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Hello. I need some help in how to go about the conditons, scripts, etc. for my intended quest. I'm trying to have an npc alive, then bleedout, then go into an idle animation (lying down wounded), and then have the npc talk to another npc while staying in the idle animation, and finally, dies. All happen in succession while I am in the same cell as the npc who will die. I'm trying to force all of these things to happen in this order. Thanks.
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Hey guys, Relatively new to modding (well the scripting non-world building side) and need some help trying to create an audiobook mod. I have already created a simple sound holotape, but ideally, I want the audiobooks to be played via a terminal holotape so I can include some additional features - blurbs etc. Basically, this is where I am already: I have created a 'scene' in the HolotapesQuest as per this tutorial named ABC001TheRaven. I have created a Terminal entry for the audiobook, added a menu item 'Play Audiotape' and added a property linking to the scene in question. Then I added ABC001TheRaven.Start() to the papyrus fragment box. This all works wonderfully. Then I created another menu item, this time for 'Stop Audiobook'. I created a simple quest to allow to use some GetStage conditions which means once the start button is pressed, the holotape refreshes and 'Stop Audiobook' becomes available. As per this tutorial. This also all works. Then, I add to the Stop Menu item's Papyrus Fragment box: ABC001TheRaven.Stop() as shown here. Similarly, I added another menu item designed to pause the audiotape using ABC001TheRaven.Pause(true). However, neither of these works and the scene continues playing. Indeed there appears to be no way to actually end it once it starts. Not really ideal. Now, I'm not sure if this is the best or cleanest way to achieving this goal, so if it's not please let me know. Otherwise, anyone got any ideas on what I might be doing wrong? Thanks a bunch in advance!
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Okay so basically i've created a quest to make my custom follower interact with other npc and followers. Everything was just fine with the first scene created from this tutorial . But when i added another scene created with the same exact tutorial, none of the scenes are playing. I double checked if anything was wrong with the second scene but as i said i just followed the tutorial step by step. Is there anything i should know with quest and multiple scene ? Does anyone have faced the same problem ?
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Hello! As the title asks, how do you do this? I've obviously added the player as an alias to the quest, so that I can add the player as a new actor in the scene. It's just a question of the correct way to add the player's dialogue action. I can see no tutorials anywhere that tell you how to do this. For now, all I want to do is have the player subtitle come up to say "I don't know what to say..." The NPC then continues with "There's no need to say anything. If I acquit myself well today, I'll offer you my services." It just seems a whole lot more natural for the player to be involved every now and then whilst walking to the tomb with the NPC than to have the NPC doing all the talking and the player seeming like an ignorant slob and saying nothing.
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Edit: I've sorted this at long last. The problem was nothing to do with the scene. All that was wrong was that I'd put a scene dialogue condition into the quest data tab that quest dialogue had to take place inside the Four Shields Tavern. I forgot about that when I made the scene for Joncis to talk to the player on the way to the tomb...Doh! Now that the condition is gone, the whole quest runs as it should to this point, except that I can't work out how to get the player to say a line that would make the dialogue more like a conversation than a monologue. I'll add a post about that because It will add a bit of immersion to the quest. Hello (yet) again! I've sorted how to get dialogue working in the 'player dialogue' tab. in CK 64-bit. I have the unique voice types in the right folders in Skyrim SE data, as in Sound\Voice\KetilBjornsFrest.esp\KetilMaleUniqueJoncisMilvan. I followed the same procedure to record lines of dialogue for my NPC to say in a scene, but he won't say it. I have subtitles turned on but nothing shows up on screen. The scene triggers correctly and the actor moves to the first x-marker heading where he's supposed to say his first line. He doesn't. He simply positions himself to face where the x-marker heading is pointing and then walks off towards the second x-marker heading. He's supposed to talk along the way but he doesn't. I've looked at vanilla scenes and they seem to be set up exactly the same. MQ101 (the escape from Helgen quest at the start of the game) has actors using the same travel packages set up as in the screenshot of my scene. The dialogue actions in MQ101 have no special scripts attached and no conditions set on them. When I edit Joncis's scene dialogue, the file path points to the right folder and the voice type is correct. The .fuz files are correctly named in the folder. I've even tried setting GetIsID KetilFollwerJoncisMilvan == 1 as a condition for each of the dialogue lines (even though it shouldn't be needed). Needless to say, that didn't work either. It's as if the dialogue actions don't exist, because if they did then the scene shouldn't progress to the following stage where the actor moves from the first marker to the second. I must be missing something but I can't see what. Any ideas?
