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Found 11 results

  1. So I am trying to create my own quest in the Oblivion Construction Set, but it isn't going the way I had hoped. Mainly because things aren't working the way that they are supposed to. Specifically topics not showing up and NPC's not being enabled or disabled when I want them to. My first major problem is that the custom topics that I created are not showing when they are supposed to. For example, the quest is about helping an Argonian locate his missing brother. It starts when you pick up a letter from said Argonian, and that part works just fine. You are then supposed to be able to speak with the Argonian now that the topic "Missing Brother" (editor ID for the topic is 0MissingBrother) is available...but the topic isn't there. Despite the fact that I have tried adding "addtopic <topicname>" AND "player.addtopic <topicname>" to both the script attached to the letter to begin the quest AND the result script in the Topic tab for the quest! Also, I have put in conditions for the dialogue with GetIsId and GetStage to ensure only the NPC's I want to have that topic available will have the topic. But the topic doesn't show up and I have no idea why! That's only the first problem. The second problem is that certain NPC's I made are supposed to be enabled (since I ticked the box "Initially Disabled" on them) at certain points in the quest. However, I tried putting "enable <RefID>" in the result script. But the NPC's didn't show up! So I am pretty sure that the NPC's I want disabled at certain quest stages won't disable when they're supposed to either. I would appreciate as much help as possible, and please provide as much detail as possible because I have difficulty understanding certain directions (special needs >.<; ). Every tutorial I could find has essentially failed me, so I am officially lost at this point. :/
  2. So this used to be a topic about me having a problem with some mods, I then realised I was being dumb and was able to fix said problem. Do any of you guys know how to delete topics?
  3. Hi all, I have a topic with a number of Infos. Each Info has some conditions checking for specific actors (GetIsID) or faction membership (GetInFaction). It's basically just your bog standard Topic where the exact wording of the reply depends on which actor you are talking to. Over time this list of Infos has grown quite a bit, and in order to optimize the number of conditions I need to check on each Info, I wanted to move some of the Infos to the top of the stack so they get checked first. That's when the trouble started. For the life of me I cannot find a way to do this in CK. There are no buttons to move an Info up or down, drag and drop doesn't work in either the dialogue view or the Topic window, and I haven't been able to find any hotkey to do this. Also, copying an Info always puts it directly below the Info you are copying, so I cannot move Infos to the end of the stack by making a copy of them either. So I opened TES5Edit and added a PNAM (Previous INFO) record to each Info, pointing to the Info that should come before it, with the top Info in the stack having a NULL pointer. This is exactly the way things are set up when you create a topic with multiple Infos in the CK. Now when I load the mod in CK, I get a number of these errors: QUESTS: Could not find previous info (0400E024) for TopicInfo (0400E025) in Topic "SLECDialogueTrainersAskTopic" (0400DF9C). QUESTS: Could not find previous info (0400E001) for TopicInfo (0400E002) in Topic "SLECDialogueTrainersAskTopic" (0400DF9C). QUESTS: Could not find previous info (0400E007) for TopicInfo (0400E008) in Topic "SLECDialogueTrainersAskTopic" (0400DF9C). .. etc. I know for a fact the error descriptions themselves are bogus. The Infos it claims are missing exist for sure, they have the same parent Topic, I can see and access them correctly in both the CK and in TES5Edit, there's nothing wrong with them and for all intents and purposes they are exactly the same as the Infos for which these errors are not generated. The only problem is that the Infos with these errors are still in the wrong position in the stack. I checked and double checked the entire linked list for duplicate, missing or incorrect pointers and circular references, but I cannot see anything wrong with it. All suggestions how to solve this are welcome, ideally I'd like a way to re-order my Infos in the CK, but a TES5Edit solution is welcome too, heck I'd dive inte a HEX editor and do some editing there if that could solve the problem as recreating the whole dialogue branch from scratch is going to cost me several hours.
  4. Question: In an upcoming release I am trying to do a wedding ceremony. I have a conversation between the officiant and the player, then I want to transition to a conversation between the officiant and the spouse ("Do you?" "I do") then back to the final part of the conversation between the officiant and the player. I don't know if it's the way I'm using a quest variable to track the stage of the ceremony or the way I'm using result scripts to trigger advancement but the conversation is ending with the first transition and leaving the officiant continually giving the player a blank greeting and immediate goodbye. To narrow that down a bit... I currently have the first part of the player dialogue set to goodbye with the end result script doing a startconversation between the other NPCs ("conversation" tab not "topics" tab). This also increments a quest variable used to make NPCs "attend the wedding" packages and dialogues meet their respective conditions. When that completes (she does :) ) it's supposed to do a startconversation on the player to finish the dialogue. I do have a trigger box there but it currently has nothing to do with the conversation at the point where it breaks. I could add an ontrigger player block to force dialogue but it seems like it would be a huge drain as the ceremony's like 2-3 minutes long. Any ideas? I feel like I'm missing something obvious. I'm looking at the vanilla "Take It Back" cutscene/3 way dialogue between you and the two Lyons but I still can't quite figure out where I'm messing up the transition between the speakers.
