ) && ( rolls < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set g to 0
set battlecry to battlecry - 12
elseif ( rolls >= ( 10 + b ) ) && ( rolls < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set g to 0
set battlecry to battlecry - 12
elseif ( rolls >= ( 20 + c ) ) && ( rolls < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set g to 0
set battlecry to battlecry - 12
elseif ( rolls >= ( 30 + g ) ) && ( rolls < ( 40 - g ) )
playsound imoea
set timerPCS to 3
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set g to 5
set battlecry to battlecry - 12
endif
endif
endif
endif

if ( cEnc >= maxEnc ) && ( player.getdead != 1 ) && ( player.isincombat != 1 )
if ( EncPlayed != 1 )
if ( cfplayed != 1 )
playsound imoe33
set EncPlayed to 1
set timerPCS to 2
set cfplayed to 1
endif
endif
elseif ( cEnc < maxEnc )
set EncPlayed to 0
endif

set posx to ( player.getpos x )
set posy to ( player.getpos y )
set posz to ( player.getpos z )

if ( posx == prevposx ) && ( combattoggle == 0 )
if ( posy == prevposy )
if ( posz == prevposz )
set idlest to idlest + timepassed
set icstimer to icstimer + timepassed
if ( idlest >= 30 ) && ( idleplayed != 1 )
if ( cfplayed != 1 )
if ( roll < 15 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoed
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoed
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
set idleplayed to 1
elseif ( roll >= 15 ) && ( roll < 30 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoen12
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoen12
set speech to 1
endif
set timerPCS to 4
set cfplayed to 1
set idleplayed to 1
endif
endif
endif
elseif ( posz != prevposz )
set idlest to 0
set idleplayed to 0
set icstimer to 0
endif
elseif ( posy != prevposy )
set idlest to 0
set idleplayed to 0
set icstimer to 0
endif
elseif ( posx != prevposx )
set idlest to 0
set idleplayed to 0
set icstimer to 0
endif


set pfBounty to cfBounty
set health to chealth
set prevposx to posx
set prevposy to posy
set prevposz to posz


set IdleCompatibility.ptp to 0
set IdleCompatibility.idlereset to 0




end



(Actually, that last part is just to make it compatible with Personality Idles, that can be skipped)



I can't extract the "Player Voices" script, my PC isn't Skyrim capable, and my laptop just blue-screened again. But I was going to look at it, compare it to BruceVayne's - and try to find a way to increase the triggers and possibly allow for some randomness in the responses (like the "Additional Voices" mod, but with FUZ files so their lips move).


All I need/want is the script, I can provide my own FUZ voice files ... (hint hint, wipes drool away...).

Please?


*mALX attempts to hug SR*


IPB Image


*mALX gives SR sad puppy dog eyes..."


IPB Image


whistling.gif


laugh.gif




Posted by: SubRosa Oct 14 2014, 10:34 PM

I am sorry. I have no idea how to take that script and add more triggers to it. Like I said, Skyrim's scripting makes no sense to me at all. I am not making a voice mod of my own. I have just been using Additional Player Voices and adding voice sets to it, using the .wav files from the Baldur's Gate games, and BruceVayne's Oblivion mods. All I am really doing is copying files and renaming them to fit the format for APV.

Posted by: mALX Oct 14 2014, 11:59 PM

QUOTE(SubRosa @ Oct 14 2014, 05:34 PM) *

I am sorry. I have no idea how to take that script and add more triggers to it. Like I said, Skyrim's scripting makes no sense to me at all. I am not making a voice mod of my own. I have just been using Additional Player Voices and adding voice sets to it, using the .wav files from the Baldur's Gate games, and BruceVayne's Oblivion mods. All I am really doing is copying files and renaming them to fit the format for APV.



Oh, okay. Well, that is what I thought you said, but Acadian got my hopes up when he said you were working on your own voice mod, lol.

So, just for future reference; if something comes up and it is something you can do, did the sad puppy eyes and squirrel hug work at all?

JUST KIDDING! laugh.gif

Well, I will enjoy the "Additional Voices Mod" and use it - just prefer it is the character's lips move when they speak if you happen to be facing them. BruceVayne's used WAV in first person, but in 3rd person you could see the lips moving. I haven't seen a single script in Skyrim yet, I guess all that time in the CK I should have looked, but didn't.

I've been sitting here sorting through voice files to use, phrases to choose from - I'm probably going to end up using Sofia's voice files, since she is a Nord (and doesn't have as many angry voice files as Vilja to sort through). I like her irreverence - in fact I'm seriously considering Misa marrying her if her author follows through with that option like she is talking about doing. It certainly would not be unusual for two Nord women to sound alike and have similar personalities, lol. Sure better than marrying Lydia! ROFL !!!

OH! Does anyone know if the "Player Voices" conflicts with the "Additional Voices?" Maybe I could still use them both like I did with ELZ's and the Sound Sets! That would add one more trigger, and one that does have lip files.




Posted by: SubRosa Oct 15 2014, 12:15 AM

To be honest, I have yet to be able to see my character's face in Skyrim when they speak. If you use tfc to look at your face, you cannot do the things that trigger events, like drawing your weapon. If you are not using tfc, and just spin the camera around to see your face, as soon as you do something the camera snaps back to behind you, hiding your face.

Posted by: Grits Oct 15 2014, 12:20 AM

Here's a very brief discussion about trouble generating lip files: http://forums.nexusmods.com/index.php?/topic/815260-lip-files/. I haven't gotten to this issue yet, but at least I'll be able to find the link now when I do. laugh.gif

Posted by: mALX Oct 15 2014, 12:53 AM

QUOTE(SubRosa @ Oct 14 2014, 07:15 PM) *

To be honest, I have yet to be able to see my character's face in Skyrim when they speak. If you use tfc to look at your face, you cannot do the things that trigger events, like drawing your weapon. If you are not using tfc, and just spin the camera around to see your face, as soon as you do something the camera snaps back to behind you, hiding your face.



Well, that would certainly be a pisser if I went through a bunch of trouble to get lip files working and then never got to see them in action, lol. BruceVayne's had one that triggered in "Wait," and KC videotaped Aravi getting ticked off at being made to wait too long - It was AWESOME to see one of our characters actually speaking. Even knowing in all those vids that we rarely if ever saw it again - whenever I heard her speak, I knew her lips were moving. It was very cool.

It should actually be really easier (relatively speaking) to add more triggers to the "Additional Voice" mod, anyway; since they are "Play Sound" files - I may have a better shot at trying to change that script than the other if I could do either. I guess I'll have to see how I do in the scripting class over at TESAlliance.

I was really pretty shocked at how locked down their AI packages are, they have kind of severed the ability to do anything with them as far as I can see. I guess I'll find that out in the classes too, urk.

Really feel like for a modder - Oblivion was the game to play in. I guess I'll see how flexible this new graphics program is, but so far - not liking it.




QUOTE(Grits @ Oct 14 2014, 07:20 PM) *

Here's a very brief discussion about trouble generating lip files: http://forums.nexusmods.com/index.php?/topic/815260-lip-files/. I haven't gotten to this issue yet, but at least I'll be able to find the link now when I do. laugh.gif



Ooh, great link! Thanks, I favorited it!



Posted by: mALX Oct 15 2014, 04:51 AM

QUOTE(SubRosa @ Oct 14 2014, 05:34 PM) *

I am sorry. I have no idea how to take that script and add more triggers to it. Like I said, Skyrim's scripting makes no sense to me at all. I am not making a voice mod of my own. I have just been using Additional Player Voices and adding voice sets to it, using the .wav files from the Baldur's Gate games, and BruceVayne's Oblivion mods. All I am really doing is copying files and renaming them to fit the format for APV.



I'm not hinting anymore (promise), and was mostly teasing when I was hinting anyway - but came across this and wondered if you would be interested in reading it:



http://www.cipscis.com/skyrim/tutorials/


Of course, this article was written for beginners to modding and scripting both; (so keep that in mind if it sounds ridiculously too dumbed down) - it is. But it might be a good way to familiarize yourself with their scripting enough where it doesn't seem like Greek anymore...more like Roman.




*

Posted by: mALX Oct 15 2014, 03:47 PM

*

I started looking at the above noob lesson last night - from what I've seen so far, they have just changed the wording and place where you install your scripts:

You no longer add your scripts directly into the Editor like you did in the CS's; you put them in a folder in the Data file and the CK accesses them. Why was it done that way? IDK. To make it more BS'y, probably.

But the wording difference:

From what I've seen, it is just little changes like this:

CS Scripting:

endif
End


CK "Papyrus" :


EndFunction


or


EndEvent (etc.)



The difference is that in Oblivion and Morrowind, every If-Then-So script was ended with "endif" and any other functions in the script were covered by the "End" at the bottom - stopping the whole string regardless how many functions the script used.

In Skyrim, the scripts are divided up by What They Do; (four global functions) and you have to end each segment by name of its actual function.


Another difference is that Global functions aren't specific to the mod they are in anymore (hence them being in the Data folder) - if it is in that Data folder it is globally accessible for any mod you are making (just make sure to package it with your mod)

I guess that kind of takes away from the "you can't use my stuff without my permission" from mods as far as scripting is concerned.

But that also makes tools like SKSE more valuable than they already were; because don't they come with plenty of built in additional functions? The OBSE did.

Anyway, so far it is a little less daunting than it seemed before seeing that article. That article was dumbed down even lower than my brain needed, so it is a bit irritatingly slow - but rather than reading it, I scanned over the baby steps and just picked up the real meat of the differences. Still at it, of course - had to sleep sometime.


** Also, I noticed they are using the same example script that they used for the Morrowind CS, the Oblivion CS - so pulling the Oblivion script and using it for comparison makes it easy to pick up on the language changes in this new engine.



*

Posted by: ghastley Oct 15 2014, 05:13 PM

The most significant change is that in Skyrim, scripts aren't running all the time. They need an event to wake them up and do something. Once you know what can trigger a piece of code to run, it all falls into place.

Posted by: mALX Oct 15 2014, 05:30 PM

QUOTE(ghastley @ Oct 15 2014, 12:13 PM) *

The most significant change is that in Skyrim, scripts aren't running all the time. They need an event to wake them up and do something. Once you know what can trigger a piece of code to run, it all falls into place.



That should make adding triggers to the voice mods easier, then ... right?

Posted by: mALX Oct 15 2014, 07:03 PM

*

It is easier for me to learn by first seeing what is different - kind of puts the Papyrus into perspective: instead of it being such a huge chunk of everything new and strange - takes it down into bite size pieces that I do recognize, so much less new to learn.

Anyway, in that light I found this page a big help (for me at least):


http://www.creationkit.com/Differences_from_Previous_Scripting


*


Posted by: mALX Oct 22 2014, 06:33 AM

I'm having an issue with Misa's re-install, urk. When I First installed her she looked perfect - everywhere, but her skin showed an odd pattern every now and then, and her facial textures weren't as good as the images on Nexus - Here is a screen of her then, this is before I followed the load order to a T and overwrote everything:


Misa before following correct load/overwrite order:


http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/ScreenShot31_zpsfac65047.png


Deleted all mods and this time loaded them up correctly and overwrote - huh? Holy Cow, I didn't order those! Hey wait, she has some missing ... attributes! (I took off her clothes and checked, her nippies are gone! Maybe that could be explained by those giant boobs that she didn't have in the "before" screens - but her "other parts" have disappeared as well! GAAAAAH! How will she use the bathroom?

Here is the screen of after I reinstalled the mods correctly/overwrote files:


http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/ScreenShot33_zps0134d2a5.png


And - is it me? I think her face looks more vanilla now! To me she was much prettier before, (although the textures really are much better now).

