Scc0326 [Finished]
|
02-12-2011, 05:16 PM,
|
|||
|
|||
Quote:2. You know those invisible loading doors that link the different areas of Silgrad City together? It turns out that followers can't go through those. I had to drag this poor old lady all the way around the city to get into the other part of Riverside I had noticed that also. When a number of NPC were standing there like they wanted to go through but could not. This will have to go on the top of the list of things to correct. I just don't have a clue at the moment as to why. Quote:2. Added ownership to the doors and set an average lock for Silgradcity0326 in cell wilderness (-9,-20), SilgradCityRiversideNW. You do not have to change the exterior door settings. If you change to interior settings and link the door then those setting will transfer. Thank You sandor for your review Charles |
|||
02-12-2011, 05:46 PM,
|
|||
|
|||
Quote:Originally posted by ZurkeIn the Forgotten Garden it works. Don't use the same script for the linked door (use the other one) --> Object scripts. In short there are two scripts (for each side one) --> Different objects. Please let me know if that works.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
|||
02-12-2011, 05:56 PM,
|
|||
|
|||
Thanks Sandor, I will check it out. Hopefully that does the trick.
Charles |
|||
02-13-2011, 03:13 AM,
|
|||
|
|||
Hi Sandor
Are you speaking of the two different scripts as being: scn StIdFGaSTL3Side and scn StIdFGaSTLSide I had only used StIdFGaSTLSide, not really understanding the mechanics of the script. I hope I am understanding you correctly as saying use StIdFGaSTL3Side on one side and StIdFGaSTLSide on the other? Charles |
|||
02-13-2011, 03:34 AM,
|
|||
|
|||
By the way... for some reason the Hlaalu exterior buildings do not show up in game for me. They show up just fine in the editor, but not in game. What's strange is that all other models load properly. To playtest my mod, I had to look for the specific floating door that the quest marker was pointing to . I'd blame Vista, but that doesn't explain why everything else is showing up but these. I also noticed that the buildings show up just fine when I'm in another cell. Just thought I'd mention this to see if this is normal .
Whenever I submit a claim, should I wait till it's listed as "finished" before claiming another one? Or can I claim another one now?
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
02-13-2011, 09:10 AM,
|
|||
|
|||
Quote:Originally posted by ZurkeThat's correct. Quote:Originally posted by Sniper4Since this claim is almost finished please claim another, NP. Regarding the missing houses. It's model related in conjunction with the graphics card. I explained to Zurke how to fix this namely by slightly moving the missing models by e.g. 0.01 units. You could try it yourself. Is every building missing? It would help Zurke if you specify the missing content.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
|||
02-13-2011, 04:25 PM,
|
|||
|
|||
I fixed a few pathgrid issues and added a PG to the small storage room.
Make sure the nodes touch the silhouettes of the furniture. A small chest was partially floating --> Fixed. Please use the attached esp to continue with your modding. blue[/HR] You can't use the "StSrDialForSTInnocent" faction to set the ownership for a cell, it's for non-evil characters. Related info. Silgrad Tower has it's own generic dialogue system hence every NPC has to be a member of the evil "StSrGenericDialsforST" faction, if not the NPC will use the Oblivion random dialogue/rumors. It's also possible to create evil NPC's. ST NPC's have to be a member of the StSrGenDialsForSTInnocent faction or another non-evil faction, if not the NPC will be considered as evil. Please create a custom faction and add it to the NPC's as well. If not evil you may remove the "StSrDialForSTInnocent" faction (NPC's). blue[/HR] Always lock the door from the inside, please remove the exterior settings and make the necessary fixes. Some info. blue[/HR] You used an existing vanilla topic (00083F53) for "StSISCC0326Silgrad". Create a new topic and copy the text and conditions (right-click), then delete the infos (00083F53). blue[/HR] Don't use "GetTalkedTo", in this case (*) it's not required because you used say once for the top info (higher priority). (*) "I've never met you before. Why are you talking to me? Scram! I swear you outlanders are more irritating than my wife." -->GREETING Relvyn, StSISCC0326questdialogue quest. Recheck the other infos as well. Some info. Depending on the quest priority for ST and the mods (including OB) a player loaded together with ST, another set of dialogue (another quest, not NPC specific) can be displayed before your claim dialogue. This means that "GetTalkedToPC" will be set to 1. If you talk to the NPC for the second or third time, your claim dialogue will be displayed, the first GREETING will be skipped (with a condition "GetTalkedToPC == 0"). Don't use GetTalkedToPC, instead use "say once". Info's are displayed from the top to the bottom, after the say once info (on top of the second info) the second info will be displayed. This ensures your GREETINGs are displayed in a correct manner independent of other quests. blue[/HR] Don't use the "addtopic" window for adding topics in the topics tab. It will cause problems after merging the esp to the esm (it's a CS bug). Instead use the result script e.g. "addtopic StSISCC0326husband" etc. Please make the necessary fixes. blue[/HR] There's no quest stage 35 as defined in the AI pack "StSISCC0326Sathrilwanderfinished", please fix the condition. blue[/HR] Script: Code: ScriptName StSISCC0326Sathrilscript Add e.g. a quest stage 90 (no log entry text) and set the stage to 90 after disabling the NPC, this optimizes the script. Update the "StopQuest" result scripts as well. Why did you add line 16, 17, 18 and 19? IMO it's not required. Add e.g. a GetInSameCell condition to check if the PC left, before disabling the NPC. blue[/HR] blue[/HR] It's a nice interior and I like the quest! :goodjob: It's clear you have a lot of experience which makes it easier to review your claim.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
|||
02-13-2011, 11:29 PM,
|
|||
|
|||
Quote:Originally posted by Sniper4 We had an issue with some of the walkways and walls a little while ago. Sandor said to move them slightly in the CS and that should correct it. It appeared to work for the walls and walkways. Try moving it back and forth or you could move it slightly and permantly but if it is connected to a walkway pay close attention to its alignment to the walkway. Thanks. Also, if the area looks empty in some places it is because I moved houses to other areas according to their Claim ID. I will straighten up Silgrad City NW and SE in the future. @Sandor, there were no missing building textures previously. This is a new occurance. I am lost to why it this seems to be progressing. ?( Charles |
|||
02-14-2011, 04:46 AM,
|
|||
|
|||
@Sandor:
I've managed for fix everything, except: Quote:Add e.g. a quest stage 90 (no log entry) and set the stage to 90 after disabling the NPC, this optimizes the script. Update the "StopQuest" result scripts as well. I added a quest stage 90, but the "result script" and "Complete Quest" boxes were greyed out, unless I added a log entry. Should I add Stage 90 anyway, and add a line to my timer script which reads "StopQuest StSISCC0326quest"? Aside from that, all I have to do is double check to make sure I fixed everything in your list and do a final cleaning and playtesting. @Zurke: When I do my final playtest, I'll look around Riverside for you. I'm pretty sure all the buildings in both areas of Riverside weren't showing up the other day, however. If time permits, I might take a stroll around the rest of the city, too. Another thing I remember that seemed strange was that for the double wooden doors leading out of both Riverside areas, one door was visible while the other was not. I'll take a screenie of this for you .
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
02-14-2011, 07:11 AM,
|
|||
|
|||
To clarify my remark, I was referring to the text, you have to add a new log entry (EMPTY) --> No text.
Then add "StopQuest" to the result script etc.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
|||
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)