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  1. Is it possible to add a condition to the NPC's combat logic? Specifically, to prevent an unarmed NPC from searching and using a dropped weapon if they know a bound weapon spell. The condition itself should be simple but I cannot find which package to modify or if it is related to a package. Any help, tips, or keywords for research would be greatly appreciated. The few leads found so far are informative, yet irrelevant.
  2. The idea is a spell package for players who like to play greedy characters that loots everything they can. All spells would be from the alteration school. I'm not good with balancing so I won't suggest values or levels, only the ideas. Also, my english is not that good so please be nice :smile: Gold Ray (aka Make it Rain, aka Golden Shower) : A spray of gold coins that causes damage per second (a little better than the novice destruction spells but consumes gold per second) Gold Blade: (only equippable in the left hand) Infuses the weapon in your right hand with gold increasing the damage. Consumes a certain amount of gold. You can use several times up to 10 times to stack the effect increasing the damage even more and consuming more gold. Gold Armor: Infuses your armor with gold increasing the armor rating. Consumes a certain amount of gold. You can use several times up to 10 times to stack the effect increasing the armor rating even more and consuming more gold. Bag Punch: A short range spell that causes damage based on your current Carry Weight. High Carry Weights will also stagger the opponents while very high Carry Weights will knock them down. Transmute Objects: Transform your itens into gold. Using this spell will open a container where you can put any itens you want. Closing the container will detroy the itens and give you 25% of their value in gold. Recruit: Cast into an oponnent to change him into an ally for a period of time. Consumes gold based on the level of the opponent (it would be cool a warning message showing the amount of gold you're about to spend). Hire: Just like recruit but permanent and more expensive. (You can only have one recruited / hired opponent per time). Gold Touch: Transform enemies with 5% or less health into a pile of gold. The pile will have gold based on the level of the opponent. The downside of that spell is that it won't be possible to loot the itens of that opponent. Also, I think it should have a high cast time. Zenithar's Favor: Trade a ton amount of gold (I'm talking like 20k ~ 50k) for a permanent bonus (for example: More health, more stamina, extra perk point, resistance bonus, etc...). This spell I know it should be on master level. So, what you guys think of my idea? Any suggestions of spells that could be included in this package?
  3. Hey guys I'm looking for a list, which isn't obviously named as a FormList. The list can be "viewed" as a dropdown list from inside the package AI "Object type" as a target. To be detailed, if you create/edit an AI package, create/edit a public package value that uses TargetSelector, and proceed to chose the target, you can select a multitude of options (from linked references, package data, and my included type in question). If you select the "any object" button, and drop down the second dropdown box literally called "Object Type", it is a list of grouped objects. They're quite clearly an organised list with specific categories. I would very much like to find and add an entry to this list, or at the very least make changes to one of it's categories. Unfortunately none of the obvious search terms relinquish a result in the formlist, and it doesn't seem to be a keyword or global, or any obvious category in the menu system of the CK. I also tried searching for some of the categories themselves, in CK and xEdit, to no avail. Nor was I able to find any "tangible" data for xEdit to point me to what it's referencing. I also tried Object palettes, which it's either not at all what it is, or you cannot create new palettes to be used without some workaround. And ofc, I did a raw google search and only found one other human being that asked about this years ago in some dead thread. Short of me running through all auspiciously named FormList entries, does anyone know how to access this list? Does anyone even understand what the heck i just said lol? Here's to hoping this thread only ends up half as dead as the the aforementioned...... Any Help Appreciated Thanks
  4. Is it possible to filter the results of a "Find" AI procedure via Item Conditions? Meaning apply "Item Conditions" to further filter down the object list that is the result of a find procedure. I've tried many permutations of target for the condition and none of them have worked so I am kind of feeling like this is not possible. Screenshot attached.