  5. Hi all, I'm looking to made a change to my "Blacksmithing Area for Markarth's Vlindrel Hall Home" mod, so that the blacksmithing area can be purchased from the steward. I've found that for vanilla, this is handled by the HousePurchase quest, dialog branch DecorateMarkarthViewBranch1. I've added my own topic to this, linked it to the other topics as required, added conditions, set up the fragment to enable the XMarker as required, etc. That's mostly working nicely. The topic text I've added is "Blacksmithing area. (<Global=HDMarkarthSmith> gold)". In the Text Display Globals section of the QuestData tab of the HousePurchase quest I've added my HDMarkarthSmith global variable. However, in game the option shows as "Blacksmithing area. ([...] gold)". 1) Do you know how I'd fix that? I'd think based on the other information I've found, it should just need HDMarkarthSmith as a text display global, which I've already done against the quest. 2) Excluding the Text Display Globals, modifying the quest topics like this doesn't seem to modify the actual quest; as far as I can tell that should mean if other mods existed that modified different dialog branches of the same quest, they wouldn't overwrite each other. For example, a mod which adds a blacksmithing area to Breezehome could do the same thing (except for modifying the Whiterun dialog stuff) without conflict. Am I right in thinking that? (I realise I could probably test this, and I will, I just want an opinion from someone who knows more what they're doing :) ) An easy solution would be to just replace the global with a hardcoded value, but it's nice to be able to do things properly :)
  6. Fallout New Vegas Geck im trying to find out how to make an xmarker enable once a dialogue topic has been selected. in the results script box ive tried using 1aambushref.enable and other various enable commands, but i still get operations failure script not compiled error anyone know what im doing wrong? what do i need to type in results script box to make xmarker enable?
  7. When I select "Say Once" on a Topic, the NPC Response Text doesn't display at all, but if I don't select "Say Once," it ignores my other "GREETINGS." Why isn't Say Once working properly for me? Thanks!
  8. Okay, the rundown is: I'm making a quest mod. The quest begins upon looting a specific item from a NPC after completing a vanilla quest. Quest log updates and suggests you talk to a guard. the guard sends you off to continue, etc.. My issue is with adding a topic for all Guard npcs when looting the item. I've read a few quest making guides/tutorials, i have the Quest log update working on looting the item. I've put 'addtopic (topic id)' function in the Result Script for the initial quest stage. I'm wondering if the addtopic function should be in the script for the looted item, but i'm not sure where to put it in the script. the object script for the item looks like this: Also what would be the right conditions to set so that any Town Guards could have the topic? Any advice would be appreciated. Also advice for future methods of adding topics through topics would probably help. The quest will have a number of topics throughout.
  9. I'm actually ending this question, I figured it out. =]
  10. I intended to resume the game I'm playing and was checking the journal entries to remember what I needed to do. The pages in the journal are available to read, but the Quest and Topics page are missing. They were working at the time I exited the game yesterday. Has this happened before to others? It's the first time I've run into this problem and don't know if there are any codes that will get things working again. I won't say it is due to a mod because I have not installed any once I started this game. I've been playing it several days now, and this is the first time this type of problem happened. Thanks
  11. There's more than 3 questions but I can't edit the topic title... So during the making of Ivy I ran into many different questions that I am searching for an answer to. Some are very silly, some are very hard to find. Okay here goes: 1) If I want to make the priority HIGHER for a quest, does that mean I LOWER the number (e.g. priority 0 is the highest and 100 is the lowest) or is the exact other way around? I get confused because in many systems/programs 0 is the highest prio (e.g. first one on the list). (During my tests, the lower the number the higher the priority seems to be, I'd like confirmation on that!) :smile: 2) When I check the 'do all options before repeating' check inside a dialogue GROUP topic: Does it SKIP any topics that do not have their conditions met before repeating? e.g.: - Line 1 (no conditional) - Line 2 (no conditional) - Line 3 (only said after player has reached level (x) I ask this because I've had idle groups like this not repeating... and for the life of me I don't understand why. 3) I've added several load screens to my mod, with default priority (e.g. same as many others) yet whenever I load a game, my loadscreens seem to have priority, often showing much more than other load screens. I can add a (lower than random number) condition to them, but other vanilla loadscreens that don't get shown nearly as often do not have this setting. 4) How does quest priority, scene priority etc.. work? 5) What is the difference between forcing an Actor (by selecting the dropdown) and adding a conditional for 'GetIsID = Actor' (ANSWER: By using the GetIsID conditional the speaker can be optional in the scene or dialogue topic. If you choose the actor in dropdown it is NOT optional for this dialogue and MUST be spoken by this actor) 6) How do I make my custom companion USE JET/CHEMS etc.. with showing animations? I ask this because I checked the 'idleAnim' for use Jet and it doesn't play. I've tried the 'EquipItem' for Jet and my NPC companion uses it, but does not play the animation (e.g. you hear the 'jet' sound but no anims play). 7) What is the Story Manager? Where can I find it? I need to use it to make Ivy talk to other characters, is that possible without editing or changing the story manager, for maximum mod compatibility? I hope some of these questions can be answered. Should I find the answer myself, then I will update my post with the resolutions. Thanks in advance for any help offered!
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