Search the Community
Showing results for tags 'scene'.
-
I'm kinda new on the moding scene, but in my mod I like inventions and sorta unconventional things. Ergo, I run in loads of problems. And, by Jove, when I hear/read the words "engine limitations", I get all giddy, warm and fuzzy inside, and I can't wait to break them. There are a couple of limitations I already broke, and I will try to help someone in my posts ... well ... all except one Ok, so, situation: I have my NPC that has a travel package to a marker, but has the "Must Complete" flag on, as he really needs to do something there, so I must be sure he reaches his destination. Meantime, I have to talk to him. Using the "Stayatself" package with the IsInScene condition is useless in this case: it stops to greet me, then just simply scarpers, leaving me to swallow my words. I looked in every forum, asked a series of AI, and the same answer: "Engine limitations. You cannot fully stop/pause a package with Must Complete on". Oooh ... Engine limitation .... Oh, goody goody !!! So time for some lateral thinking. So, long story short, found a solution: DO NOT try to use IsInScene ! It's useless in this case ! What you do is declare a global value, lets say "stopit". Then, in his main AI package (the one with "Must Complete") add the condition stopit !=1. Add another package with travel at self radius 0 (to stay put) and the condition stopit == 1. Then, at the very beginning of the scene do a papyrus script: stopit.SetValue(1) theNPC.EvaluatePackage() theNPC.EvaluatePackage() WARNING ! NOT a typo ! you put evaluate two times, as only once makes him stop after a few steps, but twice makes him stop immediately - don't ask me why !! And when you finish the dialogue, put, in the end, stopit.SetValue(0) theNPC.EvaluatePackage(). And voila, it'll stop and stay put to talk to you !!! What happens if YOU go away middle of the dialogue ? He stays put, of course. Not to worry, we'll address this as well. So, to avoid this, the whole snippet at the beginning of the scene will be: stopit.setvalue(1) theNPC.EvaluatePackage() theNPC.EvaluatePackage() While stopit.GetValue() == 0 Utility.Wait(1.0) Float distance = Game.GetPlayer().GetDistance(theNPC) If distance > 500.0 stopit.SetValue(0) theNPC.EvaluatePackage() EndIf EndWhile Hope this saves someone some hair (lol). Merry Christmas and Happy holidays
-
On my most recent game, I have encountered several major issues with Windhelm. First and foremost, none of its citizens have any of their unique dialogue, and none of its scenes play. The opening scene with the Nords bullying the Dark Elf does not start, and talking to people only causes them to say the basic "Need something?", "Hmmm?", or "What can I do for you?" lines, and none of the ones that set them apart (i.e. "The townsfolk call me Captain, because I used to be a sailor.") Because of this, I'm inclined to believe that the "DialogueWindhelm" quest, which holds all of their unique lines, had not started properly. However, attempting to start it with console commands does nothing, and I am trying solutions in the CK to get it to start and function, but to no avail so far. But wait, it gets weirder. None of Windhelm's merchants (blacksmith, general store, innkeeper, etc.) will give me the option to barter. This one isn't an issue of a quest not starting properly, as all merchant bartering is handled by the "DialogueGeneric" quest, which works perfectly fine in all the other cities. The cherry on top is that the White Phial apothecary is closed and locked 24/7, for no apparent reason. Why would this only occur in one city? Is it an error with factions? I have not begun the Civil War. I have the Unofficial Patches, but they are only a few of over 100 mods I'm running. I'm still going through my load order to try and determine a culprit, and will probably take the opportunity to do some spring cleaning in my data folder. If anyone can help me out, it would be much appreciated.
-
So I'm working on expanding my mod, Serana Dialogue Expansion, and decided to add a quick scene between Serana and Alva in Morthal. Well, the scene starts, all well and good, but at the start of the scene, only Serana speaks. Alva's dialogues are just skipped. I triple-checked the references, the dialogues and everything, and all seems well. Other NPCs have the same boxes checked and it works with them perfectly, but Alva is, for some reason, the rare exception and won't even be acknowledged in the conversation. Has this ever happened to you? Do you know what might be causing this, and if other NPCs are affected?
