Need some help to carry out my vision

Post » Sat Jul 16, 2016 5:52 am

Hey there ladies and gents,



I have a player home that I have been working on, and I have some ideas for it that I'm hoping I can get some help with.



The idea is a home that is contained within Azura's Star. I have already put together a basic home using the Azura'sStarInterior01 cell as my starting point.


Trouble is, I don't know how to do everything I want. I'm hoping you guys can help me learn.


The more difficult ideas (which I assume will involve scripting, something I don't have experience with) are the following. I would like:




- The home to be accessible via the Azura's star item, from anywhere > http://www.nexusmods.com/skyrim/images/617672/?



- The soul currently trapped to appear inside a cage in the cell (for instance, have a troll in the home if a troll's soul is stored) > http://www.nexusmods.com/skyrim/images/617670/?



- To have the load door exiting the cell be a telvanni lift, to have the effect of being pulled up and out of the star. > http://www.nexusmods.com/skyrim/images/617671/?




Any helpful tips would be appreciated for one or all of these, as well as ideas of your own. Thanks.



-SkildNinja

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louise hamilton
 
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Post » Fri Jul 15, 2016 9:30 pm

I don't know how to do the whole "soul-in-a-cage" thing, but as goes entering and exiting the star:



You could make a spell that is given to the player via the Azura's star quest (look around through the scripting and dialogue of the Azura's Star quest line and see where the player actually receives the Star from Azura, then sick in "Player.addspell" then put in the spell ID. You'd have to make a new spell, and then stick a script to it.



Also, you're going to need to make a pair of X Markers (or alternitively, you could have an X marker and an X Marker Heading which points in a certain direction inside the star, if you want the player, upon arrival, to constantly face one direction in the star's interior). Name them both.



JUST FOR THE RECORD: X Markers and X Marker Headings appear in the Creation Kit's Object Menu list as "XMarker" and "XMarkerHeading" so if you're searching around in the CK for them, DO NOT USE SPACES IN YOUR SEARCH'S SPELLING; THE CK WILL NOT IGNORE THE SPACES.



Place the X markers (AFTER THEY'RE GIVEN NAMES) into the interior cell that you have inside the star.



As goes the spell itself; make a new spell, set its architype to script, and then afterward make a new script in its Papyrus script section.



The script goes something like this:



ScriptName StarTeleport extends ActiveMagicEffect

ObjectReference Property XM1 Auto
ObjectReference Property XM2 Auto
Actor Property UserActor Auto

EVENT onEffectStart(Actor akTarget, Actor akCaster)

UserActor = akCaster as Actor
XM1.moveTo(UserActor)
UserActor.moveTo(XM2)

EndEvent



The properties should be filled out as follows:



XM1 is the first X marker that you placed. This will be moved to the player when the spell is cast so that you have a return point to where ever it was you were before going into the star.



XM2 is the second X marker, or the X Marker Heading. It's inside the star and STAYS THERE. It's what tells the player where to go when the spell is cast. If you use an X Marker Heading, make sure the marker is pointed in the direction that you want the player to face.


ALSO:



Inside the star you're going to want to make another activator and stick a script to it that more or less does the exact same thing:



It goes something like:



 
Scriptname StarExitTeleport extends ObjectReference

Actor Property UserActor Auto
ObjectReference Property XM1 Auto

Event OnActivate(ObjectReference akActivator)

UserActor = akActivator as Actor
UserActor.PushActorAway(UserActor, 60.0)
utility.wait(2.0)
UserActor.moveTo(XM1)

EndEvent


Properties:



XM1 is, once again, the FIRST X marker, the one that you moved before with the spell.



ALSO: this is going to be a bit more comedic than what you wanted, but the part of the code that says "PushActorAway", well... it doesn't make your character gracefully glide into the air like the levitation thing in Tel Mithryn. Instead, it will RAGDOLL YOUR CHARACTER AND THEN LAUNCH THEM INTO THE AIR.



Lol.



It's the closest thing that I know how to do with what I have.



After doing my own experimentation with the function, I found out that an actor calling "PushActorAway" on itself will cause the actor to launch themselves vertically into the air by whatever HAVOK impulse force is applied to them (that being the number in the parentheses that comes after the name of whatever actor is being pushed away).




NOW JUST FOR THE RECORD: I HAVE NOT TESTED EITHER OF THESE SCRIPTS.



If you get any errors, just post them back here and tell me what the compiler spat out as an error, if the script won't compile.



