Quick Questions, Quick Answers - Thread #24

Post » Sun May 18, 2014 9:21 am

Yes, it's one I created. The branch itself is marked as blocking (so it has top priority when the player talks to the NPC). The topics related to it are all fine and the last one has the Goodbye flag checked.

User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Sun May 18, 2014 2:14 am

Did you test your dialogue with an old save or by using coc to your cell on the menu page, the one with "continue", "new", etc.?

User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Sun May 18, 2014 1:19 pm

resource count is how many ore it gives out per, well, ore-give-out :-)

resource count total is after how many ore given it will be depleted

as far as i've figured out the priorities, they're like this (and somebody PLS CORRECT IF WRONG as that'd be info i'd like to have myself :-):

value on ref > overrides value on base item > overrides initial script value.

changing value in script during runtime overrides all of these.

i just happen to know this cause i've had to dissect this very script to the last letter for a scene in my lund + lambda mod where you'd pickaxe a hole in the floor

(took me about a month, i could have brushed a hole through every darn floor in the world with a soft toothbrush in the time :-)

with problems like this with, say, the weapon plague script, you'd be on your own for what i'm concerned... ;-)

User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sun May 18, 2014 3:21 am

*all possibilities total try out time exceeding total life time* (game booting time not even counting) :-)

User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Sun May 18, 2014 6:49 am

check if you have linked this dialogue piece to any further topics!!

also check if "force subtitles" is checked, it woudn't go away before subtitles have finished then

User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Sat May 17, 2014 10:13 pm

"Force subtitles"? It works now?

User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Sun May 18, 2014 11:40 am

did it ever not work? never had problems with this actually (never used it in skyrim though, only fnv)

User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Sun May 18, 2014 12:51 pm

do package fragments store variables as expected?

like, if i set a bool in start-fragment and look for it in end-fragment, will it still be what i set it to?

(i'm asking because i read this'd not go as expected for topic infos, got me worrying)

User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Sun May 18, 2014 10:51 am

Not sure what you mean here but it doesn't matter where I am or which branch I'm at, it always does it.

User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Sun May 18, 2014 9:56 am

I don't think the goodbye flag has ever worked right for me. The last line just stays up and greyed out. Force subtitles isn't checked. Just has lip file and goodbye.

User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Sun May 18, 2014 1:45 pm

Force subtitles is notorious for not working in Skyrim.

User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Sun May 18, 2014 7:12 am

To test your mod, you don't need to create a character. Once you're on the loading page, the one with "continue, new, load" etc., open the console and enter

coc name of your cell

Your character will be the dummy that we can see in the Bethesda videos. It's a fast and safe way of testing anything new in the game.

User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Sat May 17, 2014 11:25 pm

I found the issue. It's because it's a blocking type branch. If I change it to top level or normal the goodbye flag works properly.

The other problem is after the latest CK update by force greets no longer work so I had to change everything to use blocking type branches so she would speak first.

User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Sun May 18, 2014 1:40 am

Hopefully the last question for my Mod...

Is it possible to reference DLC ArmorAddons, without actually having the DLC as a Master?

I want the Player to be able to select and use DLC items, but don't want to force them to need the DLC; because of how it is designed, it would be a quite problematic to make multiple versions of the Mod taking each into account, especially as this is only the Beta version, and there'll be (hopefully) a lot more to add...

I'm guessing I could just copy the ArmorAddons into my mod, but obviously this would be a big issue in terms of being clean and what not, so... :/

User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Sun May 18, 2014 10:26 am

oh, i had no idea about that (odd, worked perfectly in fallout)

but anyway, since iirc my advise to the op was to _de_activate it, it doesn't necessarily need to anyhow. :-)

User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Sun May 18, 2014 3:43 am

see, goodbye flag perfectly works... :-)

you don't necessarily need a blocking branch for this (i'm actually not even sure if you even need top level for a force greet, but i figure rather yes),

you can also set the topic's priority to one million and condition it to IsCurrentPackage (or was the item GetIsCurrentPackage, stg like that) yourForceGreetPackage -

or you could just make your force greeting an own (branch if force greet is necessary, and) topic, so it wouldn't collide with your other greetings.

User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sun May 18, 2014 9:12 am

GetFormFromFile is what you want. point it to the armors in the dlc (or better like a form list that contains them all), reference this in a property, there you go.

User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Sun May 18, 2014 2:08 am

I've gone through and changed all 82 stages so that the player initiates the conversation and now everything works right. I'd rather do it this way because now the player has the power to talk or not to talk. Also, she won't interrupt at odd or weird times and locations.

Oh and I got a summon spell working for her, all on my own. I'm so proud! *sniff*

User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Sun May 18, 2014 12:04 am

Is there somewhere an overview about ObjectReference all the different actor and reference values, like ReferenceAlias, actor, actorBase, ObjectReference? Like, which value its which other values parent/child, how the code looks like to get the child value out of the parent value and etc.

Currently I'm trying to get the actor value from a referenceAlias and have no idea how to do that and the CK wiki is no help regarding these matters.

User avatar
Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Sun May 18, 2014 11:41 am

refAlias.GetActorReference().GetActorValue("valueName")

http://www.creationkit.com/GetActorReference_-_ReferenceAlias

The CK wiki in general is the best resource for these kinds of things, particularly if you look up anything's script page (i.e. "objectReference script", "referenceAlias script"). These pages will tell you what parent script each script extends and provide you with functions like the one above. Good luck!

User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Sun May 18, 2014 1:49 am

I've tried
" Actor playerRef = _PlayerRef.GetActorReference() "
and it seemed to return None (haven't checked explicitly for "None" but my script runs havoc); supposedly
" Actor playerRef = _PlayerRef as Actor "
is faster but it refuses to be compiled.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Sun May 18, 2014 10:44 am

Either variant should compile/work.
Int Property iAlchemySkill AutoReferenceAlias Property kSomeReferenceAlias Auto...     Actor kActor = kSomeReferenceAlias.GetReference() As Actor     iAlchemySkill = kActor.GetActorValue("Alchemy")...
...or, as a one-liner (if there's no need to retain the actor)...
Int iAlchemySkill = (kSomeReferenceAlias.GetReference() As Actor).GetActorValue("Alchemy")
GetActorReference is literally 'GetReference() As Actor', but is slower/more expensive as it's not native.
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Sun May 18, 2014 11:29 am

Yeah, because you'd be casting a referencealias to a actor. You can only cast between object types if one extends the other, which is not the case for these two.

User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Sun May 18, 2014 12:48 am

Well, I think it's time I took the plunge...

Say I wanted to use assets from the official plugins; I'm guessing to do that I'd need to start up the Creation Kit, select Skyrim.ESM and Update.ESM, along with my .ESP as usual, but this time, also select the plugin, wait for it to load, save, and now I can use the assets, but my mod will now be dependent on the plugin to work...

Is this correct?

User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Sun May 18, 2014 6:47 am


Bingo. But to save you some seconds in the future, by simply loading your plugin, the masters will load as well. So you don't need to select Skyrim or update etc if they're already masters.
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

PreviousNext

Return to V - Skyrim