How do I get her toot-toot and nippies back? I don't even know which mod stole them! sad.gif




Posted by: Grits Oct 22 2014, 06:31 PM

Is it possible that you’re missing your femalebody_1.dds file? If memory serves (and it probably doesn’t, lol) when I installed UNP I had to choose a hair style for the lady parts (serious bush, trimmed, waxed and polished, landing strip, etc.) and then rename the file. That file goes in Skyrim\Data\Textures\Actors\Character\Female. Just something to check.

Posted by: mALX Oct 22 2014, 07:25 PM

QUOTE(Grits @ Oct 22 2014, 01:31 PM) *

Is it possible that you’re missing your femalebody_1.dds file? If memory serves (and it probably doesn’t, lol) when I installed UNP I had to choose a hair style for the lady parts (serious bush, trimmed, waxed and polished, landing strip, etc.) and then rename the file. That file goes in Skyrim\Data\Textures\Actors\Character\Female. Just something to check.



I did that too, and it worked perfectly on the first install! She looked just beautiful nude - and seamless! But in certain lights her skin would show an odd pattern appearing, which is why I thought I'd probably done something wrong by not overwriting some files. Urk.

I'll go check my texture/actor/female file again, see if maybe it got shuffled out in the processes. sad.gif

Thanks, Grits




Posted by: Grits Oct 22 2014, 07:35 PM

Another thing, did the odd pattern look like the “Before” pictures in this mod (http://www.nexusmods.com/skyrim/mods/29791/)? If so it was an easy fix but complicated to read the whole mod description. wacko.gif

I hope this helps Misa get her nips back!

Posted by: mALX Oct 22 2014, 10:01 PM

QUOTE(Grits @ Oct 22 2014, 02:35 PM) *

Another thing, did the odd pattern look like the “Before” pictures in this mod (http://www.nexusmods.com/skyrim/mods/29791/)? If so it was an easy fix but complicated to read the whole mod description. wacko.gif

I hope this helps Misa get her nips back!



YEAH! She got her nips a
& TooToo back!!! And her boobs have shrunk back down to her normal size too!!!

It was the Beta WOS, the first time I installed I'd used the "Main" file, but this time I was following instructions and went with the exact steps. Well, SR's girl uses the skinny body, but I had used the regular body - and didn't delete the "Diamonized UNP" with all the other files.

So the new files added back in and overwriting added the skinny girl's Tootoo onto a regular girl's body, leaving a big hole there between her skin and hairs.

The giant boobs - I had her weight set on the higher end because she's a Nord - but with the skinny body meshes the only place that grew was her breasts - they were gynormous! So now that is fixed, and with the smaller boobs her nippies popped back out - in fact, they are actually a little more pronounced now (although that could be from standing outside in Skyrim naked, lol!


The only dif is that her face remains blocky and vanilla looking. I took some screens after putting her clothes back on, I'll post them as soon as they upload.

Thanks for your help!


Posted by: Acadian Oct 22 2014, 10:23 PM

Whew! Glad Misa got her gurl-bits back! tongue.gif

Posted by: mALX Oct 22 2014, 11:04 PM

Me too! Here is a pictorial of her journey to reclaim her body parts;





Original install This is with Covergirl #1:


http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/ScreenShot31_zpsfac65047.png


http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/ScreenShot30_zpsdc9709d1.png




Latest Fix, this is with Covergirl #3:



http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/ScreenShot37_zps562e87c6.png



http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/ScreenShot38_zpsaa1e1d55.png




Giant boobs with no body parts (Covergirl #3):


http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/ScreenShot32_zps91077bff.png


Is it me? Or does she look better in dark lighting? rollinglaugh.gif



Posted by: mALX Oct 23 2014, 09:55 AM

Okay, this is what I'm talking about Misa getting odd patterns on her skin sometimes (like in certain lighting or something - she is still having it happen since all these changes, and it is worse in this screen than it ever was before:



Odd skin pattern examples:


http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/1b7fdb40-8727-41fd-981e-59e399a5f07b_zpsd2dcf365.png



Seems like the prettier she gets, the more other issues come with it, lol.



Posted by: Grits Oct 23 2014, 10:31 AM

Sorry, I've never seen that before. I hope you find the answer!

Posted by: Acadian Oct 23 2014, 12:43 PM

^Whut she said.^ kvright.gif

I know it's not what you want, but those skin patterns do look kind of cool in their own way. I'll bet SubRosa could probably make a whole character based on that anomaly. wink.gif

Posted by: ghastley Oct 23 2014, 02:39 PM

QUOTE(mALX @ Oct 23 2014, 04:55 AM) *

Odd skin pattern examples:
http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/1b7fdb40-8727-41fd-981e-59e399a5f07b_zpsd2dcf365.png

It's not just her, the same effect is showing on the wall and vases behind her. There's a moire effect between two of the lights in the cell, and it just shows up more on skin because of sub-surface scattering.



Posted by: mALX Oct 23 2014, 03:25 PM

QUOTE(ghastley @ Oct 23 2014, 09:39 AM) *

QUOTE(mALX @ Oct 23 2014, 04:55 AM) *

Odd skin pattern examples:
http://i434.photobucket.com/albums/qq67/Maxical1/Skyrim%20Screens/1b7fdb40-8727-41fd-981e-59e399a5f07b_zpsd2dcf365.png

It's not just her, the same effect is showing on the wall and vases behind her. There's a moire effect between two of the lights in the cell, and it just shows up more on skin because of sub-surface scattering.




WOO HOO!!! Then I can keep her skin ... YES! Because I finally got he looking good - and with all her attributes where they should be - it was really getting aggravating, every time I started the game up her toot was gone or her nipples - one time she had nipples, but they had no color - I was really just about to strip all the mods off and start from scratch again! Whew!

Thank you, Ghastley, because I didn't notice the pattern was anywhere but on her. Actually, that is the same place the other pattern showed up on her, but it was much less ... in your face.

Well, all that is left is to give her a voice! I'm working on that right now.

Thank you all - And a HUGE thanks to SubRosa - she is beautiful, I couldn't have done it without your help! Thank you!

Oh, and last night I gave her a makeover on a seperate save so I can go back to this look or keep the other - anyone want to throw out an opinion on which look they like best, both of the look's screens are up on the Skyrim Screens thread.


Posted by: SubRosa Oct 23 2014, 05:01 PM

Better late than never I suppose. But I echo ghastley's comment. That is just an effect of Skyrim's lighting system. You get that and some other odd effects sometimes because of the lights around you. Like he said, the Sub Surface Texture Mapping (*_sk.dds file) is designed to take the light that hits your character, scatter it under the skin, and the send it out somewhere else. It mimics how light effects real skin. Unfortunately, the game's lighting doesn't always play well with it.

Posted by: mALX Oct 23 2014, 05:47 PM

QUOTE(SubRosa @ Oct 23 2014, 12:01 PM) *

Better late than never I suppose. But I echo ghastley's comment. That is just an effect of Skyrim's lighting system. You get that and some other odd effects sometimes because of the lights around you. Like he said, the Sub Surface Texture Mapping (*_sk.dds file) is designed to take the light that hits your character, scatter it under the skin, and the send it out somewhere else. It mimics how light effects real skin. Unfortunately, the game's lighting doesn't always play well with it.



Oh SubRosa, I am so sorry I didn't say it - I thought I had. I'm a total gauche idiot sometimes, really don't mean to be so scattered. I got so wrapped up in her privates issue that I guess I didn't think of much beyond it - self involved, and I don't like that, most especially in myself.

I humbly apologize for that, I am (and have been) deeply grateful from the moment I set eyes on her originally when I didn't even have the load order right - she looked beautiful, and there is no way I could have achieved that without your help.

Through the years and different games, you have always been an expert (in my mind) on what makes women beautiful, I wanted your advice more than anyone's. You gave it in detail, even gave links and load orders - not many would have given that much time and effort.

I can't thank you enough, every time I look at her I think how grateful I am; really stupid and gauche of me not to say it.



Posted by: Grits Oct 30 2014, 07:28 PM

Here’s Jerric demonstrating the http://i.imgur.com/PeshiEi.png I made. Mostly for RP purposes since Abiene felt humiliated drinking a potion to cure herself, but it does come in handy in vampire lairs. I guess in three days we’ll find out if it really works. hehe.gif

I’ve hit a few bumps lately (can’t get a conjuration staff to work, need to learn more about scripts to get another spell to work, exterior NavMeshing makes my eyes cross, Ulfe is still pink)(I’m calling that last one a ‘feature’), so it was nice to complete something for once!

Posted by: SubRosa Oct 30 2014, 08:37 PM

Here here on the cure disease spell! That was one of the glaring omissions in Skyrim.

Posted by: Acadian Oct 30 2014, 09:05 PM

I agree on the cure disease spell. What was BethSoft thinking? I just gave up completely on the whole school of SkyRestoration as too limited to be worthwhile. Buffy's SkySchools are conjuration, illusion and alteration. And alteration only after we changed detect life to 'detect anything that can move' and got her an 'unlock' spell. kvright.gif

Posted by: SubRosa Oct 30 2014, 10:00 PM

I found that Restoration became much more viable after I created some Absorb Health spells, and substantially reduced the magicka cost of wards. Aela was an almost pure Restorationist, mostly based upon those two spells, and it made her quite awesome. Persephone too, though she favors the sword.

Sadly vanilla restoration is much less useful, except of course for self-healing after a fight.

Posted by: ghastley Oct 30 2014, 10:20 PM

QUOTE(SubRosa @ Oct 30 2014, 05:00 PM) *

I found that Restoration became much more viable after I created some Absorb Health spells, ...

I've cloned those for Drelka, but she's using them with the regular mage armour spells, instead of wards. I also let her use lightning spells, as they fit the Daggerfall precedent, when she needs more range.

I must get back to playing her game, I distracted myself trying a Hulking Archer who also only uses mage armour, not physical. So she's doing mainly bow, but switches to two-handed when she runs out of arrows, or they get too close. She hulks out against bosses like Dragon Priests. It seems like a viable build so far.

I'm not sure about a Cure Disease spell - doesn't that leave mudcrabs as a useless annoyance again?

Posted by: Grits Nov 5 2014, 02:36 PM

Mudcrabs are delicious! They’re still on the menu. Another happy consequence of Fast Respawn is a crab feast every time someone returns to Lakeview. biggrin.gif

Today I’m taking another crack at adjusting exterior NavMesh. Oh my goodness, what an enormous pain.

Posted by: mALX Nov 9 2014, 08:34 PM


SubRosa, have you seen this mod for the pale skin?


http://tesalliance.org/forums/index.php?/files/file/1778-naturals-by-flan-and-max/#



They have some amazing skin!








Posted by: SubRosa Nov 9 2014, 08:46 PM

That looks interesting, and I already have Robert's Body. I am downloading it now. Though I think I'll pass on the Fixed Boners! laugh.gif

Posted by: mALX Nov 9 2014, 08:54 PM

QUOTE(SubRosa @ Nov 9 2014, 02:46 PM) *

That looks interesting, and I already have Robert's Body. I am downloading it now. Though I think I'll pass on the Fixed Boners! laugh.gif



What? I didn't see anything like that - I just ran across the pictures of the skin! I'll have to go back and look closer, lol. Oh, I loved the look of that skin, it looked so absolutely natural!



Posted by: ghastley Nov 17 2014, 03:46 PM

Can't call this fun, as it's driving me nuts!!

Clarisse has been very demanding recently, and she wants a ship of her own. Something about the size of the Katariah, but without all those dragony bits. So I've been reworking the model to remove them, and replace the figurehead's hair. It's almost done, but the latest version of the model crashes the CK when I try to use it. Some of the dragony bits are in the same mesh as the railings and rigging, and editing it in Blender is proving complicated.

