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Showing results for tags 'object'.
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: I'll do the best to be straight and clear about this matter to avoid confusion. I've been for a long time trying to figure out a method to put a destroyed object to respawn again and reset to their original state when the dungeons resets after the 30 in-game days on Skyrim so they can be destroyed again. Many people probably are familiar with the spider webs that need to cut and the barricades seen during the Civil War that can be destroyed as well. I'm working on custom objects that follows the same principles of the Spider Webs and the Barricades, but, once they are destroyed, nothing else can be done. The "Respawn" option, even marked when double-clicking on a placed object in the Cell View window, seems to not work. I tried to use some vanilla scripts such as DefaultEnableOnReset <- (Script that self enables/disables an object when a cell reset). I tried triggers and some other small scripts by my own and even experimenting other options on the "Destruction Data" tool in Creation Kit. I tried to find a guide or topic that could explain anything about the respawn matter of an object once destroyed but I ended in empty hands. Basically what I'm trying to do is something similar as the well known Castlevania's torches, once the player destroy the torches, as soon as they leave the room and reenter the torches respawn. Or something similar to The Legend Of Zelda's breakable jars and pots. In my case I need them to respawn to a puzzle I'm working on. Everything else in the puzzle respawn correctly except the destroyed objects, which in turn breaks the puzzle in the end. I also recently noticed that even the Vanilla Barricades and the Spider Webs don't respawn after the 30 in-game days... or I might be wrong, and the case of the Barricades, the animated placed model upon the barricade's destruction, stays there forever and is not "cleaned" by the game. I'm not a papyrus expert and I have little knowledge in scripting to help this case. I've been looking for this subject almost a year basically ending with the same results and finally I gave up insisting on doing something about it by my own. I wish to know if someone has better knowledge about a method to make a destroyed object respawn or if there's already a topic talking about this matter or if there's another alternative through scripts, or, if I'm doing everything wrong. Note: I'm trying to avoid having to create Quests to handle this issue as this mod I pretend to make it Quest Free. Any advice is appreciated ;3
- 6 replies
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- creation kit
- destructible
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Deep into my Skyrim SE play-through I have encountered a glitch / bug that I have not seen for around three or four years, back in my Oldrim days. This is how it goes: Enter a place (currently Dawnstar Pub and Heljarchen House) and there's a line of food, pots, baskets and other clutter slowly passing along the floor. It's always a line, like its following a thread. Once the items hit the wall they pile up, bang and crash and then start respawning at the wall as they try to pass through it. I last saw this in Whiterun in the Market, where a line of food inched out of the Bannered Mare across the market at head height... :ermm: Now, I solved the problem all those years back when I read about a solution. But I cannot for the life of me remember what the cause of it is and I can't spot the solution on Google (other search engines are available). Please - does anyone remember how to fix this weird issue? Thank you! PS I should say this is not the Havok flying objects bug, my fps is capped at 60. I use game time 10 and have played for months without a bug. I recently updated the game, and updated CBP-C and HDT but this bug is only started happening this week.
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Im searching for answer concerning the max. distance to object starting from 0,0,0 since i found the game, cell crashes into singularity once one or a specific number of objects exceed a certain distance, i assume its 30000+. So coordinates of x = 30.000 y = 30.000 z = 30.000 will crash the game when entering the cell, at least - depending on the objects per cell will force all the objects to move to 0,0,0 or something. Its funny and interesting but frustrating also. Any insight is highly appreciated. So far i couldnt find anything on the wiki: https://falloutck.uesp.net/wiki/CELL https://ck.uesp.net/wiki/Interior_Cells
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I've run into a scripting snafu with a certain quest, so I'm tearing it apart and patching it back together in a way I know for sure will work. The only problem is that the quest items will no longer be...well, quest items. They'll just be mundane (albeit custom) objects, while conditions checking on the player's inventory will do the rest. The custom items in question should really be classified as food, but then the player might decide to eat them, which would be bad. Ergo, I have them set as non-edible miscellaneous objects, but the player could still decide to drop them, which would cause the quest to become stuck. Is there a way to keep the objects from being dropped without making them into Quest Items via an Alias? Should I try setting them as weapons? I think weapons have a built-in option to not be droppable--unless that option doesn't do what I think it does. :whistling:
- 3 replies
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- quest item
- object
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- 1) I did add new structures (Furniture / FURN) and for some reason i cant use them in workshop mode nor can i scrap them (scrapping them lead to an instand CTD)? Everything is equal to the vanilla object though?? -- EDIT: it seems that copying records such as Containers to Furniture somehow is missing somethign navmesh, bounding box? --- EDIT2: since the object is also using a script which applies power its probably related to the power bug when scrapping ---- EDIT3: its still appearing, im lost :D - 2) In case of a workbench i cant store items in it - i can store the workbench in the workshop menu though. SOLVED: it was based on the power bug
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What i'm wanting to do is when a player walks through a triggerbox, an audio plays of rocks falling and several boulders that are disabled (I believe this is how it's done) appear to block the way out. Can this be accomplish this way and if so, how? I'm sure you can simply connect the audio to a trigger, but how do I have the second work?
