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Hello, I've been trying to figure out how to advance to a quest stage after a sex animation in creation kit (This is for a quest mod that I am working on). I've tried looking through some scripts from other mods like SexLab Solution but the code is too advanced for me xd. I even tried searching online but I could not find the answer that I am looking for. So, please I need your help 😄 Btw, I just started modding a few months ago, so I am still learning the ropes.
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Whoo boy, welp, I had been re saving most my form 43 mods into 44 but suddently CK decided to stop working entirely when I had only two of them left for re saving, so please, can someone resave for me. Thank you if you do I am extremely greatful.
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[ This is copy/pasted from Nexus because although I posted there, I didn't get much help last time I asked a question. Did find help here though] So I have a face mesh/texture I've worked on for a bit before I decided to in-game test, problem is CK won't show anything. It's driving me nuts because it actually shows up perfectly fine in both Nifskope and Outfit Studio, and additionally I can get the texture (although it looks very saturated) to show up in CK only SOMETIMES in the preview window when I texture swap the normal ghoul mesh but never on the actual character. I have all my pathways set, double checked and compared it to the standard texture sets, but I just have no clue where to go from there. I'm assuming maybe it's just a lost cause since I'm not really sure if anyone has successfully used translucent textures on a face before, though I'm not ready to give up quite yet. I have the files uploaded to mediafire if anyone wanted to give it a test themselves or see how it's setup. Here is the link: https://www.mediafir...LTtest.rar/file
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If you enjoy Skyrim, Dbz, Naruto, Attack on Titan, and would like to see all of these universes fully fleshed out ingame in skyrim, with the SSE near 4k graphics, this post is targeted at individuals such as you!! Please private message me on either discord, here, or on the nexus if you need to get in touch. Or comment on this post. Searching for friendly individuals with free time who are willing to put some effort into making massive insanely epic anime worldspaces, you may see my worldspace called "Paradis Island" on the nexus site, I have images on my profile dating back from well over a year ago showing all the progress that has been made by myself only, slowly and extremelyyy painfully. If you would like to contribute in any way PLEASE contact me somehow, it takes very little time to do so, and very little effort to add on, if you contribute in any way I can guarantee a shout out at the very least on the mods main page... I already have the entire foundation setup of a new universe all by myself, any small changes/tweaks/recommendations can help to extraordinary degrees. AoT being a massively famous anime, and lets be honest, everyone just wants internet clout in the long run, if you find yourself browsing the interwebs currently. I can promise any developments made will be accreditted to said individuals willing to do anything. (Whichever mod you end up helping with) I have spent far over a literall year (in real life) generating an unquantifiable number of structures, cities, landscapes, quests, creatures, and learning in utter silence, trying to accurately trace an entire universe, all single handed with literally 0 help. At the current rate it will probably continue to take years if i am by myself... I started a main questline and it took me atleast 5-10 hours straight just to set up a small area for said quest. The only real requirement for Paradis Island would be that you are somewhat familiar with some of the episodes have an idea of what to implement, are creative and contact myself to discuss certain changes, I can explain super far in depth on how almost everything in the creation kit works exactly if necessary, I dont have my entire life to work on making a whole new universe single handed. :c My current main project being "Paradis Island" nearly a gb if you would like to contribute at all PLEEEASE say something. Huge shoutout and thank you to JesseG on loverslab, being the only individual so far to actually help the worldspace so far, and he did gods work if im being honest. Below are proof of concept images, work refences, ingame screenshots, etc, of mainly AoT..... and some Dbz...
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I want to move an object - probably from a different cell to the one the PC is in - to stick to the player at a specific part such as hand, chest or pelvis. It needs to stay connected there though until told to move or disabled. It won't work if just stays in that coordinate in space. Extra info: This is for a mod I want to make to make NPC's stare at the characters ass or boobs. I found that if I pick up a referenced object in game, use the console to tell an NPC to look at it, then the NPC head will follow it as I move it around with the grab feature. So I want to make an invisible object that can be beamed to the character, then "stick" in position so the npc's will follow that body part with head tracking. Hope I can get this working.