I couldn't find a reasonable parking spot, so I created a new worldspace for her to put it in, and tried to connect it to the mainland via a rowboat, copying the technique for the one from Icewater Jetty to Castle Volkihar. It looked simple enough, but the trigger box around the mainland rowboat doesn't activate the teleport door when it should, and the one on the ship won't even let me activate it - even though it's the same as the one that does. So I have to COC to the ship for testing, but that's going well enough, but...

I copied over the interior of the Katariah, as it's easier to re-arrange clutter than start from scratch, but some of the roombounds and portals stopped working, and part of the interior disappear when you look through doors. I know how to fix those, but it's tedious stuff.

Then I discover that the main cabin of the Katariah is a separate worldspace, too, as it needs a view out of the windows. I managed to clone that using TESVEdit, but I still have to remove all the landscape. Her ship, the Red Witch, is out of sight of land, so I only want a few icebergs in sight. It may turn out to be a simple delete in TESVEdit, so I'm hopeful there.

After all this work, it's going to need some quests to make use of it, probably as part of the Thieves Guild Extension.

Posted by: mALX Nov 17 2014, 05:01 PM

QUOTE(ghastley @ Nov 17 2014, 09:46 AM) *

Can't call this fun, as it's driving me nuts!!

Clarisse has been very demanding recently, and she wants a ship of her own. Something about the size of the Katariah, but without all those dragony bits. So I've been reworking the model to remove them, and replace the figurehead's hair. It's almost done, but the latest version of the model crashes the CK when I try to use it. Some of the dragony bits are in the same mesh as the railings and rigging, and editing it in Blender is proving complicated.

I couldn't find a reasonable parking spot, so I created a new worldspace for her to put it in, and tried to connect it to the mainland via a rowboat, copying the technique for the one from Icewater Jetty to Castle Volkihar. It looked simple enough, but the trigger box around the mainland rowboat doesn't activate the teleport door when it should, and the one on the ship won't even let me activate it - even though it's the same as the one that does. So I have to COC to the ship for testing, but that's going well enough, but...

I copied over the interior of the Katariah, as it's easier to re-arrange clutter than start from scratch, but some of the roombounds and portals stopped working, and part of the interior disappear when you look through doors. I know how to fix those, but it's tedious stuff.

Then I discover that the main cabin of the Katariah is a separate worldspace, too, as it needs a view out of the windows. I managed to clone that using TESVEdit, but I still have to remove all the landscape. Her ship, the Red Witch, is out of sight of land, so I only want a few icebergs in sight. It may turn out to be a simple delete in TESVEdit, so I'm hopeful there.

After all this work, it's going to need some quests to make use of it, probably as part of the Thieves Guild Extension.



From what I've learned in these modding Skyrim lessons (if I have this right) = the vanilla stuff can't be deleted without making Skyrim unstable. You can disable them, but better to sink them below map instead for the most stable outcome.


Posted by: ghastley Nov 17 2014, 05:24 PM

The "don't delete" mantra is because you never know what's using the item. In my case, I'm making copies of whole cells, or even worldspaces, and what I'm deleting is the new copy, not the original, so those considerations don't apply.

I keep running across things that the developers apparently did to work around limitations of their first attempts at something. The final results are often more complex than needed, but they do something subtle like change a piece of text in a displayed message, like just removing the word "activate", by adding extra activators and messages, and chaining stuff together. In many case, cloning an item and renaming it would have done the same. But sometimes, the side-effects are what make it work, and not just cosmetics, and it's hard to distinguish those cases, except by trial and error, which is how they must have worked in the first place. biggrin.gif



Posted by: Grits Nov 17 2014, 06:35 PM

If it’s any encouragement, ghastley, ship homes are loads of fun! hehe.gif

I saw a picture of Clarisse in another thread that I can’t find now, and she looks great! I agree with her, a ship is the perfect accessory for her outfit.

Posted by: mALX Nov 17 2014, 06:44 PM

QUOTE(ghastley @ Nov 17 2014, 11:24 AM) *

The "don't delete" mantra is because you never know what's using the item. In my case, I'm making copies of whole cells, or even worldspaces, and what I'm deleting is the new copy, not the original, so those considerations don't apply.

I keep running across things that the developers apparently did to work around limitations of their first attempts at something. The final results are often more complex than needed, but they do something subtle like change a piece of text in a displayed message, like just removing the word "activate", by adding extra activators and messages, and chaining stuff together. In many case, cloning an item and renaming it would have done the same. But sometimes, the side-effects are what make it work, and not just cosmetics, and it's hard to distinguish those cases, except by trial and error, which is how they must have worked in the first place. biggrin.gif



I believe that, this game feels like a huge trial and error project as soon as you open the box. Open the CK and learn you were right thinking that, lol.



Posted by: Grits Nov 18 2014, 02:04 PM

OK, so in the general store mod I made for grown-up Alesan (during a TESA class) I put a beehive in the front garden like the ones at Goldenglow Estate. Well, Sofe just went by there in her game and while she was pillaging her brother’s garden Braith set the beehive on fire!! I was laughing too hard to realize I didn’t have Fraps running, so all of the pictures I took are sadly useless. I guess Braith must have whipped out a torch since it was getting dark and she was standing too close to the hive. Oops.

Now I have to decide if I’m going to switch the beehive for a Hearthfire apiary or leave the burned hive in Sofie’s game as a reminder of unexpected consequences. tongue.gif

Posted by: ghastley Nov 18 2014, 04:07 PM

I don't yet know if this is my problem with the boats as doors, but it's an example of what you have to work around in Skyrim's CK. From the CK wiki -

"•Player Activation: This only works for Triggers and allows the player to get a prompt when his cursor is over the Trigger, which can then be activated by the player and sends an OnActivate event.
• The prompt will be the name on the trigger/activator base object
There appears to be a bug where the trigger is impossible to activate if its Z rotation is at 0 degrees."

I hope this is all that's wrong, but somehow I doubt it's going to be that simple.

Edit: of course it wasn't. My rowboat doors still don't work.

Posted by: ghastley Nov 24 2014, 10:36 PM

I finally fixed my rowboat doors, but I still don't really understand how. I'm sure they were configured the same before and didn't work.

Now I'm back to working on the ship - The Red Witch. I repaired the broken room bounds and portals mainly by re-connecting rooms that got separated by the cell duplication. Now I'm tracking down all the books that got a random orientation, and come flying off the shelves because of havok collisions with each other. I suspect they were all placed and then havok-sim'ed into place, and the cell duplication did only the first part.

And Clarisse has told me she wants a full crew "with a boatswain to look after the boat, and a cockswain to look after me." So I've made a crew "uniform" out of the top half of the farmclothes03, both male and female, and paired that with trousers from Ashara Prince of the Woods, and appropriate boots. With a tricorn hat like her own (minus the feathers) and the extra bits available from the farmclothes03 - horns and pouches - I can make each crewmember a bit different, but enough alike to look like a crew. They're all Breton, as the ship comes from Farrun in High Rock, but I'm considering a token Argonian for underwater jobs.

I'll post portraits of them all when I get finished. So far I have First Mate Helene, a ship's cook (with a cook's hat), a barman for the mess, a ship's carpenter/smith, and a few ordinary sailors. Since I cloned the Katariah interiors as a basis, there are beds for at least twenty crew, (not counting the three cells in the brig), so there's room for a lot more.

The interior doesn't account for the forecastle and sterncastle of the exterior, so I may also add two more doors off the deck, and a couple more cells. I kept the anchor chain entry as a way to get back aboard if the player goes over the side, but other than that, there are only two doors from the exterior to the interior.

The Captain's cabin has doors to the interior and the stern balcony, from which you can only fall in the water, or go back the way you came out. I've removed the imperial banners in there, and put in plain tapestries reworked from the Companions one with the axe motif removed.

The whole ship needs more chests for pirated loot - most of them empty, and waiting to be filled. And finally I'll need to write a few quests!

Posted by: mALX Nov 25 2014, 12:06 AM



I don't blame Clarisse for wanting a cockswain, and I don't even know what it is! laugh.gif





Posted by: ghastley Nov 26 2014, 08:36 PM

The cockswain, or coxswain, or coxon, is in charge of steering the ship/boat. On a major vessel, would be the navigator, rather than just helmsman. The boatswain, or bosun, really does manage the boat and crew.

Posted a http://chorrol.com/forums/index.php?s=&showtopic=5474&view=findpost&p=231705so far in the screenshots thread.

Posted by: mALX Dec 5 2014, 05:36 PM

QUOTE(ghastley @ Nov 26 2014, 02:36 PM) *

The cockswain, or coxswain, or coxon, is in charge of steering the ship/boat. On a major vessel, would be the navigator, rather than just helmsman. The boatswain, or bosun, really does manage the boat and crew.

Posted a http://chorrol.com/forums/index.php?s=&showtopic=5474&view=findpost&p=231705so far in the screenshots thread.



This is amazing! And actually I probably wasn't far off in what I pictured in my mind at the title: (a man holding his sextant in his hand), lol.


Posted by: ghastley Dec 5 2014, 05:54 PM

Dang! Now you've got me wanting a navigational instrument as a static, and trying to decide if a sextant is too modern, and it should be an astrolabe or a backstaff. blink.gif

Posted by: mALX Dec 5 2014, 06:05 PM

QUOTE(ghastley @ Dec 5 2014, 11:54 AM) *

Dang! Now you've got me wanting a navigational instrument as a static, and trying to decide if a sextant is too modern, and it should be an astrolabe or a backstaff. blink.gif



Rudimentary sextants were used in very ancient times, but I'd have to research it to know when the first recorded use was.




Here is one Christopher Columbus used when he was seeking the new land (1492):


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f03.JPG


The Arab sextant (kamal) has been dated back well over a thousand years:


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f01.JPG


Here is something that is dated from the 1700's (believe it or not) that looks Skyrimish:


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f08.JPG


The astrolobe was dated in the 1700's, I think the sextant predates it - but to be honest, I think it looks Awesome and would fit into the game setting really well!


http://www.mat.uc.pt/~helios/Mestre/Novemb00/H61_f02.JPG



Posted by: ghastley Dec 5 2014, 06:59 PM

When I use the word sextant, I'm referring to the split-mirror device in place of an alidade. Some sextants are actually octants.

Quadrants and other devices using direct sighting are older, and are named for the fraction of a circle they use. So there are quintants as well as older sextants that don't have the mirrors. (The mirror mechanism multiplies the accuracy a lot, and also cuts out a lot of the effects of the moving ship.)

The third one is a Davis backstaff, and is pointed in the opposite direction to all the others to use shadows. Only usable for getting the height of the sun, as other shadows are a bit weak. Sextants and astrolabes can work at night with known stars. There's an older and simpler version with only one arc that may be the best choice.

FWIW, the marine astrolabe is a skeletal one, and the regular one uses plates. The wind on the plate ones made them unusable at sea, except when it was dead calm, you weren't moving, and you didn't need to navigate! They were used by astronomers measuring star angles, rather than sailors checking the sun. I'd be surprised if that filled-in quadrant was actually used at sea. They're normally open frames, too, for maritime use.

Posted by: mALX Dec 5 2014, 07:08 PM

QUOTE(ghastley @ Dec 5 2014, 12:59 PM) *

When I use the word sextant, I'm referring to the split-mirror device in place of an alidade. Some sextants are actually octants.

Quadrants and other devices using direct sighting are older, and are named for the fraction of a circle they use. So there are quintants as well as older sextants that don't have the mirrors. (The mirror mechanism multiplies the accuracy a lot, and also cuts out a lot of the effects of the moving ship.)

The third one is a Davis backstaff, and is pointed in the opposite direction to all the others to use shadows. Only usable for getting the height of the sun, as other shadows are a bit weak. Sextants and astrolabes can work at night with known stars. There's an older and simpler version with only one arc that may be the best choice.

