Quick Question -- Quick Answer, Part Fourteen

Post » Thu May 26, 2011 8:32 pm

thanks to jdfan for giving me that link to the mr siikas farm animals. it will be very useful.

when i unpacked it into the oblivion/data folder i noticed it had tons of extra files in with it that i hadnt yet seen before in those particuliar folders of mods or mod resources. such as animations in the mesh folder. do i leave them there or do i need to move them? thanks


You'll need to check in Nifskope to see which animations and textures go to which meshes, and sort it out on your own. I recommend you copy what you are going to use into your own folders, so manage it all more easily.
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Emilie M
 
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Post » Fri May 27, 2011 8:02 am

GAHHH!!! This is driving me insane!!! I'm trying to add a ship crew to Anvil and after dark they all instantly start following me say "You're trespassing! Get out!" I'm thinking "WTF? I'm outside!??" What could cause this??

I've tried taking them out of all factions and the still do it.
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Tha King o Geekz
 
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Post » Fri May 27, 2011 4:44 am

GAHHH!!! This is driving me insane!!! I'm trying to add a ship crew to Anvil and after dark they all instantly start following me say "You're trespassing! Get out!" I'm thinking "WTF? I'm outside!??" What could cause this??

I've tried taking them out of all factions and the still do it.


Check their AI packages.
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Dylan Markese
 
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Post » Fri May 27, 2011 8:36 am

Check their AI packages.


For what? All they have is the basic, eat, sleep and wander.

EDIT; It seems to only happen when they have a sleep package running. So at 6 in the morning when the night shift ones are supposed to be sleeping they will follow me. They are supposed to be sleeping outside. Maybe I could just get rid of the sleep packages.
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Danny Blight
 
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Post » Fri May 27, 2011 3:33 am

Ok so I just got rid of the sleep packages for them. It's really going to be an issue in the end. But here's another WTF?? for you guys.

I an NPC and set the name ID, stat and stuff except for race. I went back and set him to Redgaurd and edited his face and do everything else. I place him in the CS and his body is the vampire race thing. Anyway around this?? Or is just a CS issue that doesn't carry over into the game?
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 2:30 am

Shademe you wrote the respawn script
begin gameMode	 if ( getDead )		 if ( getTimeDead >= 12 )			 set sStart to 1		 endIf	 endIf		 if ( sStart )		 if ( sStart == 1 )			 resurrect 1			 disable			 set sStart to 2		 elseIf ( sStart == 2 )			 enable			 set sStart to 0		 endIf	 end


when i try to apply it on an NPC i get the error "unknown variable sStart"
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 1:23 am

Shademe you wrote the respawn script

when i try to apply it on an NPC i get the error "unknown variable sStart"
I kept from declaring the variables to keep the post short. Using any variable in a script implies that it's been (needs to be) declared before hand.
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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 9:50 am

allright im going to try it now, i think i declared variables correctly (im pretty new to scripting) brb (:

edit: Worked perfectly :)

edit2: i really want to learn scripting, and i've done alot of tutorials and stuff and i know much of the basics and i just wanna script script script but i dont have any ideas on what to do, could you please give me some ideas? :P not too hard stuff, but still something to work on :)

dont have to be something useful as long as i can get into it more and get some more scripting experience,
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Marcus Jordan
 
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Post » Fri May 27, 2011 6:07 am

allright i have one more question, what makes a guard a guard? i put the guard class on my orc but when i attack something he runs to me and engage chat like normal like "hey, wanna go out?" he's supposed to be like "OMFG, YOU HIT ME, YOU're GOING TO JAIL"
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 6:26 am

allright i have one more question, what makes a guard a guard? i put the guard class on my orc but when i attack something he runs to me and engage chat like normal like "hey, wanna go out?" he's supposed to be like "OMFG, YOU HIT ME, YOU're GOING TO JAIL"
There's a Guard flag in the NPC creation dialog window. Flagging that will make your NPC one. Classes only define the major & minor skills of the parent NPC.
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Zosia Cetnar
 
