[Quest Mod] The Dwarves Of The Mountain

Post » Wed Mar 30, 2011 1:05 am

I took your suggestion, and I swear I've made it work, but it still doesn't...

I made a new IdleAnim, using the same Nif file that the original StatuePose IdleAnim uses, and made it so it works with the requirements GetIsID, and GetIsCurrectPackage, both the same as what the Statue NPC is using, even using the Actors In Charge mod as a reference, and STILL nothing...

I'm at my wits end...
:(


You just want a statue, yes? Not one of the player, like in Bruma, just any NPC as a statue?

EDIT
I've dissected the Bruma player statue, and it's surprisingly easy to create an NPC statue.

Below is the "Object" script you need to create then attach to the NPC base record. Replace "BAN" with your own prefix (or rename however you wish), BAN is just what I always use for Better Cities.
BANNPCStatueRef is the name allocated to the placed ACTOR record for the NPC.
BANNPCStatueMarker is an X-Marker Heading placed at the spot the statue is to stand, facing the correct direction. Place BANNPCStatueRef at the same spot.
BANNPCStatuePose is a new AI Package, it's a duplicate of MQStatuePose except with Location changed to "Near Editor Location".

You'll need to place a single, unlinked pathgrid node at the point where the X-Marker Heading is placed, and then place a subspace which encompasses the pathgrid node and statue location, but doesn't include any nearby pathgrid nodes or pathgrid links.
You might also need to place Collision Boxes around the statue to prevent the player getting too close and clipping through.
Create a new IdleAnim as duplicate of the MQ14StatueIdle only change the dependency to use BANNPCStatuePose.

The weapon doesn't always appear on first load, but if you leave and return to the cell it should appear.

scn BANNPCStatueScriptref BANNPCStatueRefshort distancecheckbegin OnLoad	BANNPCStatueRef.moveto BANBANNPCStatueMarker	BANNPCStatueRef.addscriptpackage BANNPCStatuePose	; shouldn't be necessary if already stated in the NPC record	BANNPCStatueRef.pms effectstone	BANNPCStatueRef.pickidle	BANNPCStatueRef.setalert 1	BANNPCStatueRef.setghost 1	BANNPCStatueRef.setunconscious 1	BANNPCStatueRef.setdestroyed 1		; so you can't activate statue	BANNPCStatueRef.setscale 1.8			; increases size of statue	BANNPCStatueRef.setav speed 0		; so you can't push it aroundendbegin gamemode; pick idle whenever the player gets close	if distancecheck == 0		if getdistance player <= 2100			set distancecheck to 1			BANNPCStatueRef.pickidle		endif	endif	if distancecheck == 1		if getdistance player > 2100			set distancecheck to 0		endif	endifend


EDIT
There were a few edits and updates down here as I was figuring stuff out, but I've removed them now as they're redundant.
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Abi Emily
 
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Post » Wed Mar 30, 2011 12:19 pm

Yes, you're right, it is surprising...that that could ever be classed as easy... :bonk:

Nevermind; it'll take me some time, but if you're sure that's what will make it work, then I'll work it out eventually...

Thanks again Display; you've saved my hide on more than one occasion... ^_^

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JUan Martinez
 
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Post » Wed Mar 30, 2011 10:07 am

I swear I've done everything you just said down to the tiniest detail, and it still just won't work... :(

Although, there was one thing; I don't know how to "duplicate" the StatuePose idle, seeing as there's only "Insert Sibling", "Insert Child", "Delete", and "Use Info", so I had to make a new one, and use the Nif file that has the idle animation, so it's essentially a duplicate...

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Alexandra Louise Taylor
 
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Post » Wed Mar 30, 2011 4:22 am

I swear I've done everything you just said down to the tiniest detail, and it still just won't work... :(

Although, there was one thing; I don't know how to "duplicate" the StatuePose idle, seeing as there's only "Insert Sibling", "Insert Child", "Delete", and "Use Info", so I had to make a new one, and use the Nif file that has the idle animation, so it's essentially a duplicate...




I used TES4Edit, but yes that sounds like the right way to duplicate the vanilla idle.
I'll give some step-by-step instructions in logical order to create a working statue. I'll also continue to use the names I gave previously for ease, you should substitute these for your own object names.

1) Choose the location where the statue will stand.
2) Place an X-Marker Heading at the exact location, facing the way the statue should face. Name this X-Marker Heading BANNPCStatueMarker.
3) Place a single pathgrid node under the X-Marker Heading, and place a subspace box to encompass this. Ensure there are no other pathgrid nodes or lines intersecting the subspace box.
4) Create a new NPC, which will be the statue. Give it the weapons and armour you want it to display in-game. Place this NPC in the same place as the X-Marker Heading. Name this placed NPC BANNPCStatueRef
5) Open AI Package MQStatuePose and rename it to BANNPCStatuePose, then change Location to the X-Marker Heading you just placed. When you click OK, you will be asked if you want to create a new Form (since you renamed the Package) so say yes. Make this the only AI Package used by the NPC you created earlier.
6) Start a new Script, set as an Object script, and copy what I put in the code box above. Save the script, then set this as the script linked to the NPC you created earlier.
7) Create a new IdleAnim, exactly the same as MQ14StatueIdle, except change the Conditions so that it requires BANNPCStatuePose instead of MQStatuePose.
8) Save and launch the game to see if it worked.

I'm fairly sure I didn't forget anything there. I only learnt how to do all that this morning, since it didn't look like anyone else had the answers you needed, so I might have forgotten something. But as long as you don't get an error when you try to save the script, you should get a working statue in the end.
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Chris Duncan
 
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Post » Wed Mar 30, 2011 1:17 pm

The script is fine, I have yet to have had a problem with that, but even after going over it a second time, making a few small changes, it still hasn't worked...