FWIW, the marine astrolabe is a skeletal one, and the regular one uses plates. The wind on the plate ones made them unusable at sea, except when it was dead calm, you weren't moving, and you didn't need to navigate! They were used by astronomers measuring star angles, rather than sailors checking the sun. I'd be surprised if that filled-in quadrant was actually used at sea. They're normally open frames, too, for maritime use.



Well, none of them look phallic, which is what I was picturing, rollinglaugh.gif



Posted by: Grits Dec 5 2014, 07:42 PM

Oh my gosh, as a result of this morning’s Nifscope adventure, Ulfe is no longer glowing pink! It was a mesh issue, apparently.

http://i.imgur.com/MshKe2G.png (and blaming it on purple mountain flower flea shampoo).

http://i.imgur.com/0C5Yz9q.png.

Yay! Next up: a skeever pet for Darnand, whether he wants one or not. biggrin.gif

Posted by: Acadian Dec 5 2014, 07:52 PM

Yay for Ulfe! goodjob.gif

Poor Darnand. Wanted a Daedroth, got a Skeever. laugh.gif

Posted by: SubRosa Dec 5 2014, 09:26 PM

Ulfe does look much better non-pink. Those teeth make me think of the snow monster from that old Rudolph the Red-Nosed Reindeer movie though!

Posted by: Grits Dec 5 2014, 11:01 PM

That's from the glow dust in her tooth paste. whistling.gif

Posted by: mALX Dec 6 2014, 08:01 PM

@ Ghastley - he could be holding a spyglass in his hand - like this Dwemer resource from Insanity Sorrow:



http://i434.photobucket.com/albums/qq67/Maxical1/SpyGlass01_zpsfaaca7d1.jpg



http://i434.photobucket.com/albums/qq67/Maxical1/SpyGlass_zpsdb3cb704.jpg



(Permissions as per the Read Me: You may use this as you wish as long as you don't charge money for it and you credit me for any work used. Please do not re-host this file without my explicit permission).

Posted by: Grits Jan 29 2015, 05:52 PM


So I made my first bookshelf, or more accurately my first shelf for books. When I checked it in game I had just enough time to notice that the books were all upside-down before they exploded everywhere. Then the shelf ate fourteen of them.

Let’s try this again! laugh.gif

Posted by: Grits Feb 5 2015, 04:39 PM

Here’s a picture of thehttp://i.imgur.com/j0j6MV1.png. I’m still finishing the bookshelves and deciding on rugs before possibly destroying it all while NavMeshing. Valdi stopped by with Serana and Erik to check out the progress. In Valdi’s world Lakeview belongs to KC’s Aravi and Kharjo, so it was neat when the two of them came in and sat down at the desks. With all of those NPCs roaming around there is a real shortage of chairs at mealtimes!


Posted by: mALX Feb 5 2015, 04:56 PM

QUOTE(Grits @ Feb 5 2015, 10:39 AM) *

Here’s a picture of thehttp://i.imgur.com/j0j6MV1.png. I’m still finishing the bookshelves and deciding on rugs before possibly destroying it all while NavMeshing. Valdi stopped by with Serana and Erik to check out the progress. In Valdi’s world Lakeview belongs to KC’s Aravi and Kharjo, so it was neat when the two of them came in and sat down at the desks. With all of those NPCs roaming around there is a real shortage of chairs at mealtimes!



Wait, if Lakeview is a vanilla DLC house, why isn't Bethesda automatically doing the navmesh since they know exactly where the house will sit?



Posted by: Grits Feb 5 2015, 05:27 PM

It’s the interior NavMesh that I need to adjust around my furniture. In the CK all three wing interiors show at the same time overlapping each other, so I have to go through and hide everything piece by piece so I can see my work. I haven’t even looked at the NavMesh yet. If all three lie on top of each other I don’t know what I’m going to do so that I can see what I’m supposed to change in the vanilla armory wing mesh. The vanilla one is in place which is how NPCs can get in there already, but they try to walk over the furniture I’ve placed in there. Modding the Hearthfire houses is a huge pain. I hope there’s an easy trick that I’m just missing. Maybe I can somehow hide the two meshes I don’t need all at once.

Posted by: ghastley Feb 5 2015, 05:55 PM

The navmeshes in the Hearthfire houses are built with the room empty. Each piece of furniture is enabled in combination with a collision box of type L_NAVCUT that amends the navmesh to exclude the space it now occupies. So you don't need to change the navmesh itself, just add the collision boxes.

Is this changed furnishing a "build-it-yourself" thing, or an all-at-one change when you add the mod? If it's the latter you can use simpler collision boxes that span a whole row of bookshelves.

Posted by: Grits Feb 5 2015, 06:41 PM

Oh. My. Goodness. L_NAVCUT (I’m guessing in the Primitives tab, I’m going to look right now) is fantastic news!! I’ve been wondering if there was a better way to deal with this, and I even tried placing collision boxes in my practice mod exterior, but the NPCs kept walking into the cart because I didn’t have the L_NAVCUT layer!! Woo!! You have made my entire week, ghastley, and it’s been a pretty good one. biggrin.gif

I am restraining myself with great effort from launching a thousand questions that I should investigate myself, but I have to ask… does this magic or something similar work in exteriors, too?!

This is definitely not a “build-it-yourself” thing, since I am a complete beginner and just tackling one new thing at a time. The library furnishings pop into the void when the interior gets built, so they will be in the way unless the player builds the correct wing (armory) and does not furnish it with the workbench. I took a trip through the wall in a test game and checked out all of the floating stuff. Of course the exterior stuff for the porch should still be built with the workbench. I’m afraid to touch any of that. So yes, I can just do a long one for the wall of shelves. Yay!! I have a daily blinding headache from working on this mod with all of the clutter moving around on the screen.


Somewhat related, I had convinced myself that somehow I had glitched all bookshelves by building some since in Breezehome all of the books are askew on the low shelf when Lil enters. Then I saw Ulfe fall from the loft and land all over it, creating a huge mess. So I guess since I made Ulfe it’s still my fault. laugh.gif But I’m going to check the Breezehome mod I’m using in case he did something to that bookshelf. I didn’t think that was supposed to happen with all of the collision boxes on the shelves. Also I’m making a dog bed for Ulfe outside!!

Posted by: ghastley Feb 5 2015, 07:02 PM

Yes, it works in the exterior, too. The Orc Stronghold is using a lot of those. The big problem I have there is that there are only rectangular boxes and spheres as primitives, and no crescent-shapes like i need! tongue.gif

The bookshelf tutorial on the CK wiki (careful, there are two, and only one is any good!) covers adding a collision box to protect the books from being knocked off the shelves. It also explains how to avoid the issues of removing a book by reading it and taking it, and not updating the shelf.

Creating a player-built bookshelf means placing all the pieces, and then linking them all to an enable parent, which gets very laborious because of the sheer number of components involved - one per book, plus a couple of activators, and collision boxes. I think there's a pre-fab that helps placement, but the enable parent can't be bypassed. If you miss one item, it can be really hard to track down, as most are invisible in-game.

Posted by: mALX Feb 6 2015, 12:42 AM

QUOTE(ghastley @ Feb 5 2015, 11:55 AM) *

The navmeshes in the Hearthfire houses are built with the room empty. Each piece of furniture is enabled in combination with a collision box of type L_NAVCUT that amends the navmesh to exclude the space it now occupies. So you don't need to change the navmesh itself, just add the collision boxes.

Is this changed furnishing a "build-it-yourself" thing, or an all-at-one change when you add the mod? If it's the latter you can use simpler collision boxes that span a whole row of bookshelves.



OMG, you may just be a lifesaver! I might need a tutorial on how to do this! Thank you so much Ghastley!



Posted by: ghastley Feb 8 2015, 03:08 AM

Hólmfríđur, (Hofi for short) is the character who ignored my Orc Hearthfires testing, and went off and became Archmage instead. She didn't like the robes she got -"It messes up my hair" - and still didn't like them when I found the ones without the hood in the CK.

So she persuaded me to make an amulet with the same enchantment. It's based on the Amulet of Articulation that you get from the Thieves Guild, but with the College's symbol as the pendant.

http://ghastley.org/Skyrim/images/Hofi2.jpg

It shouldn't be too much more work to make the male version, and the inventory/ground copy. I think it would be possible to add a script to prevent it being worn at the same time as the robes, which would stop it being OP. Would anyone else use it?

Posted by: Grits Feb 8 2015, 03:24 AM

Ooo, me!! Ninette the She-Hulk is Arch-Mage, and she hates those robes. I don’t even remember where she stashed them. Your amulet looks great, ghastley! It will look really good on a male, too.

Hofi’s hair is lovely. I’m glad you made this for her! biggrin.gif

Posted by: mALX Feb 8 2015, 11:13 PM

QUOTE(ghastley @ Feb 7 2015, 09:08 PM) *

Hólmfríđur, (Hofi for short) is the character who ignored my Orc Hearthfires testing, and went off and became Archmage instead. She didn't like the robes she got -"It messes up my hair" - and still didn't like them when I found the ones without the hood in the CK.

So she persuaded me to make an amulet with the same enchantment. It's based on the Amulet of Articulation that you get from the Thieves Guild, but with the College's symbol as the pendant.

http://ghastley.org/Skyrim/images/Hofi2.jpg

It shouldn't be too much more work to make the male version, and the inventory/ground copy. I think it would be possible to add a script to prevent it being worn at the same time as the robes, which would stop it being OP. Would anyone else use it?



Ooh, she is pretty, and I love her hair! Nice job on that amulet! That looks Awesome! I'll have to look up the Articulation one, don't know what that enchantment is (unless my guess at speechcraft is correct, lol).



Posted by: ghastley Feb 9 2015, 03:31 PM

QUOTE(ghastley @ Feb 7 2015, 09:08 PM) *

It shouldn't be too much more work to make the male version, and the inventory/ground copy....

Well, of course, it's harder than it looks. I made the Ground Object model, and it won't show in the game. I thought at first that it had something to do with two NiShapes, but the circlets do that, so that's not the answer.

Looks OK in NifSkope, though.

Essentially the ground mesh is the "armour" reconfigured as a misc object (so it has collision etc.) I'm trying to make this the simple case of a rigid object, although I note that some amulets were build with joints in the ground meshes (articulated!) so the pendant could move separately from the necklace. The texturing of the mesh pieces should be identical to that in the worn meshes, but there's something I'm missing that leaves it invisible in-game.

Edit: it turns out that the same "Skinned" flag that makes outfits float on their own if you don't select it is the one that makes ground objects disappear if you do. And I've found the right setting for the INV block to get the rotation right, so it's onward with the male meshes and the script.

Posted by: ghastley Feb 14 2015, 04:53 AM

If anyone wants to try the Archmage Amulet before it's released, get it http://ghastley.org/skyrim/download/ArchmageAmulet_01.7z

The 0.1 version doesn't put it into the game world, so you'll have to use the console to add it. That will let you check it out before going all the way through the quest line. For release, I'll get the Story Manager to tell me when the player enters the Archmage's Quarters after completing the quest line, and add it to a chest, or just put it on a table and enable it then.

Posted by: mALX Feb 14 2015, 12:29 PM

QUOTE(ghastley @ Feb 13 2015, 10:53 PM) *

If anyone wants to try the Archmage Amulet before it's released, get it http://ghastley.org/skyrim/download/ArchmageAmulet_01.7z

The 0.1 version doesn't put it into the game world, so you'll have to use the console to add it. That will let you check it out before going all the way through the quest line. For release, I'll get the Story Manager to tell me when the player enters the Archmage's Quarters after completing the quest line, and add it to a chest, or just put it on a table and enable it then.



Woo Hoo, Thank you Ghastley!!!!!



Posted by: Grits Feb 14 2015, 05:09 PM

Awesome, thank you ghastley!! I PMed you a report. smile.gif

Thank you so much for sharing this! I love your amulet! It’s very exciting to have a completely new item that fits perfectly into the game and replaces provides an alternative to a major quest reward that I never liked.



