Quick Questions, Quick Answers - Thread #30

Post » Mon Dec 16, 2013 10:19 am

Previous Threads :

http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/ | http://www.gamesas.com/topic/1353350-quick-ck-questions-thread-2/ | http://www.gamesas.com/topic/1365336-quick-questions-quick-answers-the-3rd/ | http://www.gamesas.com/topic/1373468-quick-questions-quick-answers-thread-4/ | http://www.gamesas.com/topic/1395667-quick-questions-quick-answers-thread-5/ | http://www.gamesas.com/topic/1406245-quick-questions-quick-answers-thread-6/ | http://www.gamesas.com/topic/1411305-quick-questions-quick-answers-thread-7/ | http://www.gamesas.com/topic/1414436-quick-questions-quick-answers-thread-8/ | http://www.gamesas.com/topic/1418982-quick-questions-quick-answers-thread-9/page__st__180__p__21821206__hl__quick%20questions,%20quick%20answers%20thread__fromsearch__1#entry21821206 | http://www.gamesas.com/topic/1424574-questions-quick-answers-thread-10/ | http://www.gamesas.com/topic/1427837-quick-questions-quick-answers-thread-11/ | http://www.gamesas.com/topic/1432221-quick-questions-quick-answers-thread-12/ | http://www.gamesas.com/topic/1434686-quick-questions-quick-answers-thread-13/ | http://www.gamesas.com/topic/1437011-quick-questions-quick-answers-thread-14/ | http://www.gamesas.com/topic/1439381-quick-questions-quick-answers-thread-15/ | http://www.gamesas.com/topic/1442236-quick-questions-quick-answers-thread-16/ | http://www.gamesas.com/topic/1444947-quick-questions-quick-answers-thread-17/ | http://www.gamesas.com/topic/1449652-quick-questions-quick-answers-thread-18/ | http://www.gamesas.com/topic/1458015-quick-questions-quick-answers-thread-19/ | http://www.gamesas.com/topic/1462459-quick-questions-quick-answers-thread-20/ | http://www.gamesas.com/topic/1464441-quick-questions-quick-answers-thread-21/ | http://www.gamesas.com/topic/1466681-quick-questions-quick-answers-thread-22/ | http://www.gamesas.com/topic/1468752-quick-questions-quick-answers-thread-23/ | http://www.gamesas.com/topic/1470372-quick-questions-quick-answers-thread-24/ | http://www.gamesas.com/topic/1471891-quick-questions-quick-answers-thread-25/ | http://www.gamesas.com/topic/1473830-quick-questions-quick-answers-thread-26/ | http://www.gamesas.com/topic/1476163-quick-questions-quick-answers-thread-27/ | http://www.gamesas.com/topic/1477693-quick-questions-quick-answers-thread-28

Have a quick question? Need a quick answer? If you have not had any luck with the http://www.creationkit.com/Main_Page, post away and hopefully someone will have the answer(s) you seek.

Edit : Can a mod add the link for thread 29, please? Apparently it won't let me add links for some weird reason :/

User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Mon Dec 16, 2013 1:39 pm

From the previous thread :)

Is there a way to drop an actor to the floor pretty much instantly when you call Kill() on them, rather than them "rag dolling"? If it helps it's a custom actor with a custom race.

User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon Dec 16, 2013 4:26 am

No idea if it would actually work, but could you try restraining them on death? Since restraining means no animations (at least they don't walk/run, et cetera), it might jump straight to death? (It might just keep them standing, of course, but it might be worth a shot)

User avatar
Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Mon Dec 16, 2013 9:21 am

Any ideas on why using https://github.com/schlangster/skyui/wiki/MCM-Advanced-Features#wiki-Keymap would mess up all of my mod's hotkeys when remapping one hotkey, if the new button conflicts with one of my mod's other hotkeys and I decide to cancel the remapping process? If the new button conflicts with for example one of Skyrim's movement keys and I cancel the process, then all the keys work just fine. In my opinion this would suggest that my GetCustomControl function is causing the issue. Is there some detail that I'm missing in the structure of the function?

To reiterate:

- Remapping without any conflicts = all hotkeys continue to work

- Canceling remapping when there is a conflict with a hotkey not used by my mod = all hotkeys continue to work

- Canceling remapping when there is a conflict with another hotkey in my mod = all of my mod's hotkeys stop working