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Can someone plz help me test my mod with crashlogs and tell me what it says last thing in the crashlogs? I made my first ever mod, spent a bunch of time working on it, started to have a decent amount of content so I wanted to upload it. But most people say they crash when getting to the new area it adds in for some reason. It was my first ever attempt at modding doesnt help at all that it has a far lod distance non vanilla assets and other things. I tried looking at how other worldspace mods are packed like falskar and shire and tried copying how they are packed but no difference, I'm not sure if I somehow have to put the dynlod esp in the file aswell or something? If anyone has any knowledge on how a worldspace needs to be packed pls tell me if I have it wrong aswell. As soon as you load the mod you should get a new quest called "Paradis Island" Go to riverwood by the entrance across a river should be a oblivion gate that brings you into a cave you have to get past a short platforming section, a single daedra is there the quest should progress to the next stage, and you will then have to enter the new area with a massive lod and new textures. Which is where people usually crash, Its still pretty open but I have a nice questline currently with parkour among other things and would like to have the actual worldspace functioning. Crashlogs might be a really good start, my only other friends who have skyrim arent helping and I dont have two computers : / I just started adding some actual textures and more advanced things but I kinda need the worldspace to go with it if possible D : For example I just downloaded skyrim va synth to give actual dialogue to all the quest npcs which if that works its going to be incredible ingame because the mod follows a simple already decent story I didnt even have to make myself : P not sure if va snyth will even work in that way but it would be awesome for the worldspace once i can actually get the worldspace working. Below are pictures of basically exactly what you should see literally the second you actually get through the loading screen if it worked as intended. 2146172361_ParadisIslandTitanRace.rar
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Hi I hope to add condition for current dialogue topic NPC, to check if the Actor is prisoner in jail or not. (so, if the actor (NPC) in jail as prisoner, the dialogue topic will be shown) Then I supposed, there may be faction to check it,, then I can use getInfaction as condtion check,, , but I can not find the faction for the purpose... Then I tried to use another faction,,, , but can not find good way to check it for NPC... Is there way to easy check it, like other factions, (isInBed etc) and get return value ? 🤔 What I hope to do is,, when I go jail, and there is prisoner, I hope to show the dialogue topic, with other condtion check >> it will start something.. any related advice is welcom...
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I think there should be way. but how I read CK docuemnts, I can not find correct way, to link next info in same dialog.😶 what I hope to do is simple .. in one dialog I have 2 topics A is start topic. 2 need to follow the start topic. 1. In one dialog, Start topic,A >> PC say something >> NPC reply 2. attached script for the topic A run (there seems no clear difference, I atatched it Begin / End in Topic info view. (I start sex , then use End to finish sex often) 3 after script finish, it , I expect topic will move (link to) next topic B , (PC say something >> NPC reply) but It never work for me.. in dialog view it is like this... When sexlab start sex,, I quickly see next topic B shown and soon disappear,,(as if I click cancel , but I do not hold any key and click) so after all I can not see next Topic B. Is there way,, after finish all attached script (sexlab animation End) >> it show next topic B which I linked? of course if I do not attach any script, then just link to Topic B, it shown as I expect.. (so i can make branch topic etc...) at current I need to separate all topic as top level dialog,,(If I need to show it after sex) it seems non sense,, so hope to know correct way.. if it need to control by script what I need? or there is some important option, to show link topic B after script finish?
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Hello everyone. First apologies if my topic has english errors, i don't speek/write fluently, so may have some errors. I trying to create a Elin race follower in Creation Kit. I load the TeraElinRace.esm plugin normaly and follow the steps do create a character and change some CharactergenParts and Morphs (but, after, my plan is change the nif file exported from ck with the nif file exported from racemenu). After that, i select my npc, press ctrl+f4, export the nif file and place her in SleepingGiantInn cell. After that i save my esp file. The problem is: no matter what i do, i always see the black face bug. I changed the nif file, not worked. Tried to exported again the facegen, not worked. I changed the interpolation value and exported again, not worked. Anyone with some experience in create custom race followers can give a hand for this situation? i think i missing something for the fact is a custom race.
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anyone know the script i need to make a normal lever a quest stage? so when i activate the lever a quest will progress for example?