Posted by: ghastley Feb 14 2015, 09:49 PM

I just discovered that you don't get the unhooded robes in the vanilla game, so my idea of providing the amulet with them won't work. They're placed on a table in the Archmage's quarters, and disabled, so I assumed they got enabled at the end of the quest line. They don't.

The Unofficial Patch 2.0.4 or later enables them. I may just include instructions to enable them if you don't have it, since it's already a permanent ref, and has a fixed RefID.

prid 77d06
enable

Posted by: mALX Feb 14 2015, 10:58 PM

QUOTE(ghastley @ Feb 14 2015, 03:49 PM) *

I just discovered that you don't get the unhooded robes in the vanilla game, so my idea of providing the amulet with them won't work. They're placed on a table in the Archmage's quarters, and disabled, so I assumed they got enabled at the end of the quest line. They don't.

The Unofficial Patch 2.0.4 or later enables them. I may just include instructions to enable them if you don't have it, since it's already a permanent ref, and has a fixed RefID.

prid 77d06
enable




Thanks, Ghastley!



Posted by: ghastley Feb 15 2015, 12:57 AM

And of course, I couldn't be satisfied with that - http://ghastley.org/Skyrim/download/ArchmageAmulet_03.7z has a quest triggered by the Story Manager when you first get the Archmage's Robes, that simply enables the un-hooded version and the amulet next to it. If you've already done the quest, and have the robes, then dropping them and picking them back up does it.

I also remembered to add the script to the unhooded robes to remove the amulet, so you can't cheat any more!

http://ghastley.org/Skyrim/images/Weight100Female.jpg

Posted by: mALX Feb 15 2015, 03:01 AM

QUOTE(ghastley @ Feb 14 2015, 06:57 PM) *

And of course, I couldn't be satisfied with that - http://ghastley.org/Skyrim/download/ArchmageAmulet_03.7z has a quest triggered by the Story Manager when you first get the Archmage's Robes, that simply enables the un-hooded version and the amulet next to it. If you've already done the quest, and have the robes, then dropping them and picking them back up does it.

I also remembered to add the script to the unhooded robes to remove the amulet, so you can't cheat any more!

http://ghastley.org/skyrim/images/weight100female.jpg



Ha! I love the way you keep improving your mods! Downloaded, and Thank you!





Posted by: Grits Feb 15 2015, 02:49 PM

http://i.imgur.com/EocuvXA.png 0.3 works perfectly. The unequip messages are a thoughtful touch. Ninette got her Archmage robes out of the cupboard in her dorm room, and the hoodless robe and Amulet were http://i.imgur.com/s1Hvk1V.png when she entered the Archmage’s apartment.

Now she has incentive to wear her Expert and Master robes and show off her new Amulet. It also looks great with the open-collared http://i.imgur.com/sNt8qTP.png. So far she’s dancing around her room trying on the clothes and circlets that she has collected but never worn. Finally Ninette is interested in her appearance! tongue.gif

Thank you so much for sharing this, ghastley! http://imgur.com/ZAxXq7L


Posted by: Grits Mar 11 2015, 07:52 PM

Somehow I made a landscape tear nowhere near where I was working on my Rocky Top cottage, and it took me deleting EVERY ONE of my landscape edits to resolve it. I don’t know how I would ever have found it without TES5Edit. Ugh. I had my test character (Gritsen) sit on the porch and watched traffic through Rorikstead while I drank some tea for a while afterward. I’m enjoying the road before I probably break it while NavMeshing. blink.gif


Posted by: mALX Apr 13 2015, 10:19 AM

QUOTE(Grits @ Mar 11 2015, 02:52 PM) *

Somehow I made a landscape tear nowhere near where I was working on my Rocky Top cottage, and it took me deleting EVERY ONE of my landscape edits to resolve it. I don’t know how I would ever have found it without TES5Edit. Ugh. I had my test character (Gritsen) sit on the porch and watched traffic through Rorikstead while I drank some tea for a while afterward. I’m enjoying the road before I probably break it while NavMeshing. blink.gif



A lot of times you can just use "Soften Vertices" to repair a tear in the mesh. It is an extremely powerful tool, and can repair a huge tear in one click.



Posted by: Grits Apr 15 2015, 03:12 AM

Thank you, mALX! That’s a great tip. I’m trying to stay compatible with another mod, which is probably more than I should have attempted on my first try. I put in a garden that now I don’t like because it looks out of place, so my next task is removing it. I don’t want my cottage to look too different from the rest of the village. I should have picked a spot in the middle of nowhere, but this is where I want my house! Sigh.

So to take a break I made a panty raid mod for one of my characters, I’m sure I don’t need to say whose idea this was. Some of Lil’s “armor” is quite distracting when she bends, so I got her some underwear. It was too boring to buy them from the vendor so I made a leveled list. Now some bandits have a cute pair of panties stuffed in their loot chests or pockets. tongue.gif

Posted by: mALX Apr 15 2015, 03:34 AM

QUOTE(Grits @ Apr 14 2015, 10:12 PM) *

Thank you, mALX! That’s a great tip. I’m trying to stay compatible with another mod, which is probably more than I should have attempted on my first try. I put in a garden that now I don’t like because it looks out of place, so my next task is removing it. I don’t want my cottage to look too different from the rest of the village. I should have picked a spot in the middle of nowhere, but this is where I want my house! Sigh.

So to take a break I made a panty raid mod for one of my characters, I’m sure I don’t need to say whose idea this was. Some of Lil’s “armor” is quite distracting when she bends, so I got her some underwear. It was too boring to buy them from the vendor so I made a leveled list. Now some bandits have a cute pair of panties stuffed in their loot chests or pockets. tongue.gif



I have personally seen that "soften vertices" completely heal an enormous tear with one click when set at "5." Saved my life! In Oblivion, click on "W" to show only the wire framing of the area, and carefully draw the two wires where the mesh is torn back together. When the torn is healed, click "W" again and you'll find it looks perfect again.

I don't understand why lessons like these aren't taught in the classes, I think that would be an important bit of info for new modders who are most apt to tear it.






Posted by: Grits May 25 2015, 11:31 PM

Much to my dismay I got the same land tear at the border again, and this time I finally figured it out. It’s from a landscape edit in the other mod that I’m testing mine with to make sure they’re compatible. A simple load order swap fixed the problem. *head-desk*

mALX, I thought of your patio areas when I saw this resource today: http://www.nexusmods.com/skyrim/mods/66282/ (furniture) by Garnet.

Posted by: mALX May 26 2015, 12:02 AM

QUOTE(Grits @ May 25 2015, 06:31 PM) *

Much to my dismay I got the same land tear at the border again, and this time I finally figured it out. It’s from a landscape edit in the other mod that I’m testing mine with to make sure they’re compatible. A simple load order swap fixed the problem. *head-desk*

mALX, I thought of your patio areas when I saw this resource today: http://www.nexusmods.com/skyrim/mods/66282/ (furniture) by Garnet.



Yeah, I love that wicker set! It looks just like one my Grandmother had in her breezeway we used to sit in waiting for Thanksgiving or Christmas dinners to be cooked.

Garnet (Flintone on Nexus) is a spectacular modder, he is the one that made that Awesome Ayleid palace in the sky "Theryon" that I used as Malan's lair in my story.


Posted by: ghastley Aug 22 2015, 04:31 PM

If anyone else wants to try making a Build-Your-Own home, I've been writing up the process as I built Ilinalta Den.

http://ghastley.org/Skyrim/ModNotes/HearthfiresMods.html

Posted by: mALX Aug 22 2015, 05:13 PM

QUOTE(ghastley @ Aug 22 2015, 11:31 AM) *

If anyone else wants to try making a Build-Your-Own home, I've been writing up the process as I built Ilinalta Den.

http://ghastley.org/Skyrim/ModNotes/HearthfiresMods.html



This is fantastic! Thank you so much for posting this!!!!




Posted by: ghastley Aug 22 2015, 06:12 PM

Note that it will get updated whenever I think of anything else, so just keep the link, rather than downloading the page. Some of it may need correcting! laugh.gif

I just added a note about adding items and the need to start a new game for testing. And updated it again to fix typo's, thus making some new ones, ... tongue.gif

Posted by: ghastley Aug 24 2015, 03:26 PM

Now the Argonian Hearthfires is just about done - I should be uploading it to the Nexus soon - I'm starting to decide on the next one.

Khajiits need something, but the majority in the game are nomadic, so I'm looking at the idea of a custom carriage/cart instead of a house. I noticed both a touring carriages mod (moving carriages to replace the "fast travel" variety) and a "gypsy" house on wheels mod that's a mobile camp-site.

I'm considering something in between. This would be a one-person cart to carry goods, covered, and with configuration options you can change in-game, so you can sleep in the back, store things in it, etc. No forge, no mannequins, but maybe a realistic trader's wagon, that serves as a mobile home. I'm assuming a Khajiit with a spouse and kids would find a conventional house as a base, so no provision for them.

There are already animations for driver and passenger to enter/exit and use a cart. There doesn't seem to be anything for hitching/unhitching the horse, just a script function to link them that apparently instantly moves the horse. The trees on the cart are fixed, and the only parts that animate are the wheels and the front axle. The fixed trees may be the reason for the lack of horse entry/exit animations. That may mean a fade-out while it happens.

To make it a bit more interesting, the cart would need to be purchased from a wainwright who's retired because he lost his tools to bandits. I.e. a few radiant fetch quests with the tools as quest items. Saw, hammer, spokeshave/drawknife, perhaps more. Need to decide where he lives and works (once he has his tools back). Minor town would be best, maybe Rorikstead has most open space nearby.


Posted by: haute ecole rider Aug 25 2015, 03:40 PM

What a wonderful idea! I've been thinking about RPing a Khajiit trader in Skyrim sometime in the future. I know the gypsy cart you speak of - I liked the concept, but found the details a bit overwhelming and unrealistic. If you are shooting for something simpler I'd definitely watch this space (or whatever new thread you create for this mod).

Looking forward to seeing what you come up with!

Posted by: ghastley Aug 25 2015, 04:26 PM

A lot will depend on whether I can find a good way to re-configure the cart (it may need "animations" in the nif to hide/show parts) so that you can sleep it, haul goods in it, at different times. A removable canopy would work the same way.

I noted that Khajiits using carts have a run of bad luck in the game. There are two sets of dead ones, and a third instance of a bandit ambush that kills them as a random encounter. If other people notice that, it might not make a popular mod! ohmy.gif


Posted by: Grits Aug 25 2015, 05:51 PM

Ha ha, you’re right about the bad luck! Uh oh! laugh.gif

Wow, another awesome ghastley mod idea. Particularly suited to Khajiit, but an itinerant merchant of any race (such as a Redguard in your Alik'r heavy armor hehe.gif ) would be overjoyed with a real cart or wagon as a mobile home base. Yay for no mannequins, I’m still scarred from my last incident with them!

I have JK’s Rorikstead and Expanded Towns and Cities Rorikstead already installed (in separate profiles) if you want me to screenshot any sites to check for compatibility for your wainwright. Your quest idea sounds great, and much more satisfying than a straight-out purchase.


Posted by: mALX Aug 25 2015, 06:18 PM

QUOTE(ghastley @ Aug 22 2015, 01:12 PM) *

Note that it will get updated whenever I think of anything else, so just keep the link, rather than downloading the page. Some of it may need correcting! laugh.gif

I just added a note about adding items and the need to start a new game for testing. And updated it again to fix typo's, thus making some new ones, ... tongue.gif



laugh.gif


Thank you so much for this, Ghastley!



Posted by: mALX Aug 25 2015, 06:39 PM

QUOTE(ghastley @ Aug 24 2015, 10:26 AM) *

Now the Argonian Hearthfires is just about done - I should be uploading it to the Nexus soon - I'm starting to decide on the next one.