Spoiler
String function GetCustomControl(int keyCode)	If (keyCode == iHotkeyVanilla[0])		Return "Hotkey 1"	ElseIf (keyCode == iHotkeyVanilla[1])		Return "Hotkey 2"	ElseIf (keyCode == iHotkeyVanilla[2])		Return "Hotkey 3"	ElseIf (keyCode == iHotkeyVanilla[3])		Return "Hotkey 4"	ElseIf (keyCode == iHotkeyVanilla[4])		Return "Hotkey 5"	ElseIf (keyCode == iHotkeyVanilla[5])		Return "Hotkey 6"	ElseIf (keyCode == iHotkeyVanilla[6])		Return "Hotkey 7"	ElseIf (keyCode == iHotkeyVanilla[7])		Return "Hotkey 8"	ElseIf (keyCode == iHotkeyMenu[0])		Return "Favorites"	ElseIf (keyCode == iHotkeyMenu[1])		Return "Quick Inventory"	ElseIf (keyCode == iHotkeyMenu[2])		Return "Quick Magic"	ElseIf (keyCode == iHotkeyMenu[3])		Return "Character Menu"	ElseIf (keyCode == iHotkeySkyUI[0])		Return "Group 1"	ElseIf (keyCode == iHotkeySkyUI[1])		Return "Group 2"	ElseIf (keyCode == iHotkeySkyUI[2])		Return "Group 3"	ElseIf (keyCode == iHotkeySkyUI[3])		Return "Group 4"	ElseIf (keyCode == iHotkeySkyUI[4])		Return "Group 5"	ElseIf (keyCode == iHotkeySkyUI[5])		Return "Group 6"	ElseIf (keyCode == iHotkeySkyUI[6])		Return "Group 7"	ElseIf (keyCode == iHotkeySkyUI[7])		Return "Group 8"	Else		Return ""	EndIfEndFunction 

EDIT: Commenting out the GetCustomControl function definition from my script does remove the issue, but it also means that no conflicts are detected when trying to remap one hotkey to use the same button as another hotkey in my mod.

User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Mon Dec 16, 2013 5:58 am

Not sure exactly what you're looking for, but ForceRemoveRagdollFromWorld() and ForceAddRagdollFromWorld() may help, but it probably won't look realistic as they'll snap instantly to a position (typically horizontal, but it depends on the position/whatever of the ragdoll).

User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Mon Dec 16, 2013 10:49 am

You mean they might become a stiff!!!

Sorry I'll just, :bolt:

User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Mon Dec 16, 2013 3:54 am

On a more serious note, Is there something about going over 2GB with a BSA? I just tried a BSA pack with no compression and BSAOpt got upset going over 2GB, I then tried compression 5 and it was happy.

User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Mon Dec 16, 2013 6:27 am


Basically http://www.youtube.com/watch?v=Yn-WQwm85_Q shows a "skinned" actor being placed in the world using PlaceAtMe() and then killed using Kill(). The animal rolls a little bit because of the rag dolling on death, and when you get an animal like a mammoth, it can take like 5 seconds for the animal to drop and stop moving.

That's what I'd like to get rid of so the actor just drops dead instantly.
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Mon Dec 16, 2013 12:03 pm

Well this is essentially how I put a corpse lying flat on an altar... Still not sure how it would look though for wolves/mammoths/whatever or how it may interact with the player that close to where the actor is being placed. Perhaps you can disable/enable it instead of the forceremoveragdoll function as well?

ObjectReference Property kExteriorMarker AutoActor Property PlayerRef AutoFunction PlaceSkinnedAnimal(ActorBase akAnimal)    Actor kDeadAnimal = kExteriorMarker.PlaceActorAtMe(akAnimal)    kDeadAnimal.MoveTo(PlayerRef) ;maybe with small offset in front of playerref?    kDeadAnimal.SetAlpha(0.0)    kDeadAnimal.ForceRemoveRagdollFromWorld()    Utility.Wait(0.1)    kDeadAnimal.ForceAddRagdollToWorld()    kDeadAnimal.SetAlpha(1.0, true)endFunction  
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Mon Dec 16, 2013 5:51 am

I'll add those lines to my function next time I can get to my PC and let you know the outcome :)

So basically I kill the actor after removing their rag doll?
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Mon Dec 16, 2013 6:25 am

What condition must I add to a line of dialogue so that that line appears only after the player has discovered a location?

User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Mon Dec 16, 2013 11:14 am

I've been working on a Mod...

It was working fine until just now: the only difference I've made is that I put items in containers, containers that are not even placed in-world. I saved it, exited, and tried to re-load it.

Now when I try to load my mod in the CK, it just freezes up the CK and gives me the "Creation Kit has stopped working" message...

Anyway to find out what's causing this?

Edit :

I've confirmed it's definitely something to do with the items being placed in the chests, but have no idea what... Going into TESVEdit, deleting ALL the containers and attempting to re-load the Mod in the CK works perfectly... It seems like something in one of the containers is somehow corrupt...?

Edit 2 :

I've managed to narrow it down to the exact container causing the issue, but still don't see why it would be... All that is in there are some rings which are just duplicates of Vanilla rings...

User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Mon Dec 16, 2013 9:41 am


Oops I think there is supposes to be a kill() before ir is even moved.

Edit 2: Oh I also forgot that you must wait for the 3D to be loaded, otherwise... ctd :/

User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Mon Dec 16, 2013 7:23 am

Sorry to post on the same issue twice in the same day, but I've just got it again..

Brand new Chests, totally different items...

I save, exit the CK and attempt to re-load my mod, only to get it "stopped working" when trying to load the Mod.

Delete the containers, the Mod is back to working.

This time it looks like more than one chest is affected, since I can't seem to narrow it down the same way :/

User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Mon Dec 16, 2013 4:32 pm

So the're just duplicates of vanilla chests? Also how many items are you putting in them?

I've got no idea why you would be getting the problem, just trying to help narrow it down. Unless anyone else has an idea I'd think about verifying your files on steam.

User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am


Return to V - Skyrim