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i want this area/object, it looks perfect in nifskope but its blue in the ck, says its missing normal maps for some reason? Can someone please tell me what i did wrong? Im just missing textures i guess, but im not sure what to do to fix it, i added the file and screenshots it basically looks exactly like im just missing textures but im not sure what i missed cuz im a noob : 3 DBZDesertobject2.nif
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i keep trying to change just 1 objects texture but it is crashing my ck, any1 mind explaining real fast how do i actually change the texture of a object? i tried making a normal map for the texture in gimp looked like it worked, but when i make a new texture set in ck and apply it to the static object i want it on it says it wont let me and crashes the ck. To explain further its a perfect circle ball and im trying to give it the texture of a planet i found on the internet i can give it just the texture as a dds in any slot but if i try to get it a normal i made in gimp it crashes and it looks nothing like how its supposed 2 without the normal im assuming. this is the texture im trying to use and make a normal for 2k_mercury.dds
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how would i go about doing this? does it have to be a quest? if it has to be a quest what script would i need? plus wut to put for the alias? need to be able to collect seven items in any order and then just summon 1 npc who gives different reward based on dialogue choices after summoning
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I imported an obj and exported it to a nif through blender, got it textured. Everything looked good, then I tried it out in the CK. The nif is a new creature i found the model off a blender site i got a fitting race made it a armor set, etc, and it shows up in the little preview window just fine, as i show in the pics, but when I dragged the enemy into the Render Window, he is invisible. he's there and everything but just cant be seen. Not sure why, can anyone take a look at it for me? if any1 has experience in this sort of thing, these are all the files a5mi4-ieig1.ddsa5mi41-ieig1.ddsSmilingTitan1.nif
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how do i get a correct sized skeleton for a new custom model using nifskope??? trying to make a new creature with a custom model but it wont appear ingame, i think it need it own skeleton, using other skeleton either makes it appear distorted or for some reason just a random floating nord head
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TLDR Handling the CreationKit (CK) is a delicate task. Many pitfalls and twice as many workarounds await me. I need to collect myself some tips and tricks with the CK. Note collection ESMs, ESPs Howto remove unwanted master (esm) dependency? - https://www.loverslab.com/topic/64090-howto-remove-unwanted-master-esm-dependency/ ESM & ESP soft-dependencies Soft-dependencies without pain https://www.loverslab.com/blogs/entry/10593-soft-dependencies-without-pain/ Multiple mod with soft-dependencies https://www.loverslab.com/topic/106848-multiple-mods-with-soft-dependency-to-the-same-resource/?do=findComment&comment=2933753 excluding NPCs and factions from quests factions: WhiterunWounded, CR04ExlcusionFaction und CR08 Furniture .. my own sit-anywhere furniture https://www.loverslab.com/topic/141041-partially-solved-creationkit-how-to-create-a-spot-where-the-player-can-sit-down/?do=findComment&comment=2945453 Keywords Keywords are NOT case sensitive NPCs Howto convert the PC into an NPC https://www.loverslab.com/topic/89338-solved-guide-to-convert-a-player-character-into-a-npc/ Putting an NPC into wall shackles https://www.loverslab.com/topic/132110-solved-skyrimck-howto-attach-a-skeleton-to-the-wall-shackles/ Papyrus Adding entries to formlists https://www.loverslab.com/topic/116645-solved-papyrus-how-to-add-entries-to-a-formlist-in-papyrus/ Disabling player's interaction with certain items https://www.loverslab.com/topic/132321-solved-skyrimck-question-how-do-i-disable-the-playeritem-interaction/ Special effects Walking through walls https://www.loverslab.com/topic/133096-creationkit-passing-through-material-obstacles/ Vendors, vendor factions, ... .. can only be toggle ON but not OFF: https://www.loverslab.com/topic/142292-creationkit-vendor-faction-conditons-to-toggle-trading-on-and-off/ References CK wiki https://www.creationkit.com/index.php?title=Main_Page Window peeking: Or HOW do I learn to love the Creation Kit? https://www.loverslab.com/blogs/entry/7679-window-peeking-or-how-do-i-learn-to-love-the-creation-kit/ Curiosity: How does it work? Things, I need to learn in the CK https://www.loverslab.com/blogs/entry/8074-curiosity-how-does-it-work-things-i-need-to-learn-in-the-ck/ ... to be continued
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Things in the Dark could have been one of the greatest LL quest mods ever. Unfortunately, it has a lot of bugs. The "modified" version fixes some of them, making it sort of playable. Almost every quest in TitD is a broken progression blocker. Why does TitD have so many bugs? Why does Delzaron consistently make mods that have so many faulty quests? To be fair to Delzaron, he's not the only modder with this problem, he's just the most prolific. I could name a few other authors, with buggy mods, who script their quests in exactly the same way. When trying to patch up my TitD so I could play through it some more, I started to see various common recurring problems, with how the quests were set up. I think TitD serves as a "how not to" guide on writing quests, and there are some cautionary lessons to be learned from it. Most broken quests involved a simple mistake or typo, or some non-updated value, but those mistakes all have a common root cause: unnecessary complexity. The quests