Khajiits need something, but the majority in the game are nomadic, so I'm looking at the idea of a custom carriage/cart instead of a house. I noticed both a touring carriages mod (moving carriages to replace the "fast travel" variety) and a "gypsy" house on wheels mod that's a mobile camp-site.

I'm considering something in between. This would be a one-person cart to carry goods, covered, and with configuration options you can change in-game, so you can sleep in the back, store things in it, etc. No forge, no mannequins, but maybe a realistic trader's wagon, that serves as a mobile home. I'm assuming a Khajiit with a spouse and kids would find a conventional house as a base, so no provision for them.

There are already animations for driver and passenger to enter/exit and use a cart. There doesn't seem to be anything for hitching/unhitching the horse, just a script function to link them that apparently instantly moves the horse. The trees on the cart are fixed, and the only parts that animate are the wheels and the front axle. The fixed trees may be the reason for the lack of horse entry/exit animations. That may mean a fade-out while it happens.

To make it a bit more interesting, the cart would need to be purchased from a wainwright who's retired because he lost his tools to bandits. I.e. a few radiant fetch quests with the tools as quest items. Saw, hammer, spokeshave/drawknife, perhaps more. Need to decide where he lives and works (once he has his tools back). Minor town would be best, maybe Rorikstead has most open space nearby.



Like "Carah's Caravan Redux" from Oblivion?






http://static-1.nexusmods.com/15/mods/101/images/43464-1-1364837975.jpg



http://static-1.nexusmods.com/15/mods/101/images/35167-3-1366657579.jpg



Interior:


http://blog-imgs-31-origin.fc2.com/o/b/l/oblisuki/caravan07.jpg




http://www.egg-of-time.us/downloads/obli/haeuser_orte/Bilder/c/ccr01.jpg






Posted by: ghastley Aug 25 2015, 06:40 PM

Started a new thread, and got a new idea that will simplify making the mod (no dialog required). smile.gif

Posted by: mALX Aug 25 2015, 06:54 PM

QUOTE(ghastley @ Aug 25 2015, 11:26 AM) *

I noted that Khajiits using carts have a run of bad luck in the game. There are two sets of dead ones, and a third instance of a bandit ambush that kills them as a random encounter. If other people notice that, it might not make a popular mod! ohmy.gif



Holy Cow, what is up with that? (Stormcloaks taking pot shots?) laugh.gif





Posted by: ghastley Sep 16 2015, 08:43 PM

On my Orc Hearthfires mod, I've had to warn a couple of users that waiting for a courier doesn't work, so I thought I'd make a note here, so it doesn't get lost.

The way the courier quest works in Skyrim is that the event of the player changing location triggers a quest script to look in the "postbox" to see if there's anything to deiver. If any quest has added an item the container, then the courier is spawned near the player and runs up and delivers it.

That means that waiting for a courier when you expect one, is the one thing that's guaranteed to avoid him. He won't spawn until you travel to a different location, and cause the ChangeLocation event for the Story Manager to pass on. Locations are a bit of a vague concept, as the whole of Skyrim is one, and contains child locations for each hold, which contain... but entering or leaving a walled city is definitely always a location change.

There appears to be a point where the courier gives up, and the quest cancels, only to restart when you change location again (there's still a pending item in the container). That means you can't SQV WICourier and get much useful info. Just keep roaming around, and he'll come eventually.


Posted by: mALX Sep 17 2015, 04:49 AM

QUOTE(ghastley @ Sep 16 2015, 03:43 PM) *

On my Orc Hearthfires mod, I've had to warn a couple of users that waiting for a courier doesn't work, so I thought I'd make a note here, so it doesn't get lost.

The way the courier quest works in Skyrim is that the event of the player changing location triggers a quest script to look in the "postbox" to see if there's anything to deiver. If any quest has added an item the container, then the courier is spawned near the player and runs up and delivers it.

That means that waiting for a courier when you expect one, is the one thing that's guaranteed to avoid him. He won't spawn until you travel to a different location, and cause the ChangeLocation event for the Story Manager to pass on. Locations are a bit of a vague concept, as the whole of Skyrim is one, and contains child locations for each hold, which contain... but entering or leaving a walled city is definitely always a location change.

There appears to be a point where the courier gives up, and the quest cancels, only to restart when you change location again (there's still a pending item in the container). That means you can't SQV WICourier and get much useful info. Just keep roaming around, and he'll come eventually.



Good to know, thanks for the heads up!




Posted by: Renee Oct 20 2015, 12:24 AM

I did my first bit of modding in Claire's game .... simple stuff. I put a "trash barrel" inside of Breezehome. This is a barrel which respawns, making it seem like if Claire puts something in there, Lucia will eventually take the trash out. smile.gif I got this idea from an Oblivion mod. Breezehome is also very dark, I've noticed, so I tried adding some candles to Claire's bedroom. These don't add much light, so I'm going to try to find something grander. Maybe even a candelabra.

Posted by: Grits Oct 20 2015, 01:13 AM

Woo, congratulations, Renee! That is awesome! smile.gif

The candles and the actual lights are separate items in the Creation Kit. Can you see the pale yellow-whitish looking lightbulb shaped things floating in the air? If not try hitting the M key to turn marker view on so you can see them. If you copy one of those and move it near the candle, the candle will look like it’s giving off light. (Just be careful not to add too many light sources, because problems.)

I think that making a living space with a character is some of the best fun in the game! happy.gif

Posted by: Renee Oct 21 2015, 01:51 PM

Oh hey, thanks. Yeah, I read something about ambient light and the way it works, but i haven't gotten that far in my CK studying yet, to really make it have an effect. I'm actually learning the Oblivion CS, not the Skyrim CK, but the two programs have enough similarites (so far) that I've been able to take what I learn from TES4, and use it in Skyrim. Anyways, I'll look for that lightbulb thingie next time I'm gaming & building.

QUOTE
I think that making a living space with a character is some of the best fun in the game!


It really makes a difference. Like combining the building abilities of Sims with Skyrim, sort of. I can't wait to mess around with some Hearthfire homes.

Posted by: mALX Oct 23 2015, 03:45 AM

QUOTE(Renee @ Oct 21 2015, 08:51 AM) *

QUOTE
I think that making a living space with a character is some of the best fun in the game!





Me too, and playing IN them after making them makes the game that much more fun! (imho)




Posted by: Renee Oct 28 2015, 01:04 AM

I have added a Spare Bed inside of Dragonsreach's Living Quarters. My arrogant high elf, Master Baytor, is "above" paying for some room in a noisy inn, so I added this bed, with the idea that the people of Dragonsreach finally give in, and let him crash in their precious home.

See, this is the sort of thing I used to have to "pretend" on Xbox. Ha ha ha!


Posted by: mALX Oct 28 2015, 01:06 AM

QUOTE(Renee @ Oct 27 2015, 08:04 PM) *

I have added a Spare Bed inside of Dragonsreach's Living Quarters. My arrogant high elf, Master Baytor, is "above" paying for some room in a noisy inn, so I added this bed, with the idea that the people of Dragonsreach finally give in, and let him crash in their precious home.

See, this is the sort of thing I used to have to "pretend" on Xbox. Ha ha ha!



Now Misa will sneak into his room and watch, BWAAHAA!



Posted by: Grits Oct 28 2015, 02:55 AM

Yay Renee! That sounds perfect for him.

I have a mod of most of my added NPCs with them placed in the world that I use in most of my games. However there are a few NPCs that I’d like to add just in some games for specific purposes, but I don’t want to create a bunch of separate mod clutter for them. I’m thinking that I could create them in my existing NPC mod but not place them, instead using placeatme to spawn them and then using whatever follower or re-homing mods I have active to move them where they need to go in that game. Is there any reason not to do it that way? This is just for me, so I’m not worried about what potential mod users will think.

Posted by: ghastley Oct 28 2015, 03:54 AM

Stick your NPCs in a holding cell and move them. Then they keep the same RefIDs, and are easier to work with, plus you can't accidentally spawn more than one copy.


Posted by: Grits Oct 28 2015, 03:58 AM

Awesome, that’s what I’ll do then. Thank you, ghastley! smile.gif

Posted by: Grits Dec 17 2015, 08:02 PM

Most of my CK adventures lately have been on Jerric’s behalf. Dar-Ma and Rhano have made their separate ways to Skyrim. Rhano is traveling with Jerric right now. I’ve create some new enchantments so that Jerric can wear his ring of Hump You Fetching Mages (spell absorption), the Jewel of the Rumare (waterbreathing and fortify carry weight), and a Talos amulet given to him by a brother Blade from his story in his Skyrim games.

The most rewarding development took about a year of fiddling before a simple solution presented itself. Jerric has carried http://chorrol.com/forums/index.php?showtopic=4803&st=97 with him since http://i.imgur.com/dlwhRJ0.png. Now with http://i.imgur.com/UmWHq6s.png he has the ability to use it in his game to fully recharge his magicka. It takes a day for Jerric’s Stone to naturally refill itself with magicka, so using it is a once-per-day Greater Power in game terms. So now when I put up a screenshot of Jerric healing himself or flinging that fatal burst of frost with a swirl of blue surrounding him, that’s Buffy’s gift to the rescue! happy.gif

Posted by: Acadian Dec 17 2015, 09:23 PM

Grits, I read to Buffy how well the stone has worked out for Jerric. Her reaction?

IPB Image

wub.gif

Posted by: Renee Dec 18 2015, 12:47 AM

That is a pretty neat idea; a magic stone which recharges its own magicka.

Posted by: mALX Dec 23 2015, 08:00 AM

QUOTE(Acadian @ Dec 17 2015, 03:23 PM) *

Grits, I read to Buffy how well the stone has worked out for Jerric. Her reaction?

IPB Image

wub.gif



GAAAAAAH, you made a mod and didn't tell me? Awesome!!! What other mods have you kept secret? laugh.gif



Posted by: Acadian Dec 23 2015, 01:59 PM

No no. I just came up the the idea to support the letter Buffy sent gifting Jerric with a (pretend) stone as described and quoted by Grits. It was Grits who applied her magicks to the CK and actually brought the stone to life in Jerric's game. smile.gif

Posted by: mALX Dec 23 2015, 02:30 PM

QUOTE(Acadian @ Dec 23 2015, 07:59 AM) *

No no. I just came up the the idea to support the letter Buffy sent gifting Jerric with a (pretend) stone as described and quoted by Grits. It was Grits who applied her magicks to the CK and actually brought the stone to life in Jerric's game. smile.gif



Oh, WHEW! Okay, have to go make all the necessary corrections in my diary...




Posted by: Grits Apr 20 2016, 11:43 PM

Here’s the spell I’m having problems with today: Summon Katria for 120 seconds.

I’ve made it a Conjuration Apprentice level spell so that it’s accessible to anyone with the base amount of magicka. There’s no quest condition or script to add the spell automatically, you just add the spell or tome with the console at the player’s discretion. Summoned Katria is a level 40 new NPC so as not to cause trouble with the real Katria. She is ghostly and has the correct combat style and equipment.

The trouble is that she doesn’t speak at all. She is not a follower so she won’t have any follower dialog, but I want her to use the combat taunts that she uses when she’s fighting at the player’s side during the questline. The Summonable Katria uses Katria’s voice type.

I’m over my head if there are checks in the dialog to see if Katria is saying the taunts, the way Marcurio is the only one who will say some of the lines in his voice type.

Posted by: SubRosa Apr 21 2016, 12:09 AM

I am not expert on dialog, but I would think that so long as you had her Voice Type set to DLC1LD_FemaleNordUniqueKatria that would be enough.

Posted by: ghastley Apr 21 2016, 03:00 AM

I took a quick look and her Detection dialogue is conditioned on GetIsAliasRef for Alias:Katria but it's curiously shared, even though she's only in one quest.