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So this is my first foray into scenes and they're either extremely frustrating by default or I'm an idiot. Not sure which at the moment. Here's the scenario leading up to the scene: -Combat with NPC happens. NPC's weapon has an percentage chance to knock the player into bleedout on hit. Works fine. -The weapon effect then starts a quest. The quest has a flag to stop combat in the start up stage. This all works based on my debug tracing and the sqv console command showing the quest is started. And the fact the player is no longer getting their face bashed in. -The scene is set to start on quest begin. At the moment, it consists of one action, no conditions, and is just the NPC saying a one-liner while facing the player. This does not work. Based on my debug tracing, the scene never fires. At all. I've determined this by putting debug.notification lines in the phase start and completion fragments. Neither one appears in testing. The NPC is set as an alias in the quest, and the reference ID is correct so it can't be an issue with it not finding the actor. I've looked at a number of tutorials on scene creation over the last few hours and everything I've done is identical as far as phase/dialogue setup goes for the scenes. Anyone ran into similar issues before and know what might be going on?
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Good day, I originally had an issue where my quest npcs would appear but the quest seemed to be broken. None of my NPCs would talk to me or use any of their dialogue. When I tried to setstage on my quest, it would not work. If I resetQuest it would sometimes allow me to setstage but the actors still would not respond correctly. I was very confused. I assumed it was my dialogue since that is what was not speaking. However it was completely unrelated! Turns out, one of my aliases started out disabled (initially disabled was checked on the object ref in the render window.) However the alias in the quest window did not have the 'allow disabled' flag checked. Thus the quest broke. So if this happens to anyone else and they find this post, that fixed the problem for me! Cheers! Biulding3015 (Scythe), Dragon Captions Original Opening Post Below:
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Hello to all visitors and mod makers of this site and forum. I have another idea and I wanted ask you, the mod makers, if you can make these love/sex scenes INTERACTIVE so that I can control the whole scene by myself. All the cut scenes are less then 1 minute or few seconds and they are automatic like I would watch short videos. I'd like it to control all the scenes and command my beloved partner what to do with me! :blush: I want to "play" in these cut scenes like in normal scenes I'm doing (talking and so on). It's very important that the scenes have to have original voices (no wooden voices and no text-only talks). I've downloaded all the possible love/sex scenes that have to do with Alistair and my male character. I prefer ONLY male characters and of course others prefer females too. You can make mods for females and if possible for males too. Alistair has still a relationship with me (as a male character) and he thinks I'm a girl and we have many times hot scenes :laugh: :kiss: Greetings from Europe.
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Ok so I am thinking of getting seriously into creating a mod soon. And I have concluded the only way I can get player dialogue working properly in scenes is with a dummy actor. I currently have an NPC called dummy actor with their name set to the players name when the quest starts. The actor is invisible, but I still hit them (run into them) And I can still talk to them (I used a package to get rid of idle chat/hellos etc. but meh, its not enough) My question is, what is the best way (or only way) to set up the actor to be completely invisible. By that I mean. No collision, (which I still have). And no intractability in anyway, other than to provide the subtitles for my players speech.