  5. Hi everyone. I'm trying to update one of my mods (Simple Thrall Management) with a new function to force the summoned or reanimated NPC/creature to hunt for nearby enemies. For that purpose, I created a quest to have an alias with an AI package to force the ordered summon/reanimation to follow its rule and patrol the area. Once the player orders the thrall to "Hunt", the summon/reanimation is assigned to the alias. This has worked perfectly for summons, with them immediately adopting the AI package associated with the quest alias. However, any reanimated NPC or creature simply ignores the AI package from the quest alias. I have identified their AI package (e.g., DefaultMasterPackage) and I have even attempted to add a condition to that AI package to ensure that it stops functioning when the thrall is assigned to the quest alias by checking whether the owner of the AI package has a spell (basically an aura to help the player detect where the summon/reanimation is). I have also tried to raise the quest priority from 100 to 999, but to no avail. I've also tried to identify any quest that could somehow override the AI package from the quest alias, but I was unable to identify one for reanimations. Any suggestion or assistance is welcome, as I believe I have reached a dead end. Thanks. Best regards, esuriddick
  6. I wanted to make a mod that removes Provisioners protected flag and instead gives them buffs that makes them much harder to kill as well as figure out how to assign other npcs to follow provisioners. The second part Ill worry about later. For now I just want to know how I can add a spell or enchanement to a provisioner? I already now how enchantments and Magic effects work. However I want to know how I can specify an enchanment or spell to be applied to an active provisioner. I want to add a spell to a provisioner that increases damage and resistance. I was looking at keywords and I see some stuff regarding provisioners under "caravan". However I am still not sure how to apply the spell only if they are currently a provisioner.
  7. ok so i have been messing in geck with some stuff and i made the content of a mod,, but the esp i curently have has more then the mods content since i messed with alot of stuff. so how do i split things into a new esp or do i have to start over in a brand new esp?
  8. Hey All, Title basically explains all, NPCs are not acting properly. Followers or some NPCs like Sigrud (Alvor's wife) just stand there. Not doing anything. They are not in T shape, they just don't move. You can talk to them but still, they will stand still during and afterwards. This actually breaks the followers as well. They won't move unless I run into them, attack them, or unsheate my weapons. This issue also is a game breaking possiblitiy because when I first open the tomb of Serana, she won't initiate the converstaion with me. After I run into her and stagger her, she initiates the converstaion. Later on, after I use "moveto player" command, I enter to the Castle Volkihar. Vingalmo just stands there and say the first dialouge "how dare you tresspass here...". But after that, he just stands there. After of course I run into him as well, He moves to the balcony and announces Serana's return like he supposed to do. So this is my problem. This is a really big issue and I can't seem to solve it after hours of googleing. Here is the modlist: Modwat.ch Thank you. EDIT: Thanks for the answers. I have solved the issue by doing a full removal of mods and SSE. Installed SSE again then the mods. Used the same save game and everything works like it's supposed to. EDIT 2: Issue still persists. New installation did not fix the problem. After another new game, the issue started to resurface.
  9. Hello I fully changed from LE to SE and I'm trying to get a AI package ( DefaultSandboxCurrentLocation1024 [PACK:000BFB6B] ) to work with followers as I noticed on SE that most followers with that package do not stay where I dismiss them after a few in-game days returning where you recruited them. No issue with the LE package as followers stay where i leave them indefinitely so this got me scratching my head and googling to see what package works or something. Also I do use My home is your home and the Nethers follower framework but I do use a lot of followers plus the in-game as well to move them to places not in use after you either beat the quest or clear the place (ex. Northwatch and Volkinhar) which makes follower managing easier and Nethers base marker feature seems to be script lagging my game which makes saves unloadable. If anyone got the answer thank you in advance.
  10. I want to have NPC1 attack NPC2 using the "UseWeaponHeld" package, NPC2 has a script attached that will kill them instantly on hit(This is a scene, which is why the attack is handled through a package). But no matter what, the attacking NPC wont attack the other, they just potato there and freeze. I've tried changing targets from the NPC to an xmarker, I've changed the shooting position, I've even added the package to the NPC itself with a condition for the Quest's stage(using the same exact settings that another working attack package uses), but still nothing. Anyone have any idea what would cause them to potato out like this?