If you test them in game and the script does not work, let me know what went wrong and what the game did or did not do. I'll mess around with it until I can get it working (I have a sort of "test mod" that I use for this; I have sort of Dwemer "laboratory", a mod I made where I test new scripts. If this doesn't work, let me know what you think went wrong, and if they won't compile correctly then be sure to post what the compiler said was off with the script).

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Jake Easom
 
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Post » Fri Jul 15, 2016 5:41 pm

Thanks for the in-depth reply! Am currently working on this whenever I get free time. I'll get back to you on how it works.

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Charlotte Lloyd-Jones
 
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Post » Sat Jul 16, 2016 9:07 am

OK, so I've tried making the spell (I kept the names XM1 and XM2 for now for testing purposes). This is what I get:





Starting 1 compile threads for 1 files...
Compiling "AzuraTeleport"...
(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg
B:\Steam\steamapps\common\skyrim\Data\Scripts\Source\ActiveMagicEffect.psc(1,0): Unknown user flag Hidden
No output generated for AzuraTeleport, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on AzuraTeleport



Not sure what's going on here.

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Schel[Anne]FTL
 
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Post » Sat Jul 16, 2016 9:25 am

This part is likely to prove tricky, if not impossible. The act of soul-trapping may not allow you to determine which soul is entering the star. The game has to decide whether the soul will fit in a lesser gem first, and it may be difficult to get the notification that it chose the Star. It's not a case of an item entering a container, which is catchable with OnItemAdded/Removed events, and there don't appear to be ones specific to a soul gem.

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patricia kris
 
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Post » Sat Jul 16, 2016 8:04 am


Both of these scripts compiled for me without complaint.



Are you sure that both scripts were copied EXACTLY as I wrote them, WITHOUT changing the names that were put in as the script's name when the script was made (after hitting new script)?



Also, did you get them mixed up? The FIRST script was meant for a spell. The SECOND one was meant for an activator.



Here's something else I'm wondering; can you compile other scripts in-game, or do no Papyrus scripts work for you at all?



Please post the scripts you've used, as they currently are, in a reply to this. Please do not edit them.

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{Richies Mommy}
 
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Post » Sat Jul 16, 2016 5:17 am

Not sure I follow what you're saying. I named the script "AzuraTeleport" for this one (in the name box).



Also, I'm not sure what you mean by "compiling scripts in-game". I have only tried compiling in the CK when making the magic effect. > https://gyazo.com/e206f29ad2556b22e7ca48b3caf2670e



Here's the code:



ObjectReference Property XM1 Auto
ObjectReference Property XM2 Auto
Actor Property UserActor Auto

EVENT onEffectStart(Actor akTarget, Actor akCaster)

UserActor = akCaster as Actor
XM1.moveTo(UserActor)
UserActor.moveTo(XM2)

EndEvent
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Travis
 
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Post » Sat Jul 16, 2016 8:20 am

Where's the script name?



Or did you not copy that?



Also, what I meant was this: do any scripts compile at all?



Can you load up a script that's already in the game and try to build/compile it?



If it doesn't compile, something might be wrong with your installation of the creation kit.



Try creating a new mod and then trying to compile the script again. If it compiles in the new mod, then there might just be a problem with your mod's file (your mod might have some corrupt element in it).



What master files do you have loaded?

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Laura Hicks
 
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Post » Sat Jul 16, 2016 7:22 am

Tried compiling some of the in-game scripts through the papyrus manager. All are getting "Failed". Going to try re-installing the CK. I'm using the Skyrim.esm, Update.esm, Dragonborn.esm, and Dawnguard.esm master files.



After re-install, still get the same issue. Get a fail when compiling, with the same error as before. > https://gyazo.com/51b27f21c0bc7c320f9c2afaa87f850a

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Inol Wakhid
 
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Post » Sat Jul 16, 2016 5:04 am

Make sure the TESV_Papyrus_Flags.flg file is located within Data\Scripts\Source

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kristy dunn
 
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Post » Sat Jul 16, 2016 1:20 am

Is this a case of the script source needing to be extracted from the .rar file?

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~Sylvia~
 
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Post » Sat Jul 16, 2016 1:34 am

Thank you, I didn't know this was a thing. I've extracted the files and in-game scripts are working now. Going to try the spell script again.

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Devils Cheek
 
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Post » Sat Jul 16, 2016 3:02 am


Ok. I extracted the files and I copied the script name part this time, and the script compiles. However, when I try to use it in-game, nothing seems to happen.


Here's the magic effect. > https://gyazo.com/e75addbf06bb4947f188b8bd238bf250


Here's the spell. > https://gyazo.com/222d2067eb5bcf5ce4a602eb65c314cb

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ZzZz
 
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