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  1. 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?
  2. Pretty much what the title says. To detail my use case a bit more in steps; 1. I've created a custom weapon. 2. When entering specific areas or entering a 'trigger box', it would play a sound file, in this case someone speaking to you, without there being an actual NPC (Imagine Meridia's Beacon when you pick up the item for the first time). The requirement for the sound file to play, would be that you must have the weapon either in your inventory or your hand. My main question is if someone could provide me a general idea or tutorial that I could look at to try and do something like this. Thank you for any and all answers :)
  3. I have a bazaar issue I can't seem to find anything on. I've got a quest startup trigger in place and set up, but doesn't always work. Some details... There is an activator attached to the trigger box with a default script (defaultSetStageTRIGSpecificActor) to begin the startup stage of a quest. The defined properties in CK are "myQuest" (my quest, of course), "stage" (to be set), and "triggerActor" (player). The rest are left default, which default to where I want them to (disableWhenDone = true, onlyOnce = true, and prereqStageOPT = -1 (since it is the first and startup stage)). The quest itself is NOT set to be start-game enabled, and to only run once. A pretty simple quest similar to a "kill the bandit leader" quest, but rather a fetch object quest. There are 4 stages of the quest, and details are as follows: (5) startup stage (10) talk to NPC and accept quest (20) retrieve item from random location (defined by keywords) (30) return object to NPC and complete quest Stage 5 is set by the script mentioned above when entering trigger. Stage 10 is set through dialog after accepting quest from NPC. Stage 20 is set using a "defaultSetStageAliasScript" on the object's alias with the trigger being when the item is added to player's inventory (type 7). Stage 30 is set and completed at the end of dialog when returning to NPC. All appears to be solid, and when loading a clean save it is functional 100 percent of the time. But if I load the same clean save and go play a bit, the quest startup trigger stops functioning at some point. I can't seem to find any rhyme or reason as to when or why the trigger stops firing. I also have a separate test PC so that I can pack my plugins into a .zip or .7z archive and install them the same way a person would when downloading from the site. With this one, when I pack it up with all the meshes, textures, scripts, sounds, etc, the trigger does not work. Period. Any advice is very much appreciated. This is the final touch of a mod I've been working on for over a year and a half and plan to release upon completion. Thanks so much, -Chew
  4. If possible, modify the force that the baseball pitching machine throws objects? Or add dplicate into new machine. I'd like to be able to use it to trigger the firing target toggle switch easier, currently it doesn't throw very far at all. The player can throw a grenade much much further yet the pitching machine will barely throw a baseball. So to be useful you need to lift the machine 3-4 stories higher for very minimal gains in distance. It will throw accurately to the same spot at least. Also if possible the vanilla enemy spotlight SpotLightDetect01 [ACTI:0009F983] is destructible and drops a Lights\SpotLightDetect01\SpotLightDetectBreak01.nif on death that has gravity physics. This would be great to trigger the basketball hoop switch when shot by enemies. The vanilla turret spotlight & the DLC wall spotlight don't leave a destructible object on death so they can't be used in such manner. I tried adding the destruction to the wall spotlight, and while it works it has no physics it just replaces the whole wall spotlight on death. It won't drop the destroyed object which would trigger the hoop switch. And I am guessing that is because it's a settlement placed object that is a turret and not a activator IDK. The pitching machine changes would allow for a pulse controlled form of wireless transmission that can be isolated. This doesn't exist there is a mod that gives wireless transmission but it can't be isolated. The vanilla pitching machine has very limited use because of it's range other than to toss a grenade. The Spotlight would add another way to trigger traps other than the laser tripwire & and pressure plates.
  5. Hello! I need help with making a OnTriggerEnter script that will remove the players Weapons into a linked reference container. Or alternatively, a script where the player can not use any weapons while being in said trigger box. I'm not very good at making scripts myself so any and all help is appreciated!
  6. I'm trying to use this: http://www.nexusmods.com/oblivion/mods/28902/? with Pinnacle, and everything works fine except the right trigger (attack). Does anybody know of a fix or a different mod for this? I used to play with another Pinnacle profile, but that was for the 360 controller and I don't have it anymore.
  7. 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.
  8. How's that for an attention grabber? As an Easter Egg, I want to have a character who can be triggered to explode through dialogue. My question is: how can I write a script (preferably in dialogue) that will cause him to exit from dialogue and then immediately explode? Now, there are two kinds of explosions and either of them could work. There is the one where he just suddenly erupts into a rain of gore in front of you like NPCs do if you have the Bloody mess perk. Or he can explode in a way that in harms the player. Do you guys know how to do either? Anything you can tell me will be appreciated. -Americanwierdo.
  9. I installed the china-lake mod on the front page and the unique weapons that were hand-placed are in game and everything is installed correctly, but the script to make the non-unique variants and ammunition for them doesn't seem to be working, the script is in the right place, I was wondering if there's a way I can force the script to trigger via the console.
