Quick Questions, Quick Answers - Thread #51

Post » Tue Mar 10, 2015 11:42 pm

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/ | 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 | http://www.gamesas.com/topic/1479205-quick-questions-quick-answers-thread-29/ | http://www.gamesas.com/topic/1480911-quick-questions-quick-answers-thread-30/ | http://www.gamesas.com/topic/1483264-quick-questions-quick-answers-thread-31/ | http://www.gamesas.com/topic/1485279-quick-questions-quick-answers-thread-32/ | http://www.gamesas.com/topic/1486930-quick-questions-quick-answers-thread-33/ | http://www.gamesas.com/topic/1491074-quick-questions-quick-answers-thread-34/ | http://www.gamesas.com/topic/1497701-quick-questions-quick-answers-thread-35/ | http://www.gamesas.com/topic/1499078-quick-questions-quick-answers-thread-36/ | http://www.gamesas.com/topic/1499628-quick-questions-quick-answers-thread-37/ | http://www.gamesas.com/topic/1500321-quick-questions-quick-answers-thread-38/ | http://www.gamesas.com/topic/1500687-quick-questions-quick-answers-thread-39/ | http://www.gamesas.com/topic/1501694-quick-questions-quick-answers-thread-40/ | http://www.gamesas.com/topic/1502847-quick-questions-quick-answers-thread-41/ | http://www.gamesas.com/topic/1504156-quick-questions-quick-answers-thread-42/ | http://www.gamesas.com/topic/1505791-quick-questions-quick-answers-thread-43/ | http://www.gamesas.com/topic/1506502-quick-questions-quick-answers-thread-44/ | http://www.gamesas.com/topic/1507604-quick-questions-quick-answers-thread-45/ | http://www.gamesas.com/topic/1508851-quick-questions-quick-answers-thread-46/ | http://www.gamesas.com/topic/1509755-quick-questions-quick-answers-thread-47/?hl=%2Bquick+%2Bquestions+%2Bquick+%2Banswers | http://www.gamesas.com/topic/1510893-quick-questions-quick-answers-thread-48/ | http://www.gamesas.com/topic/1512121-quick-questions-quick-answers-thread-49/ | http://www.gamesas.com/topic/1513625-quick-questions-quick-answers-thread-50/

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.

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Emma Pennington
 
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Post » Tue Mar 10, 2015 11:36 pm

Can't remember if I've asked before, but is it possible to force an actor to close his eyes? Best if via script.

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krystal sowten
 
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Post » Wed Mar 11, 2015 12:55 am

Is there some known combination of setting flags on a quest that would cause all of the optional aliases to clear after a game reload? That's what I'm seeing and it's not the quest resetting, because the scripts for the quest and its aliases aren't being reset and there's nothing in the scripts clearing them either.
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Tracey Duncan
 
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Post » Wed Mar 11, 2015 7:25 am


Are you filling those aliases via script before the quest gets started?
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ImmaTakeYour
 
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Post » Tue Mar 10, 2015 9:17 pm


Not, it's a Start Enabled/Run Once quest. Maybe it's those two flags combined that are making the optional aliases empty.
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CArlos BArrera
 
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Post » Tue Mar 10, 2015 9:25 pm

Does the Quest manager only attempt to fill reference aliases upon the start of the quest or quest stage, or does it keep trying to fill them until they're all filled?

Do scripts tied to these types of aliases only initialize after they are filled, or when the quest starts?

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Eoh
 
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Post » Wed Mar 11, 2015 12:06 am


The quest attempts once to fill an alias. The script only runs once the alias is filled.
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michael danso
 
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Post » Wed Mar 11, 2015 9:47 am

Thanks. that's very useful information.

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Sara Johanna Scenariste
 
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Post » Wed Mar 11, 2015 2:04 am

How many referenceAliases is an irresponsible amount in terms of memory/performance? Can I make 100? 200? 500?

How large of an array is an irresponsibly large array? 100? 1000? 1000000?