  11. Hey everyone, tried to search but got nothing. I was wondering if some of you could make shadow fight spells into skyrim. i'll give the description of useful skills and magics for details. you can watch the videos on the internet too. 1- Forbidden Spirit (Alteration) : The caster rubs the tip of his weapon(s) to ground and draws a circle, while doing this he sits and starts floating in the air, with weapon(s) floating around caster. (yes, while sitting.) While in air, the caster gains 10+ resistance to everything and a blue-visual shield. After and every 5 seconds, the caster sends lighting upon the enemy from air dealing shock damage. This continues until caster gets hit. When caster gets hit, ragdoll animation activates and spell ends. (I don't know about how costs magicka.) (This is from second boss, Hermit's special ability.) 2- Sudden Crawling (Destruction) : The caster spins his weapon(s) and suddenly appears in enemy's back and hits the enemy. (Widow's skill) 3- Butcher's might (Destruction) : The caster jumps twice as the normal height and hits the ground with 2 legs, causing an earthquake and damages nearby enemies. (Butcher's skill) 4- Monk's root (Alteration) : The caster focuses for 3 seconds and makes a pile of roots appear from below enemy's foot and causes stun for 5 seconds. Right after roots appears, the enemy takes a disease damage for 10 seconds. 5- Darkening implosion (Destruction) : The caster hits the ground and injects a fire. The fire follows the enemy and explodes when reaches. (Dark implosion magic) 6- Asteroid (Destruction) : The caster focuses about 4 seconds. After that, 1 small and then 1 huge asteroids comes from air to the enemy and blasts. 7- Wrath of flame (Alteration) : The caster floats not so far from ground and a shield made from fire covers the caster. Shield then turns fire damage and grows, damaging and staggering nearby targets. 8- Torturer's Rage (Destruction) : The caster jumps 4 times more than normal height and a circle saw comes from caster's above, goes directly and damages the enemies. (Master) That's all folks. I really hope someone will make this happen. I wish you a good day. Note : I tried to attach every spell's related pic but it said you cannot use that image extension so i deleted it. you can find those spells and skills videos from internet easily by searching "shadow fight 2 *spells name*"
  12. I had an idea that I think would greatly increase the amount people using the website, the idea goes as follows. Instead of what people currently do which is create long exhaustive lists of mods that you need to download one by one we could create a new category of mods that would download a package of mods. This means that people could put a list of mods together for a specific kind of play through I see one(theres prob more this is just all I can think of) ways of implement this, one create an object that contains a download link to a mod and create an array of these CODE EXAMPLE (in java sorry) public class mod { public ArrayList<mod> modList = new ArrayList<mod>; //contains the download modList instead of string list is used because it could also be used on the preview website public mod(String (Download URL)) { String url = (Download URL); modList.add((Download URL)); } public mod[] list() { return modList.toArray(); } } // Different class to send to launcher for (mod m : mod.list()) { m.getURL().sendToLauncher; } Note that this is a crude example that is prob vulnerable to attacks Reply with suggestions on the idea or simply to just explain to me that this has been suggested before and wont work Either will do :tongue:
  13. So I had a functioning scene where the player would approach a home, the player has controls disabled, is forced to 1st person, and has Ai Driven set to true, and would use a package in a scene to walk to the heading, but now it refuses to work. I know the scripting is working because I've added debugs, so I have a feeling it's the package, but I've been trying to get it to work for days now, and no luck, so I'm running out of ideas. If needed I could upload screenshots to Imgur and link them.
  14. I am completely stuck in the creation of my quest. I've created the quest stages, created my scenes, made all the references and properties etc... Added a forcegreet package to the reference alias... When I go in game, the forcegreet does not run; the character is not standing in the right location, not aiming the weapon, nothing. I had the package half running earlier, where it didn't really start until I was standing on top of the NPC, but then after the initial scene, the next scene wouldn't start properly, even though the next stage was set and the next stage would start the next scene. Basically, if someone has the experience and would spend a couple of minutes looking at what I did in the esp (which I would send you), I would be very VERY grateful... I don't really need a step by step on how to do things, but would be grateful as well if you could tell me where I messed up or what I missed so I can do it right in the future... Love, Jules
  15. So I'm working on a mod and I want to be able to change an NPC's package using a script or papyrus fragment that is run at the end of a scene and I can't seem to find a way of doing it. Any help would be appreciated Thanks
  16. So I'm working on a mod and I want to be able to change an NPC's package using a script or papyrus fragment that is run at the end of a scene and I can't seem to find a way of doing it. Any help would be appreciated Thanks
  17. Hello Nexus, Hopefully someone has experienced something similar to this and will be able to give some insight as to what is causing it. I've tried searching for something like this on here, google, and for both Fallout 4 and Skyrim with no success yet. Some info first. So I have a quest made, it starts fine. I have a quest script attached that registers for a scene OnEnd event so I can start the scene in this quest, that runs fine. I create a new actor based off EncWorkshopNPCFemaleFarmer01 with a workshopnpcscript attached to it and setup for allowCommand, allowMove, allowCaravan, and workshopparent filed in. The npc gets created fine and I ForceRefTo a Referience Alias, then start my scene. In the scene I have an action package templated from Travel. It is set to run on the npc alias and the destination is set to another alias. Now for the issue. The npc spawns and just stands there unless I go into workshop mode and 'command' the npc. I do not have to actually tell them to go anywhere, just select them and start the 'command' state. Then the npc will start traveling. I just can't seem to figure out what would possibly be causing this to happen. I've tried various combinations: - flag checks on the package - setting must complete - changed the settings on the workshpnpcscript - removed the workshopnpcscript - edited the flags in the scene - tried the default npc rather than my custom one. If any more info is necessary let me know.