  10. I'm looking for a way to make a weapon trigger a magic effect every time you pull the trigger and stop using the magic effect when you are out of ammo. is there a way?
  11. How do you properly set a trap such as a hand made trip wire linked to a shotgun? I use the pack ins when picking the trap, then i link a trigger (such as the hand made trip wire) to it. It all works, but unfortunately the gun does not sit in the trap. when i enter the game it is on the ground. I'm not sure if it's because its a "dummy" gun or if I'm doing something wrong. So any advice? Also, if anyone has an idea of how to set up spotlights that will detect the player, I'd appreciate the advice THANKS :)
  12. I'm certain it has to do with crime factions but i can't figure it out. basically, I want to create an experience close to the actual game where the npc's in this area are friendly but if the player commits a crime, they turn against him/her. so how do I manage that? So far, I've created a faction where the player is a friend (so they don't attack) and then i created a crime faction that does not include the player, but it does track crime. What am I doing wrong or missing?
  13. HI there, i am using the defaultselfactivationtrigger for npcs, which works fine. only topic is, if i reload a save game where i already found the location but did not cleaned it, the npcs become hostile, no matter whether i triggered them or not (also not before loading the save the game). even in far distant rooms i see the red dots on the HUD and by approaching them, they already left their marker... has anybody any idea how to solve this? i cant remember that this happens with the normal vanilla setup, but i really cant figure out whats different...especially by using the packins...and following tons of youtube tutorials:D thanks a lot! --cheerio
  14. Hi all, Is there a way to make a trigger box trigger when a player fires an arrow or casts a spell at it? I've tried using OnHit but no success so far! OnTriggerEnter also doesn't seem to fire for arrows or spell projectiles either. Any help would be awesome! Joe
  15. I've imported the first Witcher book (The Last Wish) into 40 books, and as the title says, I can't activate/open them I've created in the CK in-game. Not only that, but they're static. I created the texture for the book used (which means I duplicated a book mesh and replaced the texture). Any help would be appreciated. Edit: I figured it out. I'm a dumbdumb. Don't use the hipoly books for the actual book mesh you choose in book creation! Use the low poly book.
  16. Ok, let me see if I can explain this. I am NOT looking for an animation mod that lets me contol NPC animations or allows the PC to perform those actions. Have you ever watched an NPC roam around town and as they approach a certain spot (like a bench or post) they proceed to lean against it? This happens because there is a trigger in that location that tells the NPC to perform a certain action in that spot. What I'm looking for is a mod that will take those NPC markers and make them useable by the PC.
  17. Hello! I want to make a mod that triggers a teleport to doc's mitchell house on death INSTEAD OF loading the last saved game. Researching by myself I went to this begin ScriptEffectUpdate if player.getHealthPercentage == 0 player.forceav health 1 player.forceav PerceptionCondition 0 player.forceav EnduranceCondition 0 player.forceav LeftAttackCondition 0 player.forceav RightAttackCondition 0 player.forceav LeftMobilityCondition 0 player.forceav RightMobilityCondition 0 player.moveto GSDocMitchellHouse endif end I don't know if the forceav's will work in G.E.C.K, and moveto doesn't allow me to save (compile problems), also "coc" doesn't work here... And... is "scriptEffectUpdate" good? How do I make this to trigger after HP reaches zero WITHOUT triggering the load game? Triggering after finishing the death animation would be so nice TIP: I want to get all my parts crippled and teleport to doc's house after death
  18. So I added a script to a trigger box because I'm trying to detect when two things are within this trigger box but for some reason when I add something to an array it just stays blank Scriptname MQNS_MRPH_ROBOTRETURNSCRIPT extends ObjectReference ObjectReference Property Actor1 Auto ObjectReference Property Actor2 Auto Quest Property SelectedQuest Auto ObjectReference[] Property ObjectsInMe Auto //Ignore this Int Property timerID Auto Const Event OnInit() if SelectedQuest.GetStage() == 10 StartTimer(2, timerID) endif EndEvent //stop ignoring Event OnTriggerEnter(ObjectReference akActionRef) ObjectsInMe.Add(akActionRef) Debug.Notification(ObjectsInMe) EndEvent Event OnTriggerLeave(ObjectReference akActionRef) int i = 0 int arrLeng = ObjectsInMe.Length While i < arrLeng if ObjectsInMe[i] == akActionRef ObjectsInMe.Remove(i) Debug.Notification(ObjectsInMe[i]) i += 1 endif endWhile EndEvent The notification debug that pops up says [] otherwise an empty array. What am I doing wrong? Would I declare the array somewhere else? Thanks
  19. I have suffered from something a few others have where they used a mod/debug and screwed themselves over from the Radovid storyline that triggers when stepping outside the Estate after dealing with Junior. Now this is entirely my fault and stupidity, however there has been no other side effects for me in the game apart from now where I am trying to complete Triss's Now or Never quest but I cannot get it to trigger because I have not completed Radovid's storyline. I am over 100 hours since doing Junior's Questline and pretty much completed everything else in the game bar these few sidequests, I know this quest is not essential and the main game can still be completed without it but I really do rather complete everything I can. My request is if possible, A Save Editor that allows me to tick what quests I have completed/not completed or a Way to trigger quests to happen. I know its a lot to ask for but that is why this is a request, if its possible great! I will be so happy, but if not then I will just swallow my pride wait a few months then start Witcher again from scratch and be very careful where I use mods so I dont make this silly mistake again.