- 1 reply
-
- creationkit
- creation_kit
-
(and 4 more)
Tagged with:
-
Hey folks, the 'canvas' or workspace of the scene section in Creation Kit is totally blank. I can't add anything or see anything that is already there from the vanilla game. This also manifests on the dialogue view section though I don't use that. I've reinstalled it twice without any fixes in case they were the issue and tested it through the Bethesda.net launcher and as Admin with the same result. As it stands, I can't edit any scenes or build new ones. If anyone has any ideas on potential fixes please let me know. I don't work on scenes very much so I don't know when this started. Thank you.
-
Hi there, I've been struggling pretty bad with scene creation for Skyrim. I am trying to make a simple scene with dialogue between two npcs, with a couple packages running. However, no matter what I do or change, only the first phase plays out, after that, they stand there just awkwardly staring at each other. There was only one time the second NPC said her line in the second phase, but it seemed random as to why. This scene is within the parent quest. I have tried making a simple Actor Dialogue Event to see if that worked instead; ran into the same problem. I attached screenshots of the scene. I'm sure I'm doing something wrong, but for the life of me, I can't figure out what. Any help would be much appreciated.
-
Hello. I'm not exactly new to modding, but I am having trouble figuring this out. Essentially, I want to be able to simply make and initiate a scene between 2 or more npcs. Either with a spell, a button, or even the setstage console command. I don't need to make a full quest with objectives and such, I JUST want to make the dialogue scene (not with the player). I don't even (necessarily) need to import any voice files. So long as they're "mouthing" the lines, I'm good to go. I know it involves the creation of a quest and the npcs, but every tutorial I've found either doesn't include this concept at all, or else goes through all the other parts of building a quest that I don't want to do, so it's hard to follow along. If anyone out there would be willing to walk me through this, or even point to a good tutorial that deals with this specifically, I'd really appreciate it! Once I get the hang of the essentials, I should be able to take care of the rest.
-
Hello, I am making a mod which contains some scenes too, and i'm now here to make my first scene, but i have some problem with that. First of all, it doesn't start.. The scene is about 2 npc talking each other, there are 3 lines. I already created the dialogues put them into phases and ticked the Begin and End quest. In the Quest Data tab I chose Actor Dialogue Event from Event set Priority to 60, In the Quest Stage tab I created a stage 0 and ticked Start Up Stage, In Quest Alias tab there are 4 entry, Actor 1, Actor 2 - these are reserved and the 2 NPC those are Reuse. So that's it, I placed the two NPC next to each other, one is working at the alchemy table while the other just stand next to him. Target: To make these NPCs to talk each other in every hour for example .. Is it possible? To adjust when the scene actually start again and again? Thanks for the help!
-
Hi everyone, I'm working on a custom-voiced follower and I think I'm on top of things like idle chatter, quest commentary etc., but one thing I'm not sure about is conversations with other NPCs! Popular followers like Inigo and Vilja are able to respond to an NPC such as Lydia when she says a particular line. I can make it work using scenes if I make *my* NPC say his line first, triggering the scene to start, but what I'd really like is for him to reply when Lydia says one of her idle lines. Any thoughts would be appreciated! Thanks! JR
-
So I had a functioning scene where the player would approach a home, the player has controls disabled, is forced to 1st person, and has Ai Driven set to true, and would use a package in a scene to walk to the heading, but now it refuses to work. I know the scripting is working because I've added debugs, so I have a feeling it's the package, but I've been trying to get it to work for days now, and no luck, so I'm running out of ideas. If needed I could upload screenshots to Imgur and link them.
-
How can I make it so when the player chooses a certain race, it will change what will happen in the opening scene or take them to a different area? Thank you for any answers :)
-
How do you create cutscenes in the Creation Kit?