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Short version: I can't progress in any quests because NPC dialogue just starts sticking. The caption for the delivered line stays on the screen as long as the NPC is in sight, and they can't do anything after this, so scenes are frozen which breaks most quests. If I talk to them when this happens, control is lost to conversation mode but they never start the conversation, so the game is stuck at this point. I'm on my third save, each time this happens I've gone through my mods with a fine toothed comb, updated everything and got rid of anything that looked problematic. This time I took special care to make sure none of the mods I usually see on the 'known problem mods' lists are not in my order, and it happened way sooner in my playthrough this time (only made it to level 15 as opposed to level 30 last two). I usually notice that dialogue is a little glitchy (like NPCs repeating themselves when you talk to them, for example) throughout the game but when this happens, the whole save is hosed. Sometimes going back to an old save helps but it'll happen again later, if not around the same time. It happens to vanilla NPCs as well as ones from mods (previously it was most often triggered by my 3DNPC followers, so I got rid of 3DNPC and it started happening during a College of Winterhold quest). Any help you can give would be wonderful. I'm pretty new at this, but I do my best to learn anything I can within reason before getting started, maybe this is a case of self-taught-itis... System details: Mod load order: Let me know if anything else is needed and I will do my best to furnish it... Thank you!!!
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I recently uploaded a mod called Runescar to Skyrim nexus. I'm hoping that this mod will hopefully turn into more of a full expansion focused on mage gameplay over time, and so far it adds four new quests to the game. The problem is that on the fourth quest there is a force greet player scene that doesn't completely work. The scene is supposed to start by a new NPC force greeting the player in the courtyard of the college of Winterhold. But when I walk up to the NPC, the game just skips the dialogue menu and goes to the next phase of the scene. The stranger part is that the second force greet in the same scene works just fine. Does anyone know what might be wrong, or at least tell me what I'm should look for? The mod link: www.nexusmods.com/skyrim/mods/64641/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fmoddescription%2F%3Fid%3D64641%26preview%3D&pUp=1
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Hey, I'm having a small problem with the creation kit and I've googled for hours with to no avail. I'm trying to create a fairly simple scene, and while I know I'm doing it right, my scene has failed to start at all. Eventually, I tried the issceneplaying command in console and put in the id for my scene only for the console to tell me that "(the id) not found for parameter 'scene'". Per my limited understanding, it appears my scenes aren't saving at all? I have no clue what's happening but any help would be appreciated.
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Hey there. So I've been struggling to get past a few scenes that are stuck. Or, moreso, they don't start. I have 2 scenes total right now. The first one started once and only once. Now it doesn't start at all, ever. But I'm not too concerned about this one, its the second one. Its something like this: I have a tavern. The player activates a door. The door script does a small check and then teleports the player to a different clone cell of the tavern. The screen fades to black and the player is script forced to sit in a chair. I also deactivated player controls except for looking around. I also have other (generic) NPCs that are native to the cell and whose only purpose exists inside that cell who are sat down in other chairs the same way. I haven't gotten them to be able to sit (even though the script that works on the player doesn't work on them, weird.) Anyways, this works acceptably fine so far. Next, the NPC "leader" is supposed to walk to a specific spot and give a short speech. ... The rest of the quest is irrelevant for the terms of my actual question. He never walks up or even attempts to. I TFC'd to see him standing merrily in his starting position doing nothing. My quest data looks like this: Stage 0: Nothing, but startup stage The door when activated then sets stage to Stage 10: References my attached script to seat the player and NPCs. Immediately after the seating procedure I have FirstInitScene.Start() And this is where its stuck. The scene doesn't trigger whatsoever. The scene data and referenceAliases are properly set up (Specific Reference, Allow Disabled, Allow Reserved, Optional.) I also generated a SEQ file with SSEedit. I'm 90% sure my scene data is done properly too. I speculate the error may be: 1. My scene has no audio, and I heard that no audio can cause scenes to fail. However, I do run it with Fuz Ro D'oh, but does it make a difference? If not, is there a plausible workaround? 2. Does Mod Organiser affect it in any way? My mod is in my base folder as an "Unmanaged" mod. I load the game with other mods through MO. So my load order is like... half MO managed and half MO unmanaged. Still, I do sort my esp's with MO. But I have no idea. Hallllp?