are not cookies, they are snowflakes, and this massively expands the effort required to write and test them, to the point where it is impossible. Because it was effectively impossible, Delzaron failed. How can we ensure that quest development remains in the realm of possible, or better still easy? Rather than hard, or impossible? As mentioned above, the complexity and hardness comes from a few oft-repeated mistakes. As these common mistakes are so well established, and known to be flaws in so many mods, you'd think that we'd stop seeing them. Skyrim quests aren't written in a world of automated testing and extensive QA, and they can not easily be continuously updated without upsetting players with running games. Mods get periodic releases, and those releases should be as robust as possible to avoid player angst; quest logic should be as defensive as possible. If it allows the player to cheat, it's better than a quest that easily becomes blocked. When you do multiple bad things, you compound the player's pain. When you do multiple good things, you reduce the risk of your mod breaking, even if you make a mistake somewhere else. The following practices combine together to help stop the root cause of numerous quest bugs that have a common form. 1) Quest stages should be self contained What I mean by this, is if you do "setstage" on a quest, the quest should be set completely in the correct state. It shouldn't be possible to run setstage and have the quest go into an inconsistent or broken state. For example, some player dialog becomes available at stage 50, if you have collected 10 mushrooms. Choosing that dialog runs a fragment that sets another NPC's faction, sets that NPC's location, and puts a key in their inventory. Then it sets quest stage to 60. What's wrong with this? The problem is that if you want to test this quest, you cannot simply set the stage to 60, because the NPC won't be set up properly. If this quest breaks, you cannot simply set the stage to 60, because, again, the NPC won't be set up properly. How it should have worked is quite simple: the dialog fragment should have done ONE thing, set the quest stage to 60. Then, the trigger script for stage 60 should have set up the NPC's faction, location and inventory. In this case, you can test stage 60 of the quest without any additional preparation, the stage is "self contained". Following this rule avoids so many problems. The bad pattern occurs when the logic to set up the quest stage is hidden away somewhere in a different stage. This is not good modularity or encapsulation. Quest stages are a developer tool to help organize work, but many modders use them with no clear objective in mind, just because they think they should 2) Quest stages should serve a clear purpose If you have quest stages that exist without objectives, alarm bells should probably go off. Why does that stage exist? What state is it representing? In most cases, a quest stage should have a matching quest objective that the player can see, and the stage advances when that objective is met. Such quests are easy to understand as a player, or developer, and are easy to test. The worst example of this is ping-pong quests that bounce quest stage updates between multiple quests, where none of the stages were strictly necessary, and served only to update a stage on a foreign quest that itself serves no purpose at all but to update back to the previous quest. Multiple quests become entangled for no reason. However, there are legitimate reasons to have a stage with no objectives, particularly if the goal is to sequence events in a simple way. A classic example of event sequencing is the multi-step dialog. The modder uses quest stages (without objectives) to make the player have a conversation with an NPC in a certain order. Each time the player addresses the correct topic, and gets down to the right branch, the quest steps forward, unlocking the next topic and disabling the old one. This is a reasonable way to turn the dialogs on and off, because it's easy to set the quest stage to test the dialogs, and the fragments that advance the dialog stages are simple owning-quest setstage calls. Additionally, testing a quest stage in a condition is quite efficient. This pattern is broken when the modder does strange, random things: The progression of stages is erratically numbered, or jumps back and forth between dialog on different quests in a way that makes following it in the CK extremely tiresome. The stages actually go down as well as up. Very confusing. The stages intermix variant ways to control the quest, sometimes stage number, sometimes a variable. 3) Dialog conditions that involve == on anything but a quest stage are fragile The rider to this is: counter values can advance unpredictably. The corollary of this is that dialog conditions that use == on a quest stage are a good thing, but on counters that go up, probably bad, and on values that take on non-integral values, disastrous. How many mods have you played where you collected one flower too many and the quest become impossible to finish? Jobs of Skyrim, I'm looking at you! Things in the Dark has the same problem. Press the button that advances your slave ranking, and you'll skip past ranking 8, never hit the magic slave-ranking value in the dialog conditions and never be able to transition from Daithe to Hashep. Worse, you can't just setstage to start the Hashep quest-line because this quest violates rule (1) above. The solution to most of these counter bugs is to test >= instead of ==, then if something unexpected happens, your quest can still progress. And by always using a dialog condition with a stage check that asserts the correct stage, the game won't end up polluted with dialogs that should have gone away because they'd done their job. Counter values are particularly unreliable in Skyrim, due to threading, and slow Papyrus, and the player's ability to mess things around, you are asking for trouble when you expect counters to take on exact values. You never know whether you will see every counter value that is set, sometimes you might miss several. If you test for 20 petals, the odds of the player being able to get 22 before your check runs are decent. Just because you never see that case in testing doesn't mean it can't happen. But if the player has to go through a certain dialog to advance the quest, and that dialog only shows up for the exact stage that needs it, that's a good thing, stick to that pattern. 