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EDIT: FIXED Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
- 3 replies
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- ck
- references
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For some reason, objects have started moving in a very "laggy" way when I select and move them. This video shows the problem. When I rotate the object, it is perfectly smooth, but when I actually move the object, it is "laggy" in comparison. This occurs with just about everything selectable in the render window. I tried restarting GECK, but the problem still persists. Does anyone know what caused the issue and how to solve it? Is there some keybind that I accidentally pushed that is causing this? EDIT: I also uninstalled and reinstalled GECK, and the problem still persists.
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Hey, is there any way to enable/disable an object multiple times based on conditions and not just single time? I would like to have a varierty of object disabled and later enabled based on conditions. Im not experienced with creating Quests which might do the trick already but is there anything else? The default scripts i browsed already didnt show anything usable. Kind regards and thanks in advance.
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So selecting objects in console reveals their Reference ID. I.e. selecting a crate says STAT " (FF08E3EC) Going for "help ______ 4 stat/misc/furn/...." reveals their Object ID/FormID if you know the name of what you're looking for. I would like to know a way to get the Object ID/FormID from the selected object. placethere, placeatme, pt requires Object ID/FormID, however SpawnDupe spaws the duplicate of selected object without any Object ID/FormID input. Any ideas?
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It kinda breaks the immersion when it rains and there's no difference between placing a generator under a roof or in the middle of the road! I think it would be cool if real-life stuffs like electronics, generators, and stuff are damaged if placed in rain, as well as the atmosphere actually affects the items and have some effect on the NPCs (settlers) in the game such as the bed would get wet if placed outside and people can't sleep on it so they would complain (about broken stuffs in general or decrease happiness and show a notification that it needs repair). And in general adding an overtime degrading durability to items since we don't expect things to run 24x7 for days and still have no need for repairs. I hope someday soon someone finds a way to add lil immersion this way!
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In the Creation Kit, there is a count column for every resource. I can right click a form, select "Use Info", and a window pops up listing the cells where the references are located in the vanilla game. I can click on anything in the list, and that specific reference will load in the render window. So... the game (at least the Creation Kit) knows how many instances / references are tied to each form and where they are. In fact, I've seen this in FO4Edit too, as "Build Reference Info". My question is... can I replicate that result in Papyrus? I am working on a teleport mod that finds statics or furniture, moves a marker to there with offsets, moves marker to navmesh, then moves player to that marker. So far, the categories have been a little tedious to create, but not overwhelming. There are 20 Red Rockets (including filling station remnants and gas prices signs), and there are 13 power lifts on overpasses or tall buildings. Unfortunately, there are 60 bus stop shelter benches and 43 Pulowski preservation shelters. That's a lot of refs to click, load in the render window, and force to a specific ref alias in each refquest. I'm probably going to select a handful and ignore the rest. But what if a function automagically listed the 60 refs? My existing code could import them and the mod would be done within a week. I've seen requests for Find All References (not just of type or within distance) and I guess that's what I'm looking for too. Only it would be both loaded and unloaded refs. Does Papyrus have an obscure function that mimics CK's Use Info feature? If not, guess I will keep selecting refs by hand in the render window, but 80% of available options are going to be ignored due to time/work constraints. Here's a video of my WIP: https://www.youtube.com/watch?v=2oXbgoB4SZ8
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This is my first time doing a mod and I need help with something. In my mod, i need my character to go inside an Dragon Skull that I placed in Tamriel. For that, I used de object "LoadScreenDragonSkull" but there is no way to gain acess to it, like if the empty space inside the dragon mouth is part of the object and it's invisible, so I can get inside, there's an invisible wall. Can someone help me?
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- dragon skull
- dragon
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To me the fun immersiveness of Oblivion is the outside exploration. I have an idea for a set of immersive mods in one package. If someone already has a set of mods to acomplish this. Tell me!! A. The explorers package with serveral items. 0. Backpack. Without it you can only cary what you can equip in each hand. If a backpack is dammaged it will drop where it occured and will still contain all yor items. You can cary it in hand. If you leave it behind (above water) thieves will take all money and jems within. 1. Compass. Buy anywhere. Without it the UI compass is blanked out. Does not need to be equiped to hand. 2. Map. Buy anywhere. Without it the UI shows a blank map with no quest locations. (ie blanked out auto travel locations) 3. Bedroll. Lets you sleep anywhere. 4. Free horse. 5. No automatic travel.