That means you can use it, but you may have to add a dialog quest if she's not already connected to one. If her alias is Katria in your quest, she may just use it anyway, or else you can copy her topics over to yours.

It's possible to make any existing dialog shared but it's much simpler when that's already the case.

Posted by: Grits Apr 21 2016, 12:00 PM

Aha, thank you very much! Sounds promising, I need to dig in and learn some new things. I’ve done trainer dialog for some NPCs, but that’s it. Refreshing my memory of that is a good place to start.

I wonder if it is set up as shared because there was a plan to make her summonable at the end of the quests, like Arniel’s Shade. I’ve never had a character who completed Arniel’s Endeavor, funnily enough. The uesp page says his shade uses zombie dialog, which sounds disappointing.

Posted by: SubRosa Oct 2 2016, 12:49 AM

It was a lot of work, but I was able to make the Winterhold Home I made for my grown up Sofie and Lucia's games and make it Hearthfire/adoption compatible. https://forums.nexusmods.com/index.php?/topic/2131429-make-your-home-multiple-adoption-friendly/.

I also had to use the http://www.nexusmods.com/skyrim/mods/29249, and use the Bless House spell it provides to set the home as my official house. I tried it without the mod, but the game would not give me the option to adopt. My guess is that there is a setting somewhere that tells the game what your house is, and with a modded house that never gets updated.

Posted by: mALX Oct 2 2016, 01:12 AM

QUOTE(SubRosa @ Oct 1 2016, 07:49 PM) *

It was a lot of work, but I was able to make the Winterhold Home I made for my grown up Sofie and Lucia's games and make it Hearthfire/adoption compatible. https://forums.nexusmods.com/index.php?/topic/2131429-make-your-home-multiple-adoption-friendly/.

I also had to use the http://www.nexusmods.com/skyrim/mods/29249, and use the Bless House spell it provides to set the home as my official house. I tried it without the mod, but the game would not give me the option to adopt. My guess is that there is a setting somewhere that tells the game what your house is, and with a modded house that never gets updated.


Yeah, I used that list as a guideline in making my house mod; but used all vanilla or modded items so someone that didn't have Hearthfire might still be able to use the mod - (actually, at the time I made the mod I didn't have Hearthfire myself so kind of had to, lol). I didn't know about the "setting the house as home" for the adoptions issues till later on, and didn't know how to fix it.

I just really wish they had made cuter children in Skyrim, (like they made for Fallout 3).




Posted by: ghastley Oct 2 2016, 02:59 PM

QUOTE(SubRosa @ Oct 1 2016, 07:49 PM) *

My guess is that there is a setting somewhere that tells the game what your house is, and with a modded house that never gets updated.

The problem is that the vanilla DLC method of completing the adoption is connected to the "I have a house in xxx" dialogs, and each of those tests for the Hearthfires or vanilla homes, making it hard to extend. If they'd used a Formlist that could be added to, then it would have been a lot easier.

Hearthfires was definitely not designed for extensibility or mods. There are way too many places where they put in fixed-size lists instead of using formlists, and there's a lot of code that has "If Lakeview ... else if Windstad ..." rather than "if house.InList(xxx)".

They also missed a lot of opportunities for global settings. There could have been a single "PlayerHasHouse" Boolean to control things, but the code usually tests ownership of each known house individually. It's a lot less efficient, and once again, harder to extend. I had to clone a lot of scripts that should have just been re-usable because of this poor style. The flags for site ownerships are held in each house script, so those all have to be properties of anything that wants to test them.

Posted by: mALX Oct 16 2016, 09:24 AM

QUOTE(ghastley @ Oct 2 2016, 09:59 AM) *

QUOTE(SubRosa @ Oct 1 2016, 07:49 PM) *

My guess is that there is a setting somewhere that tells the game what your house is, and with a modded house that never gets updated.

The problem is that the vanilla DLC method of completing the adoption is connected to the "I have a house in xxx" dialogs, and each of those tests for the Hearthfires or vanilla homes, making it hard to extend. If they'd used a Formlist that could be added to, then it would have been a lot easier.

Hearthfires was definitely not designed for extensibility or mods. There are way too many places where they put in fixed-size lists instead of using formlists, and there's a lot of code that has "If Lakeview ... else if Windstad ..." rather than "if house.InList(xxx)".

They also missed a lot of opportunities for global settings. There could have been a single "PlayerHasHouse" Boolean to control things, but the code usually tests ownership of each known house individually. It's a lot less efficient, and once again, harder to extend. I had to clone a lot of scripts that should have just been re-usable because of this poor style. The flags for site ownerships are held in each house script, so those all have to be properties of anything that wants to test them.



Can the scripts be altered by a mod without breaking the DLC? Either adding your house to that list or as you said - simplifying it to point to a list rather than each particular house?

I am kind of reminded of some of the issues with ownership in Oblivion; though I can't remember if it was horses or Inn rental rooms - just remember I had to go to numerous places and add something I made to a list in order for it to work right in the game.


Posted by: ghastley Oct 16 2016, 01:29 PM

Yes, it's possible to change the scripts, but then another mod can change them again and wipe your changes out. And I was creating multiple mods, so I'd probably do that to myself.

I had those problems with the Orc Child mod. The various other "extra kids" mods overwrote base files I was using, and so broke mine. I ended up cloning all she uses as uniquely hers.

The only safe things to do are use the vanilla assets unchanged, or supply a completely new one. I've always had issues of some variety when changing a base asset.

Sometimes you have no choice. You may have to replace a skeleton with an enhanced one to get wings on the player, as chargen requires that all playable races use the same one. If you want female Orcs to walk like women, you have to change the race template, etc.


Posted by: mALX Oct 16 2016, 02:12 PM

QUOTE(ghastley @ Oct 16 2016, 08:29 AM) *

Yes, it's possible to change the scripts, but then another mod can change them again and wipe your changes out. And I was creating multiple mods, so I'd probably do that to myself.

I had those problems with the Orc Child mod. The various other "extra kids" mods overwrote base files I was using, and so broke mine. I ended up cloning all she uses as uniquely hers.

The only safe things to do are use the vanilla assets unchanged, or supply a completely new one. I've always had issues of some variety when changing a base asset.

Sometimes you have no choice. You may have to replace a skeleton with an enhanced one to get wings on the player, as chargen requires that all playable races use the same one. If you want female Orcs to walk like women, you have to change the race template, etc.


Oh, I understand. I guess then you would be stuck having to make patches every time another mod overwrote your changes or something?

I really don't enjoy Papyrus at all. I Loved the C++ or whatever Oblivion used, but ... just plain hate Papyrus.


Posted by: ghastley Sep 26 2017, 06:44 PM

I've had a number of (XBox1) users of my mods complain about not getting couriers, and I've just had the same problem myself in a game where none of my Hearthfires mods is loaded. The general issue that the couriers just don't appear, so I went looking for an article anywhere that laid out the process, and provided a systematic approach to finding out what went wrong. Of course, there isn't one, so I'll have to do it myself.

---

Most couriers will be using the built-in WICourier quest, which gets started by the ChangeLocation event. The Story Manager will check if there's anything in the mail that needs delivering. If there is, it starts the quest to spawn a courier within range of the player and he seeks you out and delivers.

So the first thing to do was see if the WICourier quest is running. Usually it's not, either because the player didn't trigger the ChangeLocation yet, or it didn't fire when it should. That doesn't tell you anything. But the quest variables include the ID of the "mailbox" container that quests add their letters to, so you can use "showinventory" on that to see what's in the mail. There's also a global WICourierItemCount that will be non-zero if you have pending mail. It's probably worth checking both, as discrepancies between those could be a clue to any problem. The Story Manager start condition checks the count, rather than looking in the container. The actual content provides a clue as to which quest broke something.

There's also a possibility that the courier couldn't catch the player and timed out. That will be apparent from the quest showing a stage of 200 from its last attempt. Usually he spawns on the road ahead of you, and there's no problem, but the devs did allow for the exceptions.

If there's nothing to deliver, then you need to check the quests that should have sent one. You need some details about the quests themselves, as some will have a letter already in the inventory of the sender from the start of the game, and others will create it in a quest fragment right at the point where it's sent. So the presence of the letter's ID in the quest variables doesn't always mean anything. But if it's "NONE", that probably does.

There are settings to enable logging of Script and Story Manager processing. Both are likely to be needed - the script log will show failures in the quest script that adds the letter to the mailbox, and the SM log will show if the courier quest was started when it should have been, and hopefully why not.

And none of this can be done on XBox1, where the SM is easily subverted by one mod failing to pass on the event to other mods.


Posted by: Renee Jan 13 2022, 02:26 PM

Hello, anybody here?? unsure.gif I have this idea for a quest moment and need some help getting it implemented.

Basically, an NPC gets killed in his sleep, but not by another NPC and not by my character. Or... perhaps the NPC gets killed when my character goes to sleep. sleep.gif Question is: can anybody think of an example from one of Bethesda's quests when something like this happens? ... If so, then I'll be able to study how Beth did it.

Edit: oh yah, and i got cake. cake.gif See?

Posted by: Lena Wolf Jan 13 2022, 02:40 PM

Hey Renee, I'm not entirely clear what you are trying to do. An NPC gets killed in his sleep by what? A bear? A lightning? Divine intervention? And why is that important?

Or, you say, may be an NPC gets killed when the player character goes to sleep. Now, that makes more sense. But this is easy to do. Check any quest that does something when you go to sleep - in Oblivion I'd say for example when Lachance visits you after you killed an innocent person. I imagine there's something similar in Skyrim too. Then just put in your own content at that point (instead of inviting you into the Dark Brotherhood, you are being dragged off to jail for murder, for example).

Posted by: Renee Jan 13 2022, 05:02 PM

An NPC gets killed by script. It's important because there's supposed to be some mystery. Who exactly killed this fellow? Nobody knows at first, so my character initially gets accused & imprisoned. emot-ninja1.gif

This is easy to do in the CS... extremely easy. Just assign a Reference ID to the NPC in question, then put some script like

If (IsPCSleeping == 1) && (other random condition)

aaaNPCRef.Kill

EndIF

Something like that.

QUOTE
I imagine there's something similar in Skyrim too. Then just put in your own content at that point (instead of inviting you into the Dark Brotherhood, you are being dragged off to jail for murder, for example).


Correct, I have had a look at the Dark Brotherhood sleeping scenario, but that involves teleporting the player-character to that cabin (I forget its name), not anybody getting killed while the player is sleeping. I need an example of somebody actually getting killed by script in the game, while the player sleeps, if there is one. I basically need that script, if there is one. If Beth has already done something like this, it makes the scripting process so much easier, you see.

I mean... there's the chance I am forging new ground here. laugh.gif That I am on my own. Once again.

Posted by: macole Jan 13 2022, 06:23 PM

QUOTE(Renee @ Jan 13 2022, 10:02 AM) *

An NPC gets killed by script. It's important because there's supposed to be some mystery. Who exactly killed this fellow? Nobody knows at first, so my character initially gets accused & imprisoned. emot-ninja1.gif

This is easy to do in the CS... extremely easy. Just assign a Reference ID to the NPC in question, then put some script like

If (IsPCSleeping == 1) && (other random condition)
aaaNPCRef.Kill

EndIF


Something like that.
(snip)

Is there an interaction between player and NPC prior to the NPC’s murder? I think it would be easier to start the script if there is an opening dialog option with the intended victim. I would imagine it working something like this:

1. Go to a certain inn, rent a room for the night,
2. spot the bar wench (SuzzieQueNPC1v1) and say, “Hey baby why don’t you come up and see me sometime.”
3. Retire to your room and go to sleep (disable SuzzieQueNPC1v1).
4. Next morning you wake up and find her (SuzzieQueNPC1v2) dead in the hallway, arrow in the back.
5. Search body to find a cryptic note warning you of something nefarious (activates guards).
6. Guards arrive and haul you off to jail.
7. You hear voices outside your cell Captain Renault orders you up against the wall and before you know it you’re caught up in the Oblivion Crisis or whatever crisis is at hand (Revenge of the Feyfolken).