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Lisha Boo
 
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Post » Wed Mar 11, 2015 5:25 am

Arrays are limited to 128 max (unless you're using the new SKSE array creation functions). I don't know of any ReferenceAlias limit, but if you're thinking 500 you're probably approaching the problem wrong.
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Spaceman
 
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Post » Wed Mar 11, 2015 1:46 am

Is there a way I can create a race that shows only armor and the rest of the body is invisible. Essentially I want to create a race that is just disembodied armor and is playable so the armor can be changed out, not just one type.

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Avril Churchill
 
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Post » Wed Mar 11, 2015 11:42 am


You could just not give the race a skin texture. Make their skin armour object point to no file.
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Setal Vara
 
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Post » Wed Mar 11, 2015 12:03 pm

I had asked before :blush: http://www.gamesas.com/topic/1501694-quick-questions-quick-answers-thread-40/page-6#entry23668367. CDM helped me.

So yeah, I could mess with actor's processes this way. But would I be able to force the actor's eyes open again after doing this?

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Mason Nevitt
 
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Post » Wed Mar 11, 2015 6:26 am



For the explosion I used an empty one (empty .nif mesh and no havok) as template.
With "placing the activator" I mean the "Placed Object" field in the dialogue. See http://www.creationkit.com/Explosion.

The duplicates are just collision modles, i.e. they are invisible while blocking me from moving (so I don't know the angle obviously xD ). They are spawned around the placed object and spreading out, pushing everything movable away (NPCs get eventually pushed throug walls in interior cells).
I can't tell what these collision objects are, I just guessed they are from the activator (a staff, btw). Since it is spawned laying on it's side, I could jump over it. But that's not possible with these invisible things (that on the other hand could be caused by that damned Havok engine itself - I really hope that there will be no games based on it produced in the future...).

Here is the code:

Spoiler

Event OnLoad()	Debug.Notification("Explosion successfully placed staff")	SetAngle(270.0, 0.0, 0.0) ; is supposed to make the staff standing	;self.PlaceAtMe(ConjureFX, 1, True, false) ; wrong command/does nothing -- I will do the glossy 'window-dressing' stuff when it worksEndEvent

So using the staff creates an explosion that creates the activator this script is attached to. Then OnLoad is triggered and the rest is history.

I now see that I have deleted a line, that is supposed to prevent the activator from being moved by havok, for testing instead of commenting it out. Not sure if I have tested the script like this - will do now.

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Project
 
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Post » Wed Mar 11, 2015 12:14 pm

Can too many Aliases break the "Start New Game" option?

I've narrowed down the issue to one particular mod, and that is basically the only thing I can see within the Mod that could possibly be the issue...

The Mod only contains five forms:

- 1 New Magic Effect, which basically only toggles a quest On and Off (to fill the Alises on demand)

- 1 New Spell that uses the Magic Effect above

- 1 New Static, a copy of an existing MagInv for the Spell Icon

- 2 new Quests; one that contains the Aliases, and one that just adds the Spell onInit.

As far as I can see, the only "weird" thing about my Mod that differs it from so many others I've made is the amount of Aliases it has on this one Quest (there's a reason I'm using them and I need a LOT...I think it was about 600 at last count). The game works 100% perfectly if I COW/COC from the Main Menu, it is literally just when I chose the "New Game" option. If I start a new game, and then activate the mod, things work too...

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maddison
 
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Post » Wed Mar 11, 2015 4:39 am

Well, there is an easy way to find out. Set the quest to don't start on game start and then add somewhere a line to start it (e.g. in the main quest after you escaped helgen; somewhere in the middle, where only few things happen).