  18. Hello, so I've been working for a while on a castle and I've been using custom meshes from a massive list of meshes .... but not all . if i want to package my mod and put it on nexsus is there a way to be able to get all the custom meshes and textures used automatically and put them seperate or package them in a BSA file or something? or do i have to manaually find each and every mesh used and put it in it's own folder.... another thing ... if i get all the meshes in a bsa file does that mean i have to go back in the creation engine and edit all the objects used and get the texture from the BSA package? How does it work exactly? any help would be great :D
  19. I use package with "use item at" and choose "spell : target" but it won't do anything.... and then I try to use script to force it : if aaaXXXX.getiscurrentpackage aaaXXXX aaaXXXXRef.cast SpellID TargetRef and the NPC just approach the target and cast the spell and not cast the spell from distant.... note : something the idle animation aren't working either....
  20. I'll make it brief. The situation is the following: I have all the DLC's and the latest version of the game. Everything works fine in game etc. I've been working on this mod for the past two weeks , it's an esp. Never had a problem during testing / gaming / scripting (not the kind of "what the heck" problems anyway), until now. Basically, I have an actor placed (from geck) inside an empty interior cell which I'm using as a reference repository of a sort. For now, that npc is the only reference inside the cell. The actor is , of course, a persistent reference. Now, the problem I noticed concerns the AI package. Basically when I add it to my NPC , no matter what AI package I try, whenever I go to the BEGIN / END / CHANGE tab and write a correct, working script inside the On Begin block, such as ShowMessage somemessage , when I start the game the message pops up right before the main menu, during the intro slideshow (specifically before OBSIDIAN). This is true also for other functions whose effect I can notice visually, such as the NVSE/FOSE function "print ", which crashes the game which is to be expected if NVSE loads after the game starts ? Point is, why the heck does the On Begin block of the package get executed at the main menu? I'd also like to point out that tweaking the duration and start hour in the package schedule tab seems to get things to work normally only for certain values of duration and hour. Package conditions also seem to apply, as if I insert the condition that the package only runs when in the same cell as the player , I don't get any odd behavior at launch. It's almost as if the package gets loaded and run prematurely? and even its conditions are evaluated. I don't understand. Also, after I load a save game the package itself doesn't seem to get picked by the AI, while other packages are picked and run just fine by the actor. Removing all packages doesn't solve any of the issues. I tried creating a new mod from scratch, a simple esp with one npc , one package and a script in the On Begin block, thinking that maybe my esp got corrupted... but nope, I "fortunately" get the same results even with a brand new esp. As I mentioned, for certain values (NOT all of them) of duration and starting hour, the package doesn't behave weird at launch, however, leaving it set at "any" and duration "0" in the schedule tab ALWAYS results in this odd behavior. I also tried to run the game by moving the saves out of the directory, just because I was running out of options. I'm sorry if this has been brought up before, but I wasn't able to find anything anywhere. I do have the feeling I'm missing something big here though, so any clarification would be welcomed. PS: Again, I want to stress the fact that ANY package I create behaves like this , the reason why others don't it's because either they lack the on begin script, or they have a condition such as GetInSameCell etc. The esp masters are all the dlc esm's ans falloutnv
  21. I just downloaded Creation Kit yesterday, and have been toying around with it while reading the wiki. Right now, I have a specific feature in mind: Dynamic Actors that travel independently between cities in Skyrim at random, sandboxing for a few days in meaningful locations of the town or city they've travelled to. I have already made the Actor sandbox at various places in Whiterun, and commence travel to Riverwood when the player interacts with them. This is of course a tiny step, and mainly to acquaint myself with the Creation Kit. I have gathered that AI packages is the way to go, I think? For starters though, I would like to approach this is a meaningful way. Several approaches I have already tried somewhat, that feel "dirty" or fruitless: Category-none quest, ForceRef'ing the Actor into a "Traveller" alias on that quest - not adequate as I want an arbitrary amount of travellers active at any given timeSM Script Event Quest Node, starting quest based on custom keyword - not adequate for the same reason as aboveMother-of-all-package-stacks on every Traveller Actor, conditionally sandboxing in meaningful places based on all the factors I want to alter behaviour byI was hoping there would be another approach, requiring less "duplicate" configuration than the third option - I know of Actor Templates, but they seem hardly useful as I cannot both inherit AI packages and add new AI packages to the same Actor, I think. Anyway, any suggestions as to a sensible approach to this issue will be much appreciated, thanks! Note: Just joined and started, wish me luck :)