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I have a great many custom scenes to initiate conversations between certain NPCs. My problem is that all but a few of them are playing properly. I have tried: removing all conditions, I have checked their aliases multiple times, I have combed through each part of every scene, raised and lowered the Priority for each quest and the Story Manager nodes look great, but I cannot get these characters to talk to each other for anything. The funny thing is, when I look at all the details (Story Manager, Quest files) for the scenes that ARE working, they are set up EXACTLY the same as the ones that are not working. :wacko: Given this strange phenomena and Skyrim's reputation for being fickle, it is indeed possible that these conversations actually do function properly, but I have been unable to witness them doing so in order to verify. For an example, I have ten new conversations for Gorm (of Morthal). He has managed to run three of them (but oh so rarely! Confound it, Gorm!). >:( Now, given that Gorm's schedule tells him to sit at a particular table at the Moorside Inn, I did wonder if it could be a radius issue. To find out, I edited his Moorside package and made it a sandbox situation. I gave him plenty of room to roam and made certain that the Random Conversations box was ticked. But he still will not speak to Jonna (the barkeep). Every once in a blue moon he will deign to utilize his new dialogue with certain other NPCs, but it is far too rare an event and as I mentioned above, I have already tried raising and lowering the priority of the quests, to no avail. As tempting at it is to blame Gorm for all the trouble, there are other conversations with different NPCs who have no trouble chattering away with some characters, but are completely silent with others. :sad: I am utterly out of ideas. Any insight would appreciated.
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Well i been asking uncle Google few things but it seems he is a bit old for these types of things or he does not know it..i wonder if he is a modder .. Well i am wondering HOW..to..Make cut-scenes and no i mean not in VIDEO sense..i mean like at certain quest when you arrive at CERTAIN spot..player controls will disable and you will watch how other character talk..when their talk is done players control enable and you can continue the quest.. I know for player controls it is a simple matter of enable player controls and disable but what about the rest of it? If anyone would be kind enough to explain this to me or give me an example or how to do it, or even provide me with link i would be grateful .. Thanks in advance. :pinch:
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I am trying to create some randomly occurring conversations between Npcs, but I'm having some trouble getting them to actually occur. I am trying to troubleshoot this, but one issue I'm having is that random conversations occur so infrequently. Are there any tricks that can be used to encourage npcs to talk to each other? Thanks
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I'm trying to add follower commentary from Serana to a vanilla scene (the beginning Morthal scene, DialogueMorthalInitScene). I've already set up my alias for Serana (MorthalSceneRNPCAlias, External Alias Ref, DLC1NPCMentalModel Alias ------> ResponsiveNPC), and added her alias to the vanilla scene script as an "auto" property: ;BEGIN ALIAS PROPERTY MorthalSceneRNPCAlias ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_MorthalSceneRNPCAlias Auto After the last vanilla phase ( Phase 8 ) when JorgenAlias says his last line, I added a new Phase (9) where Serana would comment to the player. There is one requirement for that Phase to fire, (GetVMQuestVariable on DLC1NPCMentalModel, ::isFollowing_var) just to check if she's currently following the player. However, even when the requirements have been met, this Phase doesn't fire in-game. Looking at the vanilla scene in itself, there are four actors (Aslfur, Thonnir, Benor, and Jorgen) each with a UniqueActor FillType for their respective aliases. The quest scene is a Start Game Enabled one, immediately at Stage 0 moving the four characters into their respective scene markers. "Alias_AslfurAlias.GetReference().MoveTo(AslfurMarker) Alias_ThonnirAlias.GetReference().MoveTo(ThonnirMarker) Alias_BenorAlias.GetReference().MoveTo(BenorMarker) Alias_JorgenAlias.GetReference().MoveTo(JorgenMarker)" The scene properly starts for the player to experience once the player is less than 1000 units away from Aslfur's alias. It then continues on as normal until the last phase, where it ends. Nothing else from the base vanilla scene was tweaked or changed, both in script fragments and quest entry. I think it may have to be something related to Serana's alias not properly filling, since the quest starts and goes on as it normally would in the vanilla game. Any help would be much appreciated.