KevinZiggy posted a topic in Fallout 4's Discussion
I've tried looking around for tutorials, but I haven't been able to find anything that fits what I'm looking at doing. I'm working on an custom companion mod and I want to fully create them to be just as good if not better than the vanilla companions. What I'm wondering right now is how to create a cut scene for the introduction of the character? An example being when you first approach the gate to Diamond City Piper is having a conversation with Danny through the intercom, and there is a cut scene showing her then the intercom, which then concludes with a wide shot of Piper and the player standing by the intercom as the gate to the city raises. How do you do that stuff? Here is the scene I'm talking about. -
This mod is simple in concept. Those modelers and level designers put in an assload of effort placing every last item more or less precisely. Don't you feel bad when you just snatch it up, ruining the frame? I do. All I need is a mod that allows me to pickup the item (i.e a gold coin from a stack) and have it register in my inventory, but leave a copy or something of the model where the item was. Essentially, leaving items in place, but getting them added to my inventory. Thanks folks.
-
Hello :smile: I'm trying to make an execution scene, but I am at a loss. I know that the chopping block is equipped with a script that aligns the actors' animations, but I have no idea about how to make use of it, and looking at existing executions have not been of much help. I can't find anything on the web nor execution scenes in the Creation Kit. The respective actors don't provide much help either. Is there a generous soul out there who knows how to do this? Or tell where the execution scenes are hiding? If I could find the scenes it would be easier to figure out. Thanks in advance :smile: EDIT: Forget it, I figured it out. You get the chopping block placed and put the necessary actors around it. Don't link them, it's done through the scene editor. Then you create a quest with the execution scene in it. An example is the "SolitudeOpening" quest (the one with Roggvir). Just duplicate it and edit out the unnecessary bits, of course remembering to edit the small details ensuring it points to the right things. Also, remember to put the right keywords on the actors participating in the scene (look at the actors in the Roggvir execution to find what you need).
-
Hi there, I'm trying to start a scene when my quest hits stage 21. all previous scenes before this point work perfectly but as soon as this stage hits, scenes will not play. I've made sure that the alias' are filled before the script runs, I've generated the seq. I've made sure that the previous scene is finished. Any ideas? Thanks in advance
-
aaaaannnnd I'm back. This time I'm having trouble with dialogue... For the life of me i cannot get to the final phase. first greeting and first scene = success. But when i come back after the quest to talk to the npc, the npc will say their line and it ends. the final scene never plays. btw this 'quest' goes start phase -- phase 1 --- phase 2 --- phase 3. i have phase 1 and 2 as part of the same dialogue though. then i go do the quest and come back and the npc is suppose to greet me and phase 3 should start.. any ideas what I'm doing wrong?
- 3 replies
-
- creation kit
- fallout 4
- (and 8 more)
-
Hey all, please help me to uderstand what I`m doing wrong. I created a new quest with some shared topics and a new greeting sceene . It is supposed to be a kind of generic dialogue between player and some workshop npc, and it`s a very short scene - just a line for player and a line for npc. It works in game, the problem is that the game tries to run the scene for every settler while I only need it to run if player tries to talk to npc with a specific keyword. I tried to set conditions for the player input ( to run only if the target has the keyword) but it did not change anything. Each time I talk to any workshop npc, I tell the topic from my quest instead of usual dialogue. I was looking for a solution for a few hours, but as soon I wrote on nexus I found it :D ... Seems like it happens to me very often. Nexus brings me luck. So the reason was that I set conditions in in the topic that is placed in the scene, but I had to set the conditions for the copy of the topic that is saved in misc tab of the quest. This not intutive at all... I don`t even know how I managed to get an idea to try it this way.
-
hello everyone i am working on a school project by making a film of one of the hamlet acts. i decided to use the creation kit to make scenes that i would record. but i am having tons of trouble i cant get a scene with 5 actors to run: i have the NPCs, and their unique actor aliases and the actual scene built with the phases and what not meaning i made simple travel packages from one x marker heading to the next with also dialogue. i have no scripts on anything i have not done anything but what i have said can someone please give a very detailed tutorial on how to do a detailed scene because i am beyond frustrated oh and i should probably mention this during a scene can a actor go to another cell or will that stop the scene from running please the more info the better, tried using the creation kit wiki tutorial but it didn't go in depth enough for what i am doing as that covered the simple 2 actor dialogue scenes. thanks in advance The Gaming Chicken
-
- skyrim
- creationkit
-
(and 3 more)
Tagged with:
-
I want to have NPC1 attack NPC2 using the "UseWeaponHeld" package, NPC2 has a script attached that will kill them instantly on hit(This is a scene, which is why the attack is handled through a package). But no matter what, the attacking NPC wont attack the other, they just potato there and freeze. I've tried changing targets from the NPC to an xmarker, I've changed the shooting position, I've even added the package to the NPC itself with a condition for the Quest's stage(using the same exact settings that another working attack package uses), but still nothing. Anyone have any idea what would cause them to potato out like this?