I do truly appreciate all the hard work you've done in trying to help me, but maybe we should give up... :(

Bethesda really made it hard for us to do all the cool things they did, huh? ^_^

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Jesus Sanchez
 
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Post » Wed Mar 30, 2011 1:27 pm

Hey! It's started working!

I was working on the inside of the castle, and I decided to see my work from inside the game, and as I walked by, I saw him standing in the pose!

Thanks again Display!
^_^
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Marguerite Dabrin
 
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Post » Wed Mar 30, 2011 6:26 am

Alright everyone, the first BETA of the new mod "Chapter 2 - The Society Of The Atronach", the sequel to "Chapter 1 - The Dwarves Of The Mountain", is now uploaded here - http://www.tesnexus.com/downloads/file.php?id=32677

Enjoy!

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{Richies Mommy}
 
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Post » Wed Mar 30, 2011 2:06 am

Saw that. Very exciting. Looking forward to more from you.

gothemasticator
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lillian luna
 
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Post » Wed Mar 30, 2011 2:03 am

I just started playing chapter 1...and am loving it!
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Dina Boudreau
 
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Post » Wed Mar 30, 2011 4:09 pm

What is weird, is that I fell asleep, and I saw a bunch of burning buildings surrounding me, and a dead man in white on the floor, somebody in black looking at me, but I was FROZEN...could not move or do anything.
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patricia kris
 
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Post » Wed Mar 30, 2011 12:38 pm

That man in white is Brogg, and he's supposed to talk to you...

The man in black is the Geomancer; he isn't supposed to appear until after you finish talking with Brogg...

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dav
 
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Post » Wed Mar 30, 2011 1:25 am

Any news on the sequel?
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Ashley Hill
 
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Post » Wed Mar 30, 2011 12:42 am

I'm back to work on the sequel, and it's coming along great, and thankfully, fast...

I don't know when the next BETA will be released, but hopefully it will be soon...

I apologize for the large gap between BETA's, but I had a long rest from it, then my computer got hacked...

But, it's back on track now...

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El Khatiri
 
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Post » Wed Mar 30, 2011 3:44 am

Alright! The new file is FINALLY up, no thanks to my brilliant internet that enjoys cutting out an hour into the upload...

http://www.tesnexus.com/downloads/file.php?id=32677

Enjoy!

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jesse villaneda
 
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Post » Wed Mar 30, 2011 12:05 pm

Alright! The new file is FINALLY up, no thanks to my brilliant internet that enjoys cutting out an hour into the upload...

http://www.tesnexus.com/downloads/file.php?id=32677

Enjoy!


Wow! Now I have to complete Chapter 1 in order to get this goodiness :)

Thanks Emerald Demond!
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courtnay
 
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Post » Wed Mar 30, 2011 2:17 am

Giving this mod a go, but have run into trouble. I do have UL so I grabbed the patches available too.

I have the quest from the dwarf in the mine to bring him some items before he'll give me the key. I have all items but one... the enchanted arrows. I found the arrowsmith, he told me what happened to his magic stone and I set off to retrieve it.

My problem is that when I get down to the river, the majority of the water is GONE! The waterfall is coming down but the pool of water that it hits is just rock... no water. As I follow the river, I get patches of water followed by patches of no water... and this happens all the way down to the fort.

The disappeared water doesn't bother me so much as the fact that I can't find the bandit that has the magic stone! He's no where to be found. I even tried tcl to wander about under the rock to see if he was stuck down there somewhere. But he's not around anywhere.

Is there any console command to either make him appear or give me the stone so that I can continue on this quest?

TIA
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djimi
 
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Post » Wed Mar 30, 2011 9:16 am

Great mod, I haven't played it yet but I've read comments and seen the description and pictures and it looks pretty good.

However, there is an issue with custom races. Has this been solved or is there any way (maybe via the console) to bypass the error at the end of the quest? I really don′t wanna start playing one of the original races just to play this mod. I saw one solution to restore your normal height and to update the last quest, is this enough for people who use custom races to finish the quest without problems? And is this problem present in the 2nd chapter too?
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kelly thomson
 
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Post » Wed Mar 30, 2011 9:33 am

I'm so close to finishing The Society Of The Atronach I can taste it, but I've been drastically held back by lack of ideas for final sidequests, but that seems to have been solved...

But, that didn't end my troubles...

You see, in one of the sidequests, you need to hunt down two Argonian criminals, and using a special Tanner's Knife, well...skin them...

These are the scripts for the two Argonians:

Scriptname aaaSOTAQuest16SkinningFemaleArgonianScript

Begin OnHitWith aaaSOTA16TannersKnife
If (SOTA16FemaleArgonianCriminalRef.GetArmorRating == 0) && (Player.GetItemCount aaaSOTA16FemaleArgonianLeather < 3)
Player.AddItem aaaSOTA16FemaleArgonianLeather 1
EndIf
End

Scriptname aaaSOTAQuest16SkinningMaleArgonianScript

Begin OnHitWith aaaSOTA16TannersKnife
If (SOTA16MaleArgonianCriminalRef.GetArmorRating == 0) && (Player.GetItemCount aaaSOTA16MaleArgonianLeather < 3)
Player.AddItem aaaSOTA16MaleArgonianLeather 1
EndIf
End


The first is for the female Argonian, and the second is for the male; you see, what I want is for you to defeat them, remove all of their armor, and then strike their bodies with the knife to receive samples of their leathery hide; but when I hit them with the knife, nothing happens...

Does anyone have a solution?

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~Sylvia~
 
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