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I'm trying to add follower commentary from Serana to a vanilla scene (the beginning Morthal scene, DialogueMorthalInitScene). I've already set up my alias for Serana (MorthalSceneRNPCAlias, External Alias Ref, DLC1NPCMentalModel Alias ------> ResponsiveNPC), and added her alias to the vanilla scene script as an "auto" property: ;BEGIN ALIAS PROPERTY MorthalSceneRNPCAlias;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_MorthalSceneRNPCAlias Auto After the last vanilla phase ( Phase 8 ) when JorgenAlias says his last line, I added a new Phase (9) where Serana would comment to the player. There is one requirement for that Phase to fire, (GetVMQuestVariable on DLC1NPCMentalModel, ::isFollowing_var) just to check if she's currently following the player. However, even when the requirements have been met, this Phase doesn't fire in-game. Looking at the vanilla scene in itself, there are four actors (Aslfur, Thonnir, Benor, and Jorgen) each with a UniqueActor FillType for their respective aliases. The quest scene is a Start Game Enabled one, immediately at Stage 0 moving the four characters into their respective scene markers. "Alias_AslfurAlias.GetReference().MoveTo(AslfurMarker)Alias_ThonnirAlias.GetReference().MoveTo(ThonnirMarker)Alias_BenorAlias.GetReference().MoveTo(BenorMarker)Alias_JorgenAlias.GetReference().MoveTo(JorgenMarker)" The scene properly starts for the player to experience once the player is less than 1000 units away from Aslfur's alias. It then continues on as normal until the last phase, where it ends. Nothing else from the base vanilla scene was tweaked or changed, both in script fragments and quest entry. I think it may have to be something related to Serana's alias not properly filling, since the quest starts and goes on as it normally would in the vanilla game. Any help would be much appreciated.
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Hi there. I am struggling to get my quest scenes to work. I have followed tutorials and scoured these forums and the internet but I can't see where I have made a mistake. Situation - I have a quest set up with aliases set to unique actors - I can trigger quest stage advances through dialogue - The scripts I have created for triggering scene starts seem to work. (I have debug message boxes scripted to telling me scenes have started. I have placed these debug messages as fragments in the "phase start" tab at the beginning of each scene.) - NPCs in the scene do nothing - neither dialogue nor basic travel or sittarget packages seem to do anything. - The scene ends immediately (again I have debug message boxes fragment at the "end of scene" pooping up right after the debug box pops up to tell me the scene has started!) I am completely stumped as to what I've done wrong. Any ideas what I might be doing wrong? Any help gratefully received. Thanks SB
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Is there a proper way for the game to recognize when the player has just finished lock-picking a container, so that a follower would comment on it? I tried making a scene for a quest under the Story Manager Event "Lock Pick", and also added the respective quest node to Lock Pick SM Event Node. None of these resulted in the follower commenting whenever I would lockpick a container. Help would be appreciated.
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I am currently working on a custom voiced follower mod that I have been building in the CK64. I haven't gotten far, only setting up the follower quest and a simple scene to introduce the character, but I noticed the CK for SE does not have the capability of generating LIP files and requires to the Creation Kit Fixes mod Facewrapper to do so. I do not have enough voiced lines set up to do a full diagnostics to see how well the characters' lips sync to the words. All I have is a vanilla-edited line for Elrinder of the Drunken Huntsman to test and I have been receiving unclear results. So I was wondering if anyone else has used the Facewrapper well enough to tell me if it is good to use or if I would be better off starting from scratch in Skyrim LE and porting to SE.