  22. Since there is no Mass Effect 1 topic I figured I went over to the closest thing that might actually get me help :rolleyes: I'm trying to re-texture the human male heavy onyx x armor to something that resembles me2 and me3 armor, and so far so good. I extracted the texture from an existing tpf mod here on nexus, altered what I wanted and now I'm having trouble getting it in the game. I have tried extracting the texture from the game, alter it, save with the same name and then building the package but it's not working either Any suggestions are appreciated, thanks~
  23. There really seems to be no list for this on the internet, and i'm a mere novice when it comes to extensive modding. The farthest i have gone so far is with retexturing. Can anyone please provide a list of AI Script Packages with respective Base ID's? Although i'm actually only searching for a script package that sandboxes the NPC to its immediate area, for use with add-on companions to leave in bases/player houses. But other functions could also be useful, if there are any. Thanks in advance to those who will answer.
  24. Hi boys and girls, I have a question...is it possible to put the FWE Wanderers Edition Part 1, Part 2 and the Hotfix in one zip-file by simply drag and drop into a folder and override the similar files? If there's another thread that handles the same question, I'm thankful for the link. :smile:
  25. Hi everyone, I'm wondering if anyone can help me with a problem I'm having in the geck. Basically I want to have an npc (Bob) sitting at the bar in the Mojave Outpost, drinking a beer. Easy enough, right? I just made an 'eat' package, specified food type as 'beer' and set eat location to the stool I want him on. It works no problem. Easy peasy. What I want next is for the player to get a quest where they are instructed to go and tell Bob to go outside and stand next to another npc (Frank). I've created the quest perfectly fine as well as the package which directs the npc to 'travel' outside to an x marker next to Frank via a 'travel' package. The way I've set it up is that the quest objective will come up as "Go tell Bob to meet Frank outside". So when I go to Bob I've got a dialogue option/topic "Frank wants you to meet him outside" with a result script of: "setobjectivecompleted bobandfrank 15 1" I also set the condition for the 'eat' package to: "GetObjectiveCompleted bobandfrank 15 == 0" and I've got the 'travel' package on a condition of: "GetObjectiveCompleted bobandfrank 15 == 1" So I what I expect to happen is that when I go into dialogue with Bob and I select the topic with the script that sets the objective as completed, the condition on the 'eat' package ceases to be satisfied and the condition on the 'travel' package becomes satisfied and Bob just goes from one to the other. Gets up and goes outside. However, this isn't the case he just keeps sitting there. I tried deleting the 'eat' package so that he's just standing around when I tell him to go outside and that works fine. So I know it's not an issue with either package individually because they both work fine on their own. Its just when I put them together that theres an issue. I'm thinking that maybe there is some problem I'm not aware of when it comes to switching between packages, even when only one of them has its conditions met. I've read on the geck website that the packages are evaluated every ten seconds and that an actor will pick whichever package is first on the list and has met its conditions. So I thought maybe I just need to wait 10 seconds after telling him to go outside and it will just kick in but that doesn't work either. There is a script function "[ActorRefID].EvaluatePackage" which apparently forces the actor to evaluate their packages and pick the next one that's been satisfied. I basically want to run that on Bob just after I tell him to go outside. But I don't know how to exactly. My scripting skills are incredibly limited. I've poured over all the tutorials I can get my hands on and none of them can help me with this issue. I'm all out of ideas on how to get this to work and this is the last solution I can come up with. Is there anyone that can please tell me how to run "[ActorRefID].EvaluatePackage" on Bob? OR Is there anyone who can tell me an alternative way of getting this done? Thank you in advance to anyone who can help me. Any contributions and other perspectives are greatly appreciated. I'm sorry if this has been a little wordy. If you stuck around for the whole thing, you're my absolute hero.
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