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Beth Belcher
 
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Post » Tue Mar 10, 2015 11:22 pm

@OnSjaldr,

I should have pointed that out, sorry-- it's already set to NOT start Enabled; the Quest with the Aliases only comes on for the first time the first time the Spell is cast. The on that gives the Spell IS set to start Enabled, so I might give that a try, in case it's a fluke, though :)

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Talitha Kukk
 
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Post » Wed Mar 11, 2015 8:19 am

When the quest with the aliases starts, the aliases will be filled (if possible). So if the quest isn't startet instantly, the aliases can't be accounted for the 'New Game'-crash.

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Alexandra walker
 
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Post » Wed Mar 11, 2015 11:36 am

Try making a backup of your plugin. Then delete the quest with 600 aliases and try booting the game after that quest is deleted.

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DarkGypsy
 
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Post » Wed Mar 11, 2015 5:43 am

Thanks guys, that did it.

So it is definitely seems to be the number of Aliases causing it... Which is odd, given they work fine in the actual game, and even if I COW... I'm going to try multiple Quests, I guess...

Which gives me a new question: would checking for an empty Alias be as easy as "If ( !ReferenceAlias_Var)"? Or would I need to check for "== 0"?

For my other Mod...

1) Does anyone know what controls how many Skill-Ups you need to actually Level Up? I thought it might be iAVDSkillsLevelUp, but that has apparently had no effect that I can see in game.

2) Any idea what defines a Skill's "max"? Specifically I'm trying to stop Legendary (2 reasons - 1 the Mod I'm working on doesn't need/want it, and 2 just leaving is actually causing CTD for some reason if the user decides to try it anyway :/ )

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Robyn Howlett
 
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Post » Wed Mar 11, 2015 8:40 am


If alias_Actor.GetReference() == none   ; Alias is empty, do stuffEndIf
- Hypno
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Rachel Eloise Getoutofmyface
 
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Post » Tue Mar 10, 2015 9:50 pm

Hello fine modders! I am new to Skyrim scripting and mod creation and it's been a blast so far. I am still clueless about many things, and perhaps you could enlighten me about this particular case:

My goal is to find all actors and containers in a given cell. Here's what I've got:

Scriptname noobspell extends activemagiceffect ; script attached to a spell{Test script 2}Cell property testCell auto ; Property currently set to BleakFallBarrows01 for testingFunction countActorsAndContainers()	Debug.Trace("Test| Found actors:" + testCell.GetNumRefs(43)) ; kNPC = 43	Debug.Trace("Test| Found containers:" + testCell.GetNumRefs(28)) ; kContainer = 28EndFunctionEvent OnEffectFinish(Actor target, Actor caster)	countActorsAndContainers()endEvent

My Papyrus log gives me this:

(When outside the cell)[03/08/2015 - 12:16:32AM] Test| Found actors:47[03/08/2015 - 12:16:32AM] Test| Found containers:1(When in the actual cell)[03/08/2015 - 12:16:50AM] Test| Found actors:48[03/08/2015 - 12:16:50AM] Test| Found containers:44

My question is: do certain containers exist in another way when one is outside the desired cell?

I had a similar discrepancy with actors which I attributed to some of them being leveled actors, and going through the cell and killing them all seemed to add them to kNPC. However, containers seem to be a different story. Any quick insight would be greatly appreciated!

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ruCkii
 
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Post » Wed Mar 11, 2015 8:15 am

i've used some 50 or so without any noticable problems,

and i've heard about some 100+, but can't confirm.

just from gut feelings, i'd stick with 2 digit numbers though (largely depends on if and what's in them, if they're scripted etc i guess)

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Inol Wakhid
 
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Post » Wed Mar 11, 2015 1:49 am

When the player has entered an animated state (in this case the knocked down state from when Karliah has shot you down), how can I return the player to a normal standing position without playing the stand up animation?

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Code Affinity
 
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Post » Wed Mar 11, 2015 10:40 am

The leveled actors thing sounds right - they won't actually be actors until they're generated when you enter the area. The containers thing sounds a bit weirder though. You could try looping through them all and printing each container into the debug, maybe that would give you a clue about which ones "exist" only when you're in the cell.

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Monika Krzyzak
 
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