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Post » Thu May 26, 2011 7:56 pm

ok , so im working on Mr Siika's farm animals mod resource, to add a cow to my mod , and as per previous advice , have duplicated all files pertaining to the cow (including the unexpected sound and animation fiules i found inside the main cow file) and have been manually goin through the files with nifskope trying to figure out where they go. im still confused tho as there are a ton , and i mean a ton , of files in the original cow folder , and i dont see where they are all supposed to go in nifskope. it looks like a lot of repeated files in various places with no real clue as to what is sound and what is animation. i branched out the whole tree and it looks like this:

name value

(arrow)0 NiNode SceneRoot
(arrow)1 NiTriStrips Cow.001
2 Tangent Space (binormal and tangent vectors)
(arrow)3 .....
4 textures/creatures/calf/calftex.ddx (note-this is where i was adding textures on mesh nifs before i came across this one with all the extras in it)
5 .....
6 calfhide
7 .....
(arrow)8 ....
9 (wierd line star symbol thingie)
10 .....
0 SceneRoot
18 .bip01tail
20 bip01 L Thigh
22 .bip01 r thigh
23 bip01 tail1
24 .bip01 tail2
40 bip01 spine
(arrow)11 NiTriStrips cow.010
12 tangent space (binormal and tangent vectors)
(arrow)3 ......
4 textures/creatures/calf/calftex.dds
5 .....
6 calfhide
13 ....
(arrow) 14 .....
15 (weird line star symbol thingie again)
16
0 .SceneRoot
17 bip01 L fot
18 .bip01 tail
19 bip01 r foot
20 .bip01 l thigh
21 bip01 ponytail11
22 .bip01 r thigh
23 bip01 tail1
25 .bip01 l calf
26 bip01 l forearm
27 .bip01 r finger01
28 bip01 r toe
29 .bip01 neck1
30 bip01 neck2
31 .bip01 r hand
32 bip01 l hand
33 .bip01 l toe0
34 bip01 l finger
35 .bip01 r calf
36 bip01 r forearm
37 .bip01 spine2
38 bip01 spine1
39 .bip01 head
40 bip01 spine
41 .bip01 ponytail21
42 bip01 l toe01
43 .bip01 r toe01
17 NiNode bip01 l foot
18 NiNode bip01 tail
19 NiNode bip01 r foot
20 NiNode bip01 l thigh
21 NiNode bip01 ponytail11
22 NiNode bip01 r thigh
23 NiNode bip01 tail1
24 NiNode bip01 tail2
25 NiNode bip01 l calf
26 NiNode bip01 l forearm
27 NiNode bip01 r finger
28 NiNode Bip01 r toe0
29 NiNode bip01 neck1
30 NiNode bip01 neck2
31 NiNode bip01 r hand
32 NiNode bip01 l hand
33 NiNode bip01 l toe0
34 NiNode bip01 l finger01
35 NiNode bip01 r calf
36 NiNode bip01 r forearm
37 NiNode bip01 spine2
38 NiNode bip01 spine1
39 NiNode bip01 head
40 NiNode bip01 spine
41 NiNode bip01 ponytail21
42 NiNode bip01 l toe01
43 NiNode bip01 r toe01




so as you can see there are tons of stuff in here, much of it repeated, and nothing to suggest where to put a sound or animation for noobtards like me. any help or suggestion on this is much appreciated. thanks !
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Emmie Cate
 
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Post » Fri May 27, 2011 11:24 am

*snip*
so as you can see there are tons of stuff in here, much of it repeated, and nothing to suggest where to put a sound or animation for noobtards like me. any help or suggestion on this is much appreciated. thanks !


Look at the original file structure in Mr. Siika's archive to see where the animations were - that should give you some idea as to where they should go. I don't know for sure offhand, because I've never modded with new ones, but I think they go in the meshes folder with the race or creature type they belong to - so for cows, they would go in the cow folder with the cow meshes. That way, when you edit the creature in the CS, those animations will be there for you in the animations list. You can rename them to keep them unique to you. For sounds, they just need to be somewhere under ~Data\Sound\FX, and you can make your own subfolders there. :)
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Queen of Spades
 
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Post » Fri May 27, 2011 6:50 am

ok , so im working on Mr Siika's farm animals mod resource, to add a cow to my mod , and as per previous advice , have duplicated all files pertaining to the cow (including the unexpected sound and animation fiules i found inside the main cow file) and have been manually goin through the files with nifskope trying to figure out where they go. im still confused tho as there are a ton , and i mean a ton , of files in the original cow folder , and i dont see where they are all supposed to go in nifskope. it looks like a lot of repeated files in various places with no real clue as to what is sound and what is animation.