4) Use a coherent numbering scheme and keep stages ordered When quest stages are numbered 0, 10, 20, 50, 53, 54, 55, 67, 90, 100, and three of those stages are not even used, it's harder to work on that quest and keep it aligned with other quests and dialog conditions than if it used sensible numbering. It's even worse if a quest's stage numbers differ wildly from its objective numbers. In the cleanest case, objectives and stages have the same numbering, so you don't have to flip back and forth between stages and objectives to figure out what is being done. There is no reason not to start with quest stages rising in 100s. This allows you to use a pattern of steps of 5 for cases where you are doing simple dialog sequencing. Then, when you see a value other than a round hundred, you immediately know it's dialog sequencing. Of course, sometimes you need to add a stage to an established quest, but this really should be a last resort. Using steps of 100 makes this a lot less likely to run into a blockage though. In such cases, you should still strive to always keep objective numbers lined up with quest stages - there's no reason not to do that and not doing it can be enormously confusing. 5) NPCs can move - cope with it Things in the Dark, and Deadly Pleasures are frequently upset by an NPC being in the wrong place. NPCs walk off and start doing odd things, but the quest demands them to be in a certain room or near a certain marker. In some cases, TitD ports Frabbi out of the city, totally blocking your progression - it's not really what I'm talking about here though - the most obvious issue is NPCs that you have a talk objective with, who will not talk. That said, all kinds of misplaced NPC issue should be considered. Assumptions that NPCs will be where you expect are highly likely to be wrong - unless you have immediate (short term) measures to get them in place. If the PC needs to talk to a certain NPC, don't constrain that conversation to only taking place in a specific location. Constrain it by quest stage. That is enough. It will be easier to test, and work better for the player. Unless you have a really good reason, and proper mechanics around it, stopping the player from having a conversation just because they're in the wrong room is infuriating, and leads to player confusion again and again. They have no idea why they can't progress the quest, and why the dialog is missing. They have a quest objective to talk to NPC X, but NPC X has nothing to say! Avoid that pattern. It's a cause of woe. When dealing with mods like AI Overhaul, NPCs will walk off to all kinds of odd places. If an NPC must stay put, you need a special "priority 100" quest and AI package to lock them in place. Even that may not be enough. You may need a way for the PC to summon the NPC "in game". For example, if your quest requires Frabbi to be in the ruined dwemer pumping station, then port her there at the stage start. But if the player enters the station, check to see if Frabbi is there. If she is not there, port Frabbi outside the (only) exit of the pumping station, so when the frustrated player leaves, he bumps right into Frabbi and can have the conversation. Another thing that follows from this is quest markers - if the goal is an NPC, make sure the NPC is the target, not the location that they may not be at. In DP you can arrive at the quest location, but nine times out of ten, the NPC isn't there. As you don't know who you have to speak to, there's no easy workaround. 6) Scenes are your friend - don't make them an enemy Slaverun has a mechanism for using scenes that allowed Kenjoka to write massive amounts of story content without much in the way of bugs. In comparison, TitD has a small amount of story, and it fails to advance it correctly at almost every single step. Why did Kenjoka have no problems with this issue in Slaverun Reloaded, but Delzaron hits an iceberg on almost every single quest in Things in the Dark? It's not because one of them is simply a genius who keeps it all straight in his head, it's because Slaverun has a high-level system for triggering scenes, and that system is used over and over again to run the story content. This allows the story content to be tested simply by triggering those scenes at the high level. In contrast, every story segment in TitD and DP is a hand-crafted snowflake, built out of quest stages, gated dialog, forcegreets, and AI behaviors. Anything that uses Skyrim AI is inherently fragile. It's mostly fine when you have it working right, but only mostly, and it's hard to get right in the first place. AI sometimes fails for no obvious reason, and the CK mechanism for editing it is extremely fragile. Edit working AI, change nothing, and it suddenly stops and will never run again. At all. As for sharing AI ... it's hazardous. Scenes require no AI behaviors. All you have to do is ensure the participants are present, then start the scene. If the scene has the PC in it, you probably have to move the camera to a dummy and lock their controls while it's running. If you have a scene management system you only need to write that code once. Where scenes go wrong (and alas, Devious Followers is the archetype for this) is when they bind scripting into the scene stages, ad-hoc, possibly even advancing various quests as they go. This is terribly hard to maintain, because you have to know exactly which scene steps have script buried inside them. There are so many places you can hide a script away in a scene. For example, on the dialog lines instead of on the stage that fires them. There is too much freedom, and if you abuse it, you'll never untangle the mess that results. If you're going to run a script on a scene, stick to one script, run at the finish. At most two (one at the start, and one at the finish). You should need very special reasons to run scripting mid scene, and if you do, it shouldn't advance quests or make changes to internal state that advance quests, it should be purely to help the NPCs "act" during the scene. 