-
I'm trying to get an NPC to speak (while not anywhere near you, and disabled) ala Meridia speaking to you when you pick up Meridia's Beacon from a chest. From what I can tell, it places a normal XMarker, with Stores Text and a display name, at the chest. When you get the beacon, it will play the scene - first moving the XMarker to the PC, and then playing the scene. In the scene, the actor speaking is the XMarker, but the Speaker for the info is the NPC, post processing required is checked, and the audio output override is set to SOMDialogue2D (not required, makes the voice travel farther and does post processing I think? I added it anyway). So I'm playing the scene, and the scene is played, and tries to start, but fails (when checking with If Scene.Start()). I have no idea why it's failing. Here are some pictures of the scene: http://imgur.com/a/zzgnO If anyone could help, it would be fantastic. I really want to fix this by tomorrow so I can get this done.
-
On Mars we saw face of one, who was talking during cutscene of wounding the Virmire Survivor. I was surprised something like this didn't happen in final dialogue on Rannoch. I mean when the Admirals were talking we didn't see them. It would also be very satisfying to see the quarian ships ceasing to fire and the to see Shepard's smile. We see space battle scene if the peace making failed and we don't have ending the battle by holding fire. I'd like to see this along with the admirals on their ships, when they talk. What do you think?
-
I've decided to post this here, as I am playing a very heavily modded game. Anyways, I can't receive the quest to clear out Wolfskull Cave. At least, the game doesn't recognize it. I walk into the Blue Palace, and Varnius Junius is just standing there. I realize that this is a known bug, and that everyone will normally spit out some line about being busy while this is all happening. However, I can talk to everyone in the Blue Palace and receive their full dialogue options. I've tried the setstage MS06Start 15 command to get everything going, and this causes everyone to disperse and go about their daily schedules or whatever it is that the NPCs of the Blue Palace do. I can talk to Falk about clearing the cave, and he'll say I can clear it, but that's it. There's no journal entry regarding it. I've traveled to Wolfskull Cave after this, hoping that the game at least recognized that I've talked to Falk, but it shows up in the state where there's just bandits, and I can't fight the Necromancers. I also tried setstage MS06Start 50, which did nothing, and setstage MS06Start 100, which finally gave me the 'Started: The Man Who Cried Wolf' popup along with the journal entry, but I am to return to Falk Firebeard at this point, and I can't actually play through the quest. Any ideas?
- 2 replies
-
- the man who cried wolf
- ms06start
- (and 5 more)
-
Hi everybody! Here's a newbie in modding with CK. I was wandering if there's a good way to set a scene or a dialogue so that many NPCs sharing same parameters (e.g. keyword, class, faction, etc.) can use the same rensponse texts. In Fallout 3/NV GECK this result can be reached, for example, by putting a Base NPC in a particular class or faction and then setting conditions like GetIsClass == <nameoftheclass> or IsInFaction <nameoffaction> == 1 on quest topics. I see that in Fallout 4 workshop settlers and workshop vendors have this kind of shared dialogues too but I can't figure out how CK works. I guess I have to work with aliases but I haven't find yet any tutorial that explains how to do that (but only about alias based on unique actor). Any ideas or references to suggest? :confused:
-
Anyone has an idea on how to make an execution scene?
killerrj8 posted a topic in Skyrim's Skyrim LE
Like the one in the opening scene of solitude? Or the one, where you start the game? I've searched a lot but there just aren't any tutorials on it apparently. And when I looked at the quests, they had their own packages to make them sit in the chopping block, however, the actual animation of the guy sitting down and the headsman swinging his axe doesn't work this way. There is something else I'm missing apparently and I don't know what it is. Can someone help me?