[Snip]
so as you can see there are tons of stuff in here, much of it repeated, and nothing to suggest where to put a sound or animation for noobtards like me. any help or suggestion on this is much appreciated. thanks !


Not sure exactly what you mean here but to use the resource just unpack the entire 7z package to your Oblivion\data folder (you can delete the .jpg images if you want they are just for reference !!

this will create several new folders on your system (ie. Meshes\creatures\cow etc.) and all of them will be placed correctly for use !

Now open the CS and load your mod .esp or make a new one ! - go to the Object window and go to the Creature Tab under Actors right click in the box with all of the creatures listed and select NEW - a box will come up to create the new creature under the First column Enter an ID and Name for the creature (ie UsuulaCow for the ID and Cow for the name) then a bit further down you will see a box that says Add Nif File -click on it and navigate to the Creatures\Cow\skeleton.nif file and press OPEN (this sets the creature to use the Cow skeleton.nif file) Once you do that go down and press OK and then go back to the list and find your UsuulaCow in the list and right click and select EDIT (you need to do this first or the Model Tab will be blank and you can not select the cow model to use !!) - go to the Model tab and select the version of the cow you want and set up the rest of the creature (ie. AI packages, stats etc. - when finished press OK to make your creature and then place him in game. (REPEAT for the other creatures you want to add !!)

There is no need to do anything in Nifskope as all of the creatures are already made and their animations are in place once the package is unpacked.
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Lisa Robb
 
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Post » Fri May 27, 2011 7:52 am

thanks very much XD
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Jessica White
 
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Post » Fri May 27, 2011 3:28 am

i have nearly completed my first dungeon for my mod. i added some stolen livestock to a room of the dungeon. i used some of the animals from mrsiikas farm animals. i followed previous instructions from questions i had asked concerning the mod resources as best as i understood them. when finished with placing all the animals i went to playtest it. i noticed a couple things i need to fix but dont know how. first, with the farm animal mod resource , many of the animals arent using thier animations that came with them. they stand there. i bump into them and they stand there. i kill one of them and no one runs away. and the chickens are the weirdest as they actually run backwards a few feet then immediately forwards again , over and over , every last chicken. @@ i also didnt hear any of the animals making any sounds that came wityh them. and second issue is that i wanted to add several types of enemies to the dungeon. necromancers, bandits, and goblins , as they are workin together in my storyline (dont wanna tell too much tho and ruin it for ya XD). well , anywhere they appear in the same area together they fight to the death. i dont want them to kill each other. lol. any suggestions?
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KU Fint
 
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Post » Thu May 26, 2011 9:12 pm

Create new versions of the Enemies you want, and add a new faction to them, something like 'MyEnemiesAreAlliesFaction' with a 100+ disposition boost towards itself. This way they will be friends and won't attack, and should gang up on the Player.
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Aaron Clark
 
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Post » Thu May 26, 2011 11:57 pm

allright im going to try it now, i think i declared variables correctly (im pretty new to scripting) brb (:

edit: Worked perfectly :)

edit2: i really want to learn scripting, and i've done alot of tutorials and stuff and i know much of the basics and i just wanna script script script but i dont have any ideas on what to do, could you please give me some ideas? :P not too hard stuff, but still something to work on :)

dont have to be something useful as long as i can get into it more and get some more scripting experience,


Yeah, ideas are hard =-) But do as I did.
First I started with the very standard

player.additem gold002 10000


if you then understand the base of a script, move on.

