Quick Questions, Quick Answers - Thread #63

Post » Tue Jan 19, 2016 11:45 pm

Welcome!


If you cannot find what you're looking for in the http://www.creationkit.com/Category:Tutorials, if you feel hopeless in front of your screen, please do not hesitate asking your questions here; we will do our best to help you finding your way. :)


Previous threads:



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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/ | http://www.gamesas.com/topic/1514899-quick-questions-quick-answers-thread-51/ | http://www.gamesas.com/topic/1515914-quick-questions-quick-answers-thread-52/ | http://www.gamesas.com/topic/1516644-quick-questions-quick-answers-thread-53/ | http://www.gamesas.com/topic/1517338-quick-questions-quick-answers-thread-54/ | http://www.gamesas.com/topic/1517979-quick-questions-quick-answers-thread-55/ | http://www.gamesas.com/topic/1519916-quick-questions-quick-answers-thread-56/ | http://www.gamesas.com/topic/1525900-quick-questions-quick-answers-thread-57/ | http://www.gamesas.com/topic/1529162-quick-questions-quick-answers-thread-58/ | http://www.gamesas.com/topic/1532222-quick-questions-quick-answers-thread-59/ | http://www.gamesas.com/topic/1535442-quick-questions-quick-answers-thread-60/ | http://www.gamesas.com/topic/1537956-quick-questions-quick-answers-thread-61/ | http://www.gamesas.com/topic/1571890-quick-questions-quick-answers-thread-62/

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Austin Suggs
 
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Post » Tue Jan 19, 2016 11:42 am

From the previous thread:



That's great, we don't all have the same scripts?


Do you own Dawnguard?

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Claire Vaux
 
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Post » Tue Jan 19, 2016 11:13 am

Is a way to keep height changes made to an actor stay when you quit and load a save?



Scale changes remain but the height resets to whatever that character/race height is supposed to be in the .esp/.esm that defines it.


I'd like to be able to keep height modified so I can take advantage of animations also scaling with the actor.



Answer: Actor Values modified by "set" functions, do not persist across sessions.

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helen buchan
 
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Post » Tue Jan 19, 2016 5:35 pm

Yes. You have to overwrite the pex(the root where the pex files is) with the its own you can edit the source and compile.



You have to place ALL of Dawnguards pex/source scripts in the respective folders. Until that happens, the sources will still have the old variables, etc, even though the game will be reading from the pex files. It's hard to explain but I had that problem before.

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Tessa Mullins
 
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Post » Tue Jan 19, 2016 10:56 pm

Ah great, thanks for the info. Is this only for Dawnguard? So, I must place the pex files into the scripts folder and the psc into the Source folder? What about the scripts that have identical names but different content?

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zoe
 
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Post » Tue Jan 19, 2016 5:20 pm

It is for all the DLC - I am not sure why they packed them into their own folders, probably to make distributing them easier. If you have mods that edit the specific vanilla scripts and was done BEFORE you added DG/DB/HF, then all their changes will be gone, I think I need not tell you the bad things from that. However you can avoid that from simple copy/pasting I think. Just add in the codes from the new scripts into the modified ones, etc.




Oh and just in case: properties remain intact(not sure how). I haven't had any trouble using VL or werewolf.

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Marion Geneste
 
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Post » Tue Jan 19, 2016 2:07 pm

Hey guys,



Thanks for posting the script.



Yes, I have Dawnguard--the problem is, I don't have the .psc file anywhere :/ The last file in my Source/Dawnguard folder is 'SoundTrap.psc'... But if that's all it contains, I can just add them manually.

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Charity Hughes
 
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Post » Tue Jan 19, 2016 11:45 am

Question about quests. If I am setting up a quest to start with a courier that will lead the player to a custom NPC, is it better to have the courier quest separate from the quest that the NPC eventually gives the player? Or is it better to have it all be the same quest?


Thanks in advance.

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Lewis Morel
 
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Post » Tue Jan 19, 2016 9:40 am

There are scripts in the Dawnguard folder that wear the same name as scripts in the source folder but do not have the same content (like the carriage system one for example). Both of them are used by the game. Pasting the scripts from Dawnguard into the source folder would make a mess more than anything else unless we ignore the scripts that have the same name?



It would be a lot better if we could leave the scripts in their subfolders and the ck was able to load them. Is there someone who knows how to configure the ScriptCompile.bat in order to do that?



To CDM_: the script is in the Source folder, not Source/Dawnguard.



You might have to make two different quests anyway.

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jessica sonny
 
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Post » Wed Jan 20, 2016 12:07 am


The scripts are in separate folders so modders can chose whether to require a DLC (by overwriting their regular scripts with the DLC ones) or not (by leaving the scripts as they are).

Obviously you'll probably want to back up your original scripts before overwriting them.

If you want to keep the files in their separate folders you can use the compiler's "-I" command line option to specify which folders to search when reading files. Folders listed first "override" folders listed after.

Note that the CK does not use the bat file, and does not support multiple script folders, so you won't be able to compile through the CK, or work with fragments that way. MrJack wrote an "Advanced Papyrus" mod that can circumvent some of these limitations http://www.gamesas.com/topic/1513065-rel-advanced-papyrus/. (I provide no guarantee that said mod works)

http://www.creationkit.com/Papyrus_Compiler_Reference
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Averielle Garcia
 
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Post » Tue Jan 19, 2016 9:27 am

From the previous thread CDM_ asked:




If you mean switching out one script for another in the CK on some object then you really shouldn't do that unless it's some sort of shared script used by multiple objects and you want one of them to behave differently.