7) SexLab can fail Don't assume that a SexLab scene will start and run to completion just because you try to start it. If your quest progression is controlled by an animation end handler for SexLab, one missing animation blocks your quest. This is a very simple mistake, and it's simple to fix. Never advance quests (directly) based on a SexLab animation end. If you want to run a pre-defined SexLab scene - create a high-level manager to ensure that shared logic for SexLab scenes is written once and tested many times, not different and unique for each use case. Design the high-level manager so it ensures all participants are present before trying to start the scene, starts the expected scene, and returns, or raises a mod event on animation end. If you know the animation failed to start, handle that immediately in the manager (spit out a Debug.Notify and act as if it ran). In the event of no animation end, use a timeout to catch it. No matter what goes wrong, when the manager determines the scene ended cleanly, or didn't start, or crashed, the caller can safely advance the quest. If there's a debug notification that the player can see in the event the scene doesn't run properly, all the better. If the manager crashes and takes down the control flow, you're still hosed. You can defend against this, but it adds complexity. A high-level scene manager that ensures participant presence solves a lot of problems. I'd rather have an NPC appear from nowhere for a scene, than the entire quest sequence block forever because they weren't in the right place at the magic moment. In most cases, a well written manager will not crash, even with missing animations - that should be a tested case. Deadly Pleasures requires the player to have a special "Patreon contributors only" animation pack. It says it works with the free version, but that's not true at all. Because it doesn't handle missing animations well, and because using the free animation pack leads to many missing animations, this results in broken quest progression on numerous occasions. I would suggest that this is not a good development pattern, unless you want players to start avoiding your mods due to a consistent expectation of nothing but broken quests. 8 ) Branching within Quests Skyrim quests, as designed by Bethesda, are not really intended to support branching within a quest. If you look at vanilla quests, they rarely introduce optional content. If they do it's usually a stage you can progress by either method (a), or method (b), or a stage with an optional step (c). Most quests progress with simple AND conditions. If you meet all the requirements, you go on to the next major stage. The flow of vanilla quests is typically sequential, (often) with no stages skipped, and stages only advancing. Some quests let you skip a stage here or there, or provide a basic OR in how you can progress. When they want to start a genuine branch, they usually launch a new quest to do it. The quest system is designed to support this model, and becomes awkward if used for other models. Quest stages can only get set to higher values. Stages have a concept of completion. Code is run on stage start, and on completion do nothing other than a SetStage(). Usually, new stages clean up the objectives of old ones. It's quite simplistic. While we have a function that is run on stage entry, there is no equivalent for stage exit (which is a serious flaw, and is probably why so many sloppily made quests don't clean-up objectives properly). There's an interesting bug/feature here ... if you SetStage to a LOWER stage number, the set will not change the stage, but the stage entry script will still execute! This can lead to modder confusion. You can definitely create more sophisticated logic, but Skyrim does nothing special to help you. Quests are designed to work the simple way I suggest above, and that's it. That is how the journal objective system is designed to work: do steps, in order, finish quest, success, get reward. There aren't many branches in Skyrim vanilla. There are some exclusive choices, but they're usually done by starting two quests and failing one of them when you finish the other. Civil War does this for Storm Cloaks vs Imperials vs Broker Peace. Using that model, it can launch a new quest any time, and have that quest shut-down competing branches. If you want to make vanilla-style quests, you should design like this. It's not a huge benefit, but it's a benefit. The alternative is that you have to write a quest system of your own in script. Misapprehension of this pattern leads to Delzaron coming unstuck sometimes, but most of his quests are linear and fit this model perfectly. Fish seems to "get" it, but still gets sloppy with objective clean-up. Sex Slaves permits branching, so it launches "competing" quests, but you can't complete them all successfully. While you can build multiple paths into a single quest, it's not really the intended pattern and it makes objective clean-up harder; there are ways to be rigorous about it, but Beth just don't bother; it's probably easier and cleaner to make a new quest. e.g. 10 Learn you must find the maguffin 20 Magguffin found - sets objectives "give maguffin to a Ulfric or Balgruuf" 30 Maguffin given to Balgruuf - start new quest Balgruuf's Maguffin 40 Maguffin given to Ulfric - start new quest Ulfric's Maguffin 50 Clean up objectives ... Completion vs 10 Learn you must find the maguffin 20 Magguffin found - sets objectives "give maguffin to a Ulfric or Balgruuf" 30 Maguffin given to Balgruuf - go to stage 100 40 Maguffin given to Ulfric - go to stage 200 100 Clean up common objectives from 10-40 110 Do stuff with Balguuf's maguffin... Go to stage 300 ... (various stages) 150 Complete Balgruff's maguffin quest-line 200 Clean up common objectives from 10-40 210 Do stuff with Ulfric's maguffin... ... (various stages) 260 Complete Ulfric's maguffin... Go to stage 300 300 Completion And if you want to unify clean-up ... 