I myself started on IF-Statement and Message function.
if player.getitemcount gold002 >= 10000 player.RemoveItem gold002 2500else player.additem gold002 10000


I fiddled around with that. Making "Conjure gold" "Conjure LockPicks" "RemoveAllItems" " Ressurect", stuff like that. I followed the tutorials on Wiki to find some usefull and fun tutorials there.

THEN I moved on to MessageBox. So I could make my first spell tome XD maan! 300 lines script - second day I scripted. Heck I was proud!
well, it took me some houres to get down Mesagebox. But when I did it, I made my spelltome.

Right after that I used common sense to make the player need a key to open the book. Later that evening I heard about the use of "DoOnce" which was perfect! Thus The player only needed the key once.

From there I tried making a quest. Which is about 80% scripting. Messing aroun with QuestScripts and Gloal Scripts. It went to hell =/ I managed to fix it after 3 days =)

Now, from here on I asked around the forum for help on scripts. Like Dawnfang's or whatever, script. Took me an hour to figure this out. Using Global Variables isn't my strong side =P but, after 10 kills my sword changes to.... another sword.

After a break from scripting I started making teleports. Meh, took me some time to find my error. Messagebox in ScriptEffectStart isn't smart =)
on, and on and on.
Untill FInally I came to timers. Heck, this wasn't easy o,O but I managed to learn, thanks to that tutorial from.. Shade-something I believe. ( Sorry, forgot name XD don't hate me!)

and this day I am having a break from scripting.


So, you see the point. Learn stuff - fiddle with fun stuff.

basically, Make spells for everything. Script Everything. Learn If,Return,set-Statement. Then learn Messagebox. Then go from there. But trust me, making just one quest made me twice as good to READ a script - which is really usefull when writing them.


Hope you, and anyone else, enjoyed my life-story!
cheers!
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Amysaurusrex
 
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Post » Fri May 27, 2011 3:09 am

One question:

I did a search but came up with nothing. I'm relatively new too modding so this could be just normal and I don't know it. But I place the PrioryDoor01 in the cell and a warning came up about lights being in it or something to that effect. Is this gonna be an issue or should I not worry about it?
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Sasha Brown
 
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Post » Thu May 26, 2011 9:25 pm

Find is broken, use Find Text instead.

I don't know the answer to your other question perhaps you could post the complete error message?
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Nancy RIP
 
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Post » Fri May 27, 2011 9:24 am

Find is broken, use Find Text instead.

I don't know the answer to your other question perhaps you could post the complete error message?


Warning

Model 'Architecture\Priory\PrioryDoor01.NIF' for non-light object
'PrioryDoor01' contains 2 lights.

Continue Playing?
"Yes to all" will disable all Warnings this session.
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stevie trent
 
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Post » Fri May 27, 2011 4:46 am

Warning

Model 'Architecture\Priory\PrioryDoor01.NIF' for non-light object
'PrioryDoor01' contains 2 lights.

Continue Playing?
"Yes to all" will disable all Warnings this session.

Don't worry about it, the game will ignore the lights at run-time.
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Judy Lynch
 
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Post » Thu May 26, 2011 8:58 pm

Don't worry about it, the game will ignore the lights at run-time.


Ok thanks. Just out of curiosity, what does it mean?
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jessica sonny
 
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Post » Fri May 27, 2011 9:34 am

Find is broken, use Find Text instead.

I don't know the answer to your other question perhaps you could post the complete error message?
It actually isn't - The stupid thing only works when your active window is a script editor.

@mysticstryk, it implies that the object PrioryDoor01 that isn't a Light object, has lights defined in its model.
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Isabel Ruiz
 
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Post » Thu May 26, 2011 10:30 pm

Hey, is there any script command to remove a topic? Say after the "GREETING" it removes a specific topic that was brought up before. Or is it not possible?

Thanks for any help!
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Brandi Norton
 
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Post » Thu May 26, 2011 10:52 pm

Hey, is there any script command to remove a topic? Say after the "GREETING" it removes a specific topic that was brought up before. Or is it not possible?

Thanks for any help!
You can't remove topics per-se ( not without stopping the parent quest ). You'll need to add conditions to the target topic and force their evaluation to be false.
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LuBiE LoU
 
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