  20. So: I started a new game, cause I was unhappy with my gameplay so far. I never had any modproblems, besides wrong orders. now i entered to Freeside and suddenly all textures from anything on my character to glich and textures dissapear,redmarks-box, wrong textures etc. on Cloth AND weapons - but ONLY my char. I dunno what could caused it cause i reloaded the game some times and everything seemed fine, textures reappeared until i entered freeside again - same problem. can somebody help? really not playable at the moment Modlist + Order: [X] FalloutNV.esm[X] ClassicPack.esm[X] CaravanPack.esm[X] GunRunnersArsenal.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] DeadMoney.esm[X] OldWorldBlues.esm[X] HonestHearts.esm[X] LonesomeRoad.esm[X] Weapons.of.the.New.Millenia.esm[X] CHEMS.esm[X] YUP - Base Game + All DLC.esm[X] Project Nevada - Core.esm[X] Project Nevada - Equipment.esm[X] Project Nevada - Rebalance.esp[X] Project Nevada - Cyberware.esp[X] rePopulated Wasteland.esm[X] AWorldOfPain(Preview).esm[X] NevadaSkies.esm[X] factions reloaded raiders v2.esp[ ] wsex.esm[ ] Sexout.esm[ ] SexoutSlavery.esm[X] NVR-Strip.esm[X] FalloutNV_lang.esp[X] The Mod Configuration Menu.esp[X] The Weapon Mod Menu.esp[X] YUP - NPC Fixes (Base Game + All DLC).esp[X] Project Nevada - Gun Runners' Arsenal.esp[X] Project Nevada - Dead Money.esp[X] Project Nevada - Honest Hearts.esp[X] Project Nevada - Old World Blues.esp[X] Project Nevada - Lonesome Road.esp[X] Mission Mojave - Ultimate Edition.esp[X] MMUE-CP-rePopulated.esp[X] MMUE-CP-AWOP.esp[X] MMUE-CP-PNCore.esp[X] MMUE-CP-PNEquipment.esp[X] MMUE-CP-PNRebalance.esp[X] NevadaSkies - Western Edition.esp[X] NevadaSkies - Basic Edition.esp[X] NevadaSkies - Ultimate DLC Edition.esp[X] NVR-Version_10.esp[X] NVR-NPCs.esp[X] NVFR-NVR-NVTC-Version_2.esp[X] NoFallDamage.esp[X] Quicker PipBoy Light-0_2Sec.esp[X] Jump Bug Fixer.esp[X] Perk Fixes.esp[X] Perk Fixes LR.esp[X] SuitsFix.esp[X] UnlimitedCompanions.esp[X] damage.esp[X] nopipboyglove.esp[X] SpecialMagazines.esp[X] Bobblehunt.esp[X] JIP Improved Recipe Menu.esp[ ] Follower Home Marker.esp[X] Readius_NV.esp[X] Roberts_NewVegas.esp[X] Tattoo.esp[X] Male_Sleepwear_Open.esp[X] Courier Armor.esp[X] DragsModernGunslinger.esp[X] 1nivVSLArmors.esp[X] 1nivPNSLPatch.esp[X] UrgeWasterScarf.esp[X] RCSS.esp[X] IRCSS.esp[X] Project Nevada - Reinforced Chinese Stealth Suit.esp[X] Wasteland Spec-Ops.esp[X] StealthHelmNightVision.esp[X] HEC Suit.esp[X] StealthSuitHelm_NV.esp[X] T6M Gambler Female Suit.esp[X] StealthAssassinSuit.esp[X] Shabby Suits.esp[X] Upper Class Outfit (Tenpenny's Suit).esp[ ] Mafia Hitman Suit Mod.esp[X] NAPA-NV 0.1.esp[X] updatedWearGlassesandMasks.esp[X] QuickClothes.esp[X] Sit Anywhere.esp[X] ProneMode.esp[X] RSO - Realistic Stealth Overhaul - NV.esp[X] realistic headshots HC VATS.esp[X] perfect accuartie.esp[X] HZSmoothLight.esp[X] GomorrahProstituteEnable.esp[ ] wsexInnuendoNPCs.esp[ ] wsexInnuendoAnims.esp[ ] SexoutPosNew.esp[ ] FalloutNVCheatTerminal.esp[X] CHEMS - Benches.esp[X] CHEMS - Basic Chems.esp[X] UHNV.esp[X] UHNV-Brighter Lighting.esp[X] UHNV-More Mannequins.esp[X] UHNV-Dead Money.esp[X] UHNV-Honest Hearts.esp[X] UHNV-Lonesome Road.esp[X] UHNV-Gun Runners Arsenal.esp[X] UHNV-OWB.esp[X] UHNV-Chems.esp[X] UHNV-Bobblehunt.esp[X] A Better Veronica.esp[X] A Better Cass.esp[X] DocMitchellVaultAttireNoPipBoy.esp[X] NVCassWinWhiskeyContest.esp[X] Zombie Serenade.esp[X] FiendsWithoutEnergyWeapons.esp[ ] MoRobots.esp[X] MoMutants.esp[X] Animated Sleeping.esp[X] TribalFiends.esp[X] populatedcasino.esp[ ] JoOsArmory.esp[ ] JoOsModernNCRtrooper.esp[ ] JoOsModernNCRrangersCivil.esp[ ] JoOsModernNCRrangersPATROL.esp[ ] JoOsModernNCRrangerweapons.esp[X] Expanded Ranger Combat Armors.esp[X] RangerHelmetVision.esp[X] NCR Rearmament v1.5.esp[X] LegionArmourRedesigned.esp[X] Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp[X] Weapons.of.the.New.Millenia.Store.esp[X] ZB245 Eternal Silence Pack.esp[X] Crossbow.esp[X] MCL_Pre_warXbow.esp[X] VelociRaptorNV.esp[X] AK-105 Assault Rifle NV.esp[X] L96.esp[X] M37Ithaca.esp[X] AKS74u.esp[X] M24E1.esp[X] DEagle.esp[X] knife.esp[X] ae86seiryuu.esp[X] PancorJH.esp[X] Mateba.esp[X] Uzi.esp[X] RagingBull.esp[X] AN94.esp[X] PPSh41.esp[X] 1911.esp[X] M40a5.esp[X] B92FS.esp[X] G36K.esp[X] PKM.esp[X] Scout.esp[X] Kriss.esp[X] SR556.esp[X] LR300.esp[X] CZ805.esp[X] MSR556.esp[X] OdinAMRUnique.esp[X] THOR.esp[X] Minimissilelauncher.esp also fomods (not exact copied names):Beware of Girl Type 3 BodyNVSE ExtenderShilo DS - Clean PipBoy ScreenMod Config menuweapon mod menu also using MTUI
  21. Hi everybody ! I have been invastigating for several days a very annoying issue. I have a quite heavily modded skyrim, which is stable (the Helgen sequence is ok). My issue is that doors with levers, chains and other triggers won't open. The first grid in Helgen's Keep for example (the one Hadvar opens). The chain is animated, there is the sound of the gate, but no animation. For the Gold Claw quest, the puzzle door just creates some dust but there is no animation. If I totally exit the level and redo the whole level's path, I find the door open. There is no exception. It concerns all the indirectly opened doors. Is it a script issue or an animation issue ? What can I do to fix this ? (I precise using no clip is not a fix for me, as I have followers who would be stuck behind the closed doors).
  22. Greetings! I'd like to know how can I make it so when you hit a tree with an axe it will give you firewood. I'm new to modding and even though there's mods like Woodcutter and Indefinite Woodcutting, I'd like to make a simple one for me. I already have Creation Kit up and running. Do I need to write a script (I'm guessing I would have to use the OnHit code if that's the case) or is there a tool that will let me do it more easily? If it's no big bother, I'd love if someone could tell me the various steps to reach this. Thank you in advance! Have a nice day :smile: -Nervly
  23. I have made a trigger heres the script scn SpyTrig begin onTriggerLeave player if getStage 0DeathQuest == 15 && getStage 0DeathQuest == 20SpyLeaderREF.enableSpyMemberREF.enable endif end it says I have no problems but when I get in game nothing happens???
  24. Is there any way to get a trigger to activate when you use a switch without having to write a new script for the switch? I just want to enable a trigger that will enable a vertibird to land drop off some items then leave without having it activate every time you enter the trigger.
  25. I was wondering if anyone could create a mod so that idiot savant automatically triggers for quests or at a certain EXP threshold. It's not a big deal, but it would save a lot of time with save scumming because I feel a need to get it to proc every-time I turn in a quest worth 100 or 150+ exp. If its an impossible request oh well just wondering if anyone knew how to do it. Edit: It could also be a item or something that causes the next action to trigger idiots savant automatically I'm not sure, but any way to alleviate the loading would be great.
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