10 Learn you must find the maguffin 20 Magguffin found - sets objectives "give maguffin to a Ulfric or Balgruuf" 30 Maguffin given to Balgruuf - set Balgruuf flag - go to stage 50 40 Maguffin given to Ulfric - clear Balgruuf flag - go to stage 50 50 Clean up objectives from before (unified clean-up), branch on Balgruuf flag, go to stage if true 100 or 200 if false 100 Do stuff with Balguuf's maguffin... ... (various stages) 150 Complete Balgruff's maguffin quest-line... Clean up Balgruuf objectives ... Go to stage 300 200 Do stuff with Ulfric's maguffin... ... (various stages) 260 Complete Ulfric's maguffin... Clean up Ulfric objectives ... Go to stage 300 300 Clean up common objectives ... Completion See how much simpler it is if you don't do branches within the quest? Often, we'll see quest authors mush their stages together, performing multiple activities per stage to get around this. This muddy thinking often leads to them getting muddled about what a stage should do, or having poor stage planning and design. It also leads to "objective clean up in completion code" which then creates broken objectives when players SetStage from the console. Last Words A smart person learns from their mistakes. A really smart person learns from the mistakes of others. I know this seems like a hatchet job on poor Delzaron. I used his mods as an example, but he's not alone in doing this. I love what he's trying to do. I admire his persistence. His mods are consistently interesting, and raise all kinds of provoking possibilities. However, his scripting is a tail of tears, and I think it's worth examining why, so that others don't go down that same road and fall straight into the same potholes. There are other good/bad habits I didn't mention. Maybe you've come across some quest patterns you'd like to never see again?
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6 years of playing Skyrim and the single one thing I detest most is the Creation Kit. ? But enough is enough and time has come for me to shift my attitude, to learn it and to love it. And I have a rather huge list of things, that I would like to see in Skyrim. So the CK is not my destination but just the rough path to it. Where do I start? Well, my idea is to start (again) by watching what some tutorials can have for me or by reading them - all with the intention to understand how I can tame the beast. Link collection The CK Wiki https://www.creationkit.com/ UESP ... basically for the correct settings https://en.uesp.net/wiki/Skyrim:Creation_Kit Bugthesda YT playlist for the CK (11 videos) https://www.youtube.com/playlist?list=PLD5AA9F15CAA68B07 (why the f*** do they consider that "adult2 material! Are they daft?) DarkFox127 YT playlists ( KUDOS, if you ever read this here ) CK The Basics (9 videos) https://www.youtube.com/watch?v=tfTsyOZnDSI&list=PLiPgFWIHsr8VhZDV9DzJRqwg_Y2qV9Sby CK Miscellaneous (41 videos) https://www.youtube.com/watch?v=3zKcB__hyOc&list=PLiPgFWIHsr8VjN8EZltd8oesJpymGriA6 CK NPC tutorials (21 videos) https://www.youtube.com/watch?v=l8db4k1vqlY&list=PLiPgFWIHsr8WfQPFGvPmhcbpbr44ZCr_b CK First Ever series (6 videos) https://www.youtube.com/watch?v=zyrCl3Ec6aA&list=PLiPgFWIHsr8WuhS2Q5ajSytuMJaJqfkoj CK magic tutorials (8 videos) https://www.youtube.com/watch?v=xrUzBgsI7y8&list=PLiPgFWIHsr8WXksdHxRI_yf6IOb1hfCs7 CK Skyrim scripting (17 videos) https://www.youtube.com/watch?v=7Qz3WvPkchw&list=PLiPgFWIHsr8VSWRzuk3Eqffw1Y3Y6g0Xp CK the MCM (8 videos ) https://www.youtube.com/watch?v=qWcvv-De7Ms&list=PLiPgFWIHsr8U4dfNmVYqzbxvuU2QM92v2 CK and NifSkope tutorial (3 videos) https://www.youtube.com/watch?v=ktwHE8SX_JU&list=PLiPgFWIHsr8XA0h8Q5MS-8dnufJGrxeAZ CK How is it done (3 videos) https://www.youtube.com/watch?v=46-FmIqfX2A&list=PLiPgFWIHsr8WdYH73bA47ek0y7PrHERgW CK Special Edition (4 videos) (but not my turf) https://www.youtube.com/watch?v=vts7qk4xDvQ&list=PLiPgFWIHsr8XqNHK68227pu_P9yJg5emw Skyrim Scripting YT tutorials https://www.youtube.com/c/SkyrimScripting/videos Playlists https://www.youtube.com/c/SkyrimScripting/playlists Beginner basics - https://www.youtube.com/watch?v=i2yLYdVOaLk&list=PLektTyeQhBZdV_qI4uQcbOSBJ_QemyhsR Devious - https://www.youtube.com/watch?v=vmQLKPBGKRg&list=PLektTyeQhBZes1PInXm4PzZ8av8slgnso Doughamil YT playlist Skyrim CK Tutorials - quests (6 videos) https://www.youtube.com/watch?v=Qfcet5hf5bs&list=PLACD7BBE7BB81BDC1 Elianora YT playlist for the CK (13 videos) https://www.youtube.com/playlist?list=PLVhjhzAgX_fiDtxUV0xE2XBn9bCb2qy0f CK on the nexus https://forums.nexusmods.com/index.php?/forum/3930-skyrim-creation-kit-and-modders/ CK Scripting YT playlist by Arron Dominion (21 videos) https://www.youtube.com/watch?v=lX34OP0Jj7s&index=1&list=PLrN7sXqWQOBPVRNKPBBFl9aTjOtuL4uWK Papyrus Scripting for Beginners: http://www.cipscis.com/skyrim/tutorials/beginners.aspx Papyrus MCM Tutorial https://docs.google.com/document/d/1saRHFeYoFdkPUKI2Bgqk3mLoGNYBhm6DR0blr6-zVSs/pub ... ? more? ? I guess I have enough to watch, but I'm interested in more to read. If anybody has another URL for me, please leave it in here. Basically these are my FIRST steps into the world of the CK-Deadra Winter is coming!
