Quick Questions -- Quick Answers, The 22nd

Post » Thu Jul 22, 2010 4:19 pm

I opened it up in tes4Edit and there is this ReznodMannequinAbility under +spells which has as a script effect this script you posted- try it this way
Alternatively search for a topic I made for the same question where shadeMe started talking about shaders (don't ask me what exactly lol) :D

EDIT : I do hope this one works - it will be a very simple solution to a rather difficult problem. 4 more to go lol

Thanks! :foodndrink: I've got it working now. This will make one of my upcoming mods quite a bit more challenging. :evil:
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Jessica White
 
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Post » Thu Jul 22, 2010 1:01 pm

Hey guys,
How can I give the player a weapon (AddItem and EquipItem), but so that the weapon is in his hand , and all that while an animation? (He plays the Anim without a weapon in his hands, but his hands are "out")
He should'nt play the equip anim, the weapon should immediately in his hand.
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Laura-Lee Gerwing
 
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Post » Thu Jul 22, 2010 6:02 am

hi again!

how can i add new made-by-me spells to spell merchants? i simply can't see any options in CS...
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Rachel Eloise Getoutofmyface
 
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Post » Thu Jul 22, 2010 11:29 am

how can i add new made-by-me spells to spell merchants? i simply can't see any options in CS...
I think you just add them to the merchants personal spell list. In their character tab.
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Elizabeth Falvey
 
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Post » Thu Jul 22, 2010 3:53 am

I think you just add them to the merchants personal spell list. In their character tab.
add them via a quest script in a doOnce block so that you avoid conflicts with other mods.
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Crystal Clear
 
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Post » Thu Jul 22, 2010 4:02 pm

I was trying to add new hair in the cs and nothing would happen when I clicked add new nif file or image file.
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Claire Mclaughlin
 
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Post » Thu Jul 22, 2010 5:46 am

It works now. I don't know why it wasn't before.
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Harry-James Payne
 
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Post » Thu Jul 22, 2010 5:52 am

I think you just add them to the merchants personal spell list. In their character tab.

thx, yes, this was my first idea but i simply can't do that. i mean in CS i can't do anything with their spell list except delete their existing spells. or i miss something.
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Ray
 
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Post » Thu Jul 22, 2010 7:30 am

add them via a quest script in a doOnce block so that you avoid conflicts with other mods.

i read the CS wiki scripting tutorials...i know i can't do this :) my mod making abilities cover only editing some values in CS.

edit: i found http://cs.elderscrolls.com/constwiki/index.php/Dynamically_Adding_Spells_to_Merchants in wiki. what are these "activators"?
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Christie Mitchell
 
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Post » Thu Jul 22, 2010 10:09 am

I've made a little patch esp to merge an additional race to Race Balancing Project. However now i'd like to change some of the text data of the race. Tes4Edit doesn't allow long enough description, so i tried it trough the construction set, first using Wrye Bash's "Esmify masters" function (both masters are esps in reality). I change the race's name and description without problems, return the masters esp, everything works except the race no longer has voices (power attack, getting hit, etc). What's the problem?
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kat no x
 
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Post » Thu Jul 22, 2010 4:58 am

I've made a little patch esp to merge an additional race to Race Balancing Project. However now i'd like to change some of the text data of the race. Tes4Edit doesn't allow long enough description, so i tried it trough the construction set, first using Wrye Bash's "Esmify masters" function (both masters are esps in reality). I change the race's name and description without problems, return the masters esp, everything works except the race no longer has voices (power attack, getting hit, etc). What's the problem?

You're now replacing more of the original with your esp. In particular, you're replacing an item above the voices in the hierarchy, so those links are missing on your replacement. You'll have to clone them in your esp to restore them (but they can still point to the original resources)

I think you'd have the same issue if Tes4Edit had succeeded for the same reason. Once you replace an item that has subordinate items, you need the children cloned too.

However, it would appear that would have been the case when the new race was added, too, so I'm at a loss to know why the problem only appeared when you changed the description text. Are you sure the voices were there before?
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Tiff Clark
 
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Post » Thu Jul 22, 2010 8:04 am

Positive, i replaced the patch with an older version when i noticed they were missing, and that fixed them right up.

How would that cloning happen? I'm quite a newbie when it comes to the construction set.
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Cassie Boyle
 
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Post » Thu Jul 22, 2010 10:37 am

CS keeps crashing on me every time I try to click on a line of Dialogue or a Response line in the CS "Filtered Dialogue" editor. I want to replace the sound files (and associated text for a custom NPC I am working on, but I can't even select the line to edit it without getting this crash.

It's been a while since I've used the CS, although I was pretty competent with it at one time... I am using Vista, have tried some of the suggestions for Vista and I keep getting this problem. Anyway, I've tried loading up different files or even just the base Oblivion.esm file, tried running as Administrator, turning UAC off, turning Virus/script protection off, uninstalling and reinstalling CS, patching (version is 1.2.404) and nothing seems to fix the crashing.

I know I have edited Dialogue before with my current rig and I can't seem to figure out why it isn't working now. It does remind me of why I never did much modding with TES CS, though. :brokencomputer:

Has anyone had this problem or have any idea what might be causing it?
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Skrapp Stephens
 
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Post » Thu Jul 22, 2010 12:09 pm

thx, yes, this was my first idea but i simply can't do that. i mean in CS i can't do anything with their spell list except delete their existing spells. or i miss something.

You need to drag the spells into their spell lists the same way you would drag an item into their inventory.
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des lynam
 
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Post » Thu Jul 22, 2010 3:46 am

You need to drag the spells into their spell lists the same way you would drag an item into their inventory.

:facepalm:
:foodndrink:
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Dalton Greynolds
 
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Post » Thu Jul 22, 2010 6:16 pm

You're now replacing more of the original with your esp. In particular, you're replacing an item above the voices in the hierarchy, so those links are missing on your replacement. You'll have to clone them in your esp to restore them (but they can still point to the original resources)


Could someone elaborate on this? I haven't found anything on how to do this.
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Isabell Hoffmann
 
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Post » Thu Jul 22, 2010 1:27 pm

I am having a problem with the startconversation option. in stead of talking to eachother they just stare at eachother.
thank you for your help,

appelboom
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Baylea Isaacs
 
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Post » Thu Jul 22, 2010 5:29 am

Did you give them a conversation topic, and is there any conditions on it preventing it from firing?
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Mason Nevitt
 
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Post » Thu Jul 22, 2010 6:49 pm

Quick question: what exactly makes a custom birthsign work in-game?

I made a custom class (works) and when I add a custom birthsign in it, no matter how many birthsigns I put in, none of them would work

If I make a brand new birthsign without loading Oblivion.esm it works

If I make a brand new birthsign with Oblivion.esm as the parent, it won't work, even if the plug-in's content is really just one new birthsign

on the other hand, custom birthsigns I download works like a thousand year old charm while they have Oblivion.esm as parent :facepalm:

I realize that the problem is counted as "solved" by simply making one without .esm as parent or modifying a mod (I did that to solve my problem, all I took was the availability in game) but this means I've just wasted a good plug-in slot.
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Yung Prince
 
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Post » Thu Jul 22, 2010 7:41 pm

http://www.gamesas.com/index.php?/topic/1094908-quick-questions-quick-answers-the-23rd/
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Chloé
 
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