Yeah I know, I have no idea of what I’m talking about but it sounds like the way PrinceShroob’s Main Quest Delayer starts the Oblivion MQ by simply get arrested in the Imperial City and choosing to go to jail (as long as “Scheduled for Execution” is not currently active). That may be of some help.

Posted by: Lena Wolf Jan 13 2022, 07:11 PM

QUOTE(Renee @ Jan 13 2022, 04:02 PM) *

An NPC gets killed by script. emot-ninja1.gif This is easy to do in the CS... extremely easy. Just assign a Reference ID to the NPC in question, then put some script like

If (IsPCSleeping == 1) && (other random condition)
aaaNPCRef.Kill

EndIF


Something like that.

I need an example of somebody actually getting killed by script in the game, while the player sleeps, if there is one. I basically need that script, if there is one. If Beth has already done something like this, it makes the scripting process so much easier, you see.

Seems to me that you just wrote that script right there! goodjob.gif I don't know of any quests that do that on top of my head, but I did a bit of googling... have a look at this, don't know if that's what you're after:

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwiPgof5qK_1AhWEzqQKHZPOADsQtwJ6BAgCEAI&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D-3kmTpITwfI&usg=AOvVaw3iI8GmtMtt-lyd4zgx7cwv

Posted by: Renee Jan 15 2022, 02:17 PM

Lena: Ha, if only writing script for Skyrim were that easy! No, that script won't work for Skyrim. nono.gif I'd get error messages screaming at me. However, one thing the Creation Kit does right is it has a lot of presets for code, so that we don't always have to remember those scripts 100%. That's partially why Properties are used to define objects, I think.

I believe there has to be a way to make "kill an NPC via script" happen somehow. If I find out how to make this happen I will share it with the rest of the group.

I watched that exact video a few days ago, too. cake.gif I can probably use its main idea (using Sleep Events to cause X), but I'll have to figure out how to make it pwn an NPC instead.


QUOTE(macole @ Jan 13 2022, 12:23 PM) *

Is there an interaction between player and NPC prior to the NPC’s murder?


Yes there is.

QUOTE

I think it would be easier to start the script if there is an opening dialog option with the intended victim. I would imagine it working something like this:

1. Go to a certain inn, rent a room for the night,
2. spot the bar wench (SuzzieQueNPC1v1) and say, “Hey baby why don’t you come up and see me sometime.”
3. Retire to your room and go to sleep (disable SuzzieQueNPC1v1).
4. Next morning you wake up and find her (SuzzieQueNPC1v2) dead in the hallway, arrow in the back.
5. Search body to find a cryptic note warning you of something nefarious (activates guards).
6. Guards arrive and haul you off to jail.
7. You hear voices outside your cell Captain Renault orders you up against the wall and before you know it you’re caught up in the Oblivion Crisis or whatever crisis is at hand (Revenge of the Feyfolken).

Yeah I know, I have no idea of what I’m talking about but it sounds like the way PrinceShroob’s Main Quest Delayer starts the Oblivion MQ by simply get arrested in the Imperial City and choosing to go to jail (as long as “Scheduled for Execution” is not currently active). That may be of some help.


laugh.gif I'm laughing at "Hey baby..." while speaking to the bar wench. rollinglaugh.gif

Anyway, this will be for Skyrim, not Ob, so everything is a bit convoluted. I'm going to need to figure out how to make a script happen between steps 3 and 4 above, which causes that NPC to perish. See, because when I write the actual story, and all of this just happens (without console commands) it just makes me smile. smile.gif



Posted by: Renee Mar 13 2022, 10:37 PM

QUOTE(Renee @ Jan 13 2022, 09:26 AM) *

Hello, anybody here?? unsure.gif I have this idea for a quest moment and need some help getting it implemented.

Basically, an NPC gets killed in his sleep, but not by another NPC and not by my character. Or... perhaps the NPC gets killed when my character goes to sleep. sleep.gif Question is: can anybody think of an example from one of Bethesda's quests when something like this happens? ... If so, then I'll be able to study how Beth did it.


Figured it out. This one was tough to figure, only because the answer was so elusive. unsure.gif but the solution is easy. Basically, Bethesda has multiple ways they do this. But they always use Aliases.

I had to give an NPC a Reference ID and then go into whichever quest I'm working with. Went into the quest's Alias tab and made an alias for that NPC. Used the Specific Alias toggle to find the NPC in the Render window and clicked on him.

Next I typed Alias_aaaChamanyAlias.GetActorReference().Kill() into a specific quest stage's Papyrus Fragment box, which is the Alias intro code ( Alias_ ) added to the Alias's name ( aaaChamanyAlias ) added to .GetActorReference().kill()

The stage will set while my character's sleeping, so altogether I've got

If Game.GetPlayer().GetSleepState() == 3
Alias_aaaChamanyAlias.GetActorReference().Kill()
EndIf








Posted by: Renee Dec 13 2022, 02:53 PM

I think maybe only ghastley might know the answer to this one, but anyone feel free to chime in with any ideas if y'all know anything.

I've got this very simple idea, or so it seems. I'm trying to set a quest variable via dialog in the Creation Kit for the old version of Skyrim. Doing this in Oblivion's Construction Set is so much easier. Start a new quest, open up its main script, and type

Short Status

as a variable. Now I could use Status in lines of code. For instance, I could type

Set aaaQuest.Status to 1

into the Topic tab's Result Script to move Status up to 1. Therefore, the NPC will say certain dialog when the variable is 0, but other dialog when it's at 1. I'm not seeing how to do this in the Skyrim CK. mad.gif Yet it must be possible because there's a function called GetVMQuestVariable.

Here's where I'm at so far.

1). I made a test quest in the Creation Kit, with two instances of dialog. First instance, the NPC says "Hello, you are on Var 1" and the second instance she's supposed to say "Welcome to Var 2".


2). I clicked on the Scripts tab and added a new script. So far it looks like this...

Scriptname aaaTestScript extends Quest Conditional

Int Property aaaTestProperty Auto Conditional


All of that compiles okay. Wonderful. I made sure the property's Int Value is 0.


3). I go back to the Player Dialog tab. For the Conditions window I've got

GetIsID Actor: NPCname == 1.00

GetVMQuestVariable Quest: aaaTestQuest == 0.00


I was able to choose aaaTestProperty for the quest variable, as well.


4). In the Papyrus Fragment box I typed:

Int aaaTestProperty = 1

which I assume is supposed to bump the VMQuestVariable up to 1. This compiles okay.


5). For the second instance of dialog ("Welcome to Var 2") I've got

GetIsID Actor: NPCname == 1.00

GetVMQuestVariable Quest: aaaTestQuest == 1.00


as conditions. I go into the game. The NPC says the first bit of dialog, "Welcome to Var 1" just fine, but then she drops the conversation, almost as though "Goodbye" has been flagged. Grrr....

So the problem seems to be the Int aaaTestProperty = 1 line. It doesn't seem to be bumping the variable to 1.



Edit: I also tried changing the second instance of dialog so that its VMQuestVariable == 0.00. In this case, both lines of dialog show up. Therefore, the Int aaaTestProperty = 1 bit of code compiles okay, but doesn't seem to do anything.

Edit 2: I tried changing Int to Float, so now that line of text is Float aaaTestProperty = 1 This also compiles. Back in the game, the lady now says BOTH lines of text. smile.gif Haven't had the time to fully test (had to get to work), but I'm assuming the variable's moving from 0 to 1.

Problem is, dialog immeditely goes back to the "zero" phase. She says the first line of text (VMQuestVariable is 0) she says the second line of text (now it seems to be 1), but when that's done the first topic + line of text shows up again.

I don't want that. I want the text to stay on the "one" phase: VMQuestVariable == 1.00, see what I'm saying? I want to be the one telling the variable where to go. I've always been able to get this to work in the Construction Set and GECK, and easily.



Trying to learn https://www.creationkit.com/index.php?title=Variables_and_Properties, by the way, along with a few other pages, but it's slow going. verysad.gif

Int aaaTestProperty = aaaTestProperty +1

Posted by: ghastley Dec 13 2022, 11:23 PM

I think that you have two separate scripts, each of which has a variable aaaTestProperty and one of them is set to 0 and the other is set to 1. However, that should mean that one is being tested and the other set, and it doesn't fully account for your symptoms.

Check the scripts tab of the quest for multiple scripts.

Posted by: Renee Dec 13 2022, 11:47 PM

Nah, there's only the one script.

Posted by: Renee Dec 14 2022, 02:41 PM

Do you know any tutorials which go into variables and functions? I found one which is almost pERFECT, exactly what I'm looking for. But it's for Fallout 4, which happens to do one little thing different (it uses KMYQuest or something) which makes a one-line script possible. But do you know anything which goes into this sort of thing?

After awhile we get to the point where there are no tutorials, and then it's like we're on our own.

Posted by: Renee Dec 16 2022, 02:06 PM

Update on this, just in case anyone's in the same byte (get it?... byte?.... rolleyes.gif)

After studying a bunch of Beth quests in which VMQuestVariable is used, I've come to the conclusion they use this condition in a way-different manner than I'm trying to. VMQuestVariable gets called for a lot during the early Companions quests for instance. Always, it's used as something definite is happening: the player leaves a conversation, and VMQuestVariable shows up with a Get == 1. A scene commences between two Companions members, and again it pops up, again with ==1. And of course, I can't begin to grasp what causes the variable to return a 1 in the first place. rolleyes.gif Whatever Beth's doing makes no sense to me; wouldn't be the first time!

I can't find an example in which it's used during a script; that's the main thing. It always shows up as the result of some PC or NPC action. It's never the result of a pure script declaration, not from what I've seen.

I also never see this condition go backwards, never see it return a 0 after it's been a 1, the way they're using it. Definitely not like the old scripting days in which quest and script variables could go up and down. So VMQuestVariable seems to be useless (to me). I'm going to try using Faction changes to make my idea happen, I guess.

Posted by: Lena Wolf Dec 16 2022, 02:56 PM

Well, according to what I gleaned off the internet here and there, there's no such thing as a VMQuestVariable but instead there's a function condition GetVMQuestVariable where you can select which variable needs checking. See http://www.gamesas.com/setting-and-using-quest-variables-conditions-t301165.html for example. This idea is quite similar to Oblivion's GetQuestVariable condition in the dialogue. Could it be that you simply need to declare an explicit variable which you then would check?

Posted by: Renee Dec 16 2022, 08:05 PM

Mmhmm that's one of the several dozen pages I found while googling, that GameSAS.com page. I did a lot of searching on this topic, looking for any random modder who's trying to use these sort of variables for Skyrim. Mostly, I came up with zilch. Nobody was able answer my query over at Nexus's forums.

Yes, GetVMQuestVariable is similar to GetQuestVariable (which is what Beth used to use for OB and FO3). GetQuestVariable is still buried in Skyrim's Creation Kit but it doesn't work for what I'm trying to accomplish. mad.gif The Creation Kit page for GetQuestVariable says "This function is deprecated and will not work in current versions of the Creation Kit (though it can still be found in a few conditions). Use GetVMQuestVariable instead."

There could be an explicit variable to declare. If so, I don't know how to phrase it, nor have I seen Beth do anything close to a simple script declaration.

I've pretty much moved on from trying to figure this out. Like I said, I'm experimenting with temporarily putting my character into a faction instead. See if that works. Just wanted to leave a note here just in case anyone else out there tries to figure the same thing, and gets all frustrated and stuff.

Thanks for your time, Lena cake.gif

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