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I feel like I've come a long way bumbling through the creation kit these past few months, but I've got one thing I just can't figure out. It's pretty simple: I'm trying to get Hermaeus Mora (more specifically the face tied to the HermaeusMorasFace01 activator in the CK) to appear in world like any old object in a scene (like a picture on the wall for example or any other piece of furniture). No other scripting, no dialogue, nothing. I just want the big main eye to just to sit there idling. The .nif tied to the activator comes from DLC02\Dungeons\Apocrypha\Animated\HermaeusMorasFace01.nif. And I basically want to use that .nif like a piece of furniture to be placed where I please. Can anyone offer some insight? I've tried tieing the .nif to a misc object on the off chance, but can't get it to appear. Aside from that I've no knowledge to fall back on. I've attached an image of exactly what I'm looking at in the CK, I'm wanting to get that exact eye/tentacle animation into world on its own. Thank you. :)
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- hermaeus mora
- object
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I have always found it strange how an object's storage space (e.g. a chest, wardrobe, drawers etc) is unlimited, potentially allowing the player to just endlessly fill it with stuff which could not realistically fit inside the space it contains. I was wondering if it could be possible to give an object a certain amount of inventory space (a weight limit), like how the player character / followers / other NPCs have? If an item's weight goes over the object inventory's weight limit, the option to give that item is greyed out (like in the follower trade dialogue, when they have no more space in their inventory to be given an item). This would force the player to think more carefully about their storage space in homes - drawers would be for lighter objects, cupboards for medium objects, chests for heavy objects. Running out of storage space would encourage players to buy / craft more storage space through chests, which they can then place in the environment themselves, or just obtaining more property.
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Revisiting my airship mod. Never did proper LOD, so at reaaaallllyyy far distances, nothing is visible. However, Bethesda does not seem to have ever documented this and most posted questions are inquiring about mass object/worldspace LOD generation. I'm trying to see about adding LOD to just my airship static object pieces (so I don't modify any other world objects and possibly introduce conflicts). Anyone know how to do this? Not really sure where to look. Edit: Also wanted to clarify that the airship static object pieces have LOD in the vanilla game, but don't show on the pieces I have placed.
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- lod
- generation
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I'm fairly new to modding and I have tried installing SMIM using NMM. It will allow me to choose which package I want but when it gets to 100% installed it then says there was a problem to do with an object reference. Any help?
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- smim
- installation
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Soo i want to make object look as if the were floating but i dont want them to be in one place and not move. Have you ever seen lets say chair was levitating in place (like in endral something like that) Also link me to any good guides on Geck.
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- animation
- fallout new vegas
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I'm on my 4th playthrough of SKyrim and I've noticed little things I'd like to change. I've been very curious about getting into modding and how to start. I want to do something very simple and work up. I want to change clutter items like brooms, forks, shovels, etc. into weak weapons. How do I replace/convert existing objects into an object of a different nature?
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Can't say if this has been adressed recently but I'm getting this error message upon installing certain mods, or trying at least. "Object reference not set to an instance of an object". I recently had to reinstal Fallout 4 but since I didn't have to reinstall Skyrim, I didn't bother uninstalling the Nexus Mod Manager. Now, this message appears when I try to install certain mods. It started with the CBBE body type but after a while, I managed... somehow... then a gun, the MP40. Didn't bother trying again. Now, with Do it Yourshelf and Movies of the Wasteland. OCDecorator was acting up but, again, out of nowhere, it installed correctly. If anyone can help, I'd be grateful. And no, do not direct me to that locked 5 year old thread. That's as out of date as troglodytes.
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Hello all I was on the discord called "Bethesda's Mods" and I was asking about what kind of loot I should give for a person who completed the section of the cell. One person mentioned it would be a good idea to give them a mod for their gun like say the Deliverer, so what I would like to do is make a mod to convert the ammo to a .50 caliber. It would be greatly appreciated if someone could come out with a tutorial to go through the steps of how to make a brand new one explaining each of the steps, or duplicate an existing one and go through each of the steps as previously mentioned. My second tutorial I would like to request is using the Object Template like to make a power armor suit have let's say the blood cleanser mod on it already attached and functioning. NOTE: I have troubles with coomprehendsion so if you could do two things 1) include pictures or a video and 2) bare with me if I have any questions.
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Hey guys, I've been thinking about trying something out in CK, but I have no idea how to approach it. So what I'm trying to accomplish is make objects like Basketball Hoops, Mailboxes or Nuka Cola Vending Machines (Mostly stuff that you can craft in the settlement workshops) disappear when a certain action is performed. And I mean those scattered around the world, and not those in settlements. I was also thinking I could make these things scrapable outside of settlements. Another idea is that maybe somehow I can enable workshop mode outside of settlements, disabling just the building section of the mode? But yet again, I have no clue how to do that. Ultimately, what I would want to finish off with is; have objects around the world that I can activate, loot their contents, and then make them automatically disappear. I was thinking of making them respawn after a few in-game days as well but that's kinda immersion breaking. Any suggestions or solutions? Thanks for any help in advance.
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I basically have one large object in my level that gets translated a bunch of times during the course of the level. The problem is it's way too big to fit in any given roombound at a time. Would there be a way to exclude this object and have it render always regardless of roombounds?
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- roombounds
- optimization
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As the topic asks. What is best to do? Will adding a new template to a vanilla item cause issues? (Incompatibilities, mod troubles if item is patched by Bethesda, etc) Is it better to go the safe route and copy the weapon or armour and create a new template? The reason I want to do it vanilla is to decrease the amount of clutter. (And minimise the amount of work needed heh) Thoughts? Feelings? Rants? Thank you. Regards, Vincente