One of the mistakes early Skyrim modders made was thinking it would be better to detach the original scripts and attach new ones instead of simply editing the original scripts. If you load a mod that does that into an existing game then the objects will end up getting both the old and new versions of the scripts and any other scripts trying to reference properties in that script will fail! You're much better off carefully editing the originals to add whatever features you need. Modifying original scripts is just like modifying anything else about the game. If you make changes there is always the possibility of conflicts with other mods so don't change more than you need to change. It's better if you can do what you need by adding an extra script, but in many cases that just isn't enough.



And make sure the script you're editing hasn't been edited by the unofficial patches. If it has you should probably use their version as a starting point instead of the ones that come from the game. But you have to look at every situation individually.



In the case of VampireQuestScript it seems that Dawnguard changes it but they forgot to include the source version in the archive. USLEEP provides one equivalent to what Terra Nova posted above so I would use that as your starting point and edit it in any way you feel is important.

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Dalton Greynolds
 
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Post » Tue Jan 19, 2016 1:24 pm

Is there a way I can make other actors receive the OnPlayerLoadGame event (or any player event)? Would that be done through a ReferenceAlias? There are some things I need my script to do on game load to mimic persistent changes.



Or is there a way I can receive that event without adding any effects to the player?

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John Moore
 
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Post » Tue Jan 19, 2016 3:01 pm

Thank you! :)

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Thomas LEON
 
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Post » Tue Jan 19, 2016 2:13 pm

@CDCooley!


Thank-you, so I am not just insane!



So, 'carefully editing the originals' is the (typical) way, hmm? I figured that would be a "no, no!" issue :P Excellent!

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jaideep singh
 
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Post » Tue Jan 19, 2016 7:58 pm

I had a tough time explaining all of that.

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stephanie eastwood
 
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Post » Tue Jan 19, 2016 12:45 pm

Awe, sorry Terra :/ I didn't mean to make you feel unappreciated :/

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Hella Beast
 
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Post » Tue Jan 19, 2016 9:48 pm

LOL no I didn't feel unappreciated. I am TERRIBLE about explaining that stuff.

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Jesus Lopez
 
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Post » Tue Jan 19, 2016 6:30 pm

How do I set up an alias so that it references a new level I have built during a quest? I want the player to receive the quest and then be guided to the location by a map marker, once inside I need the quest to update to a different location in the same dungeon.

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Dalia
 
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Post » Tue Jan 19, 2016 11:58 pm

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Jade
 
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Post » Tue Jan 19, 2016 11:45 pm

LEt's see if I understand compatibility correctly;



If two mods edit the same cell, that is fine as long as they don't edit the same objects in the cell, and/or place objects in the same spot?

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Alina loves Alexandra
 
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Post » Tue Jan 19, 2016 10:53 pm

Theoretically yes, but you should try and see what you get.

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RaeAnne
 
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Post » Tue Jan 19, 2016 5:31 pm

Well I will see how it goes when I enter testing phase. Right now everything I'm doing is all code and no real CK work yet.



Also CDM(and everyone else for that matter), a little something about the "Use Info" method. While it does report whatever said object is attached to, it seems to also search for ANYTHING that matches the words.



For example.. if you right click SteelArmor and use Use Info, it'll indeed pull up all armor forms under that name, and then ANYTHING else with the word "Steel" and "Armor" in it.



Not really a bad thing but it can throw someone off, if like in my case, they are checking all forms that are using a Keyword. Seeing as I'm looking at "LocTypeDungeon" I was surprised to see my quest(Dungeon is part of the name) in the list...



Hmm, upon further inspection, this feature is amazing. It appears it does deep searching for any thing. I'm wondering why the favor quests are in the list, and it's because the name has Dungeon in it(Dungeon Delving), even though the EditorID is Favor2xx.



How did I not notice this after 3200+hrs using this...



Too bad you can't use specific words, oh the stuff I could find that I otherwise can't with the filter.

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Myles
 
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Post » Tue Jan 19, 2016 4:15 pm

@Terra,


From previous experience, I am 99% sure that complete compatibility for Cells works like so :



1) Landscape - Last Loaded over-rides all other changes


2) Moving existing Items - Last Loaded over-rides all other changes


3) Adding new Items - Both will co-exist without any direct problems, but the positioning of one item might clash with another on Load.




@Anyone


Right, I can scrap my earlier questions, and end up with... 2 I think (although I bet I am forgetting something :/ )



1) Can I put a String into a Message Box? The wiki seems to imply only Numbers, but I would like "[Item Name] purchased..." to appear as an actual "click-OK" message box when the Player buys a Perk.



2) Does 'Game.SetGameSettingInt' not work? Or is 'iInventoryAskQuantityAt' not what controls the 'How Many?' prompt? I tried setting it to 1,001, but it still comes up once I go over like 5-6 items in a stack :/

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*Chloe*
 
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Post » Tue Jan 19, 2016 11:46 am


Use info doesn't do any name matching.

Something in that quest is using the keyword - did you check the aliases? Script properties on scripts attached to the quest or the quest's aliases?
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sarah simon-rogaume
 
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Post » Tue Jan 19, 2016 11:49 am

Oh right, the script attached does have the keyword property. .



Haha, I thought I was onto something amazing there.

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rolanda h
 
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