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Finding a good place to place your mod in game. Coord help
xenic posted a blog entry in Helpful Hints
So you are in game and found an amazing place to put you mod. But now the problem, "What are my cell coordinates?" It's actually easy to find. Type the following: player.getpos x player.getpos y Then divide each value by 4096 to get the cell coords. In the CK, select "Tamriel" from the location dropdown, then enter your new x and y coordinates. It will take you fairly close to where you were in game.-
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I am currently trying to finish up a mod I have been working on over the past 5 years or so. It is nothing grandiose, just a small mod I have not spent much time on. I am trying to get started into more advances aspects of modding for other ideas, and decided I really need to release the few that I have started. I tried to keep the mod as compact as possible, meaning it uses vanilla assets, and has no dependencies other than the base game and the DLC. The mod is a pocket home. It is all laid out and namvmeshed, just need to implement a few features I do not know exactly how to implement. In this player home, there is o secret dungeon (spoilers). Of course there is, this is LL! What I would like to do is, through dialog that only shows up when in the player home cell, tell an NPC to go to a certain jail cell and have them locked in there until I release them. I only have a vague idea how to do this. Create the markers for each of the 7 jail cells. Create the packages that will control the NPCs when they are in the cells. I am assuming that there will be one for each jail cell unless I can pass in the reference of the marker they have to stay close to. Create a script that assigns the appropriate package to the NPC. Create a scene for the NPC walking to the jail cell? Create the dialog That is just a guess on my part, any suggestions / guidance would be greatly appreciated. Second task, A "vendor" statue I first wanted to place a statue in the home somewhere to serve as a vendor to dump all that stuff you don't really need but collected anyway in your travles. It does not take long (especially with mods) to start picking up things that are values way more than most vendors in the game have gold to buy. This is still an option, I don't mind the idea. I also thought of have in "junk" chest where anything you sump in there will get sold over time. i have a mod currently in my load order that I can look at to see how that works. I was thinking of replacing the timed thing with a button or lever that will sell the things instead of registering an event to do so, that way it happened when you want it. Would want to make sure that unique and quest items are filtered out and the player given a choice if they really want to sell those items or not. Again, not sure how to go about implementing this. Any suggestions / guidance would be greatly appreciated.
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[Repost of my N*xus thread] I'm trying to add "save points" via an activator, however, I cannot for the life of me find the keywords/scripts necessary to initiate a save. Searching any combination of 'ck' & 'save' shows nothing but pages of people trying to save their mod... not coding something IN the ck. There are a few places in the game where it hard saves once you walk past them (so a physical marker, not quest scripting), so I know it's doable, but like I said I can't code it properly and searching feels impossible. Examples: The last room when you're looking for Karliah & the top of the stairs outside The Caller's door. Help?
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I am editing an interior cell in the CK and place a bit decoration and clutter item around. Now, I am placing a few flowers and pots, but I want to disable the ability for the player to interact with the pots and take them away. Like those in the screenshot in the corners. They are the usual "Glaced pot" item. Faintly, I remember that there was somewhere a switch to make them static and non-interactable ?
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We all know the scene in Helgen's torture chamber, where we can find a skeleton attached to wall shackles. Or when we rescue Thorald Grey-Mane from the Thalmor. I would like to create a similar scene, but have no idea how I tell the CK to put the NPC actor in the shackles. Can anybody point me to a guide or has done that knows how to do it? Thank you Stupid skeleton: