Scc0403 [Finished]
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06-26-2007, 12:36 PM,
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You're using the public version:
As pointed out by Razorwing use collision (F4) to see where the shoes and skirting-boards are. Look at the screenshots. Please change the placement of the bleeding objects. I attached a screenshot of the private version with two remarks. You made two (including SCC0303) very nice interiors.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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06-26-2007, 01:17 PM,
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Oh... I was wondering about those skirts. Something seemed like it was missing. Okay I'll fix that after work today.
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06-26-2007, 11:00 PM,
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Fixed! Here's 0303, too. I'm pumped, I'm gonna start another if these are all set! :banana:
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06-27-2007, 08:08 AM,
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I'll reply later today.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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06-27-2007, 01:18 PM,
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Abbrev.
F= Floating / B= Bleeding / S= Look at the Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = the silhouette / R = Resize / Re = Reposition / A = Adjust General info. Please add a version number to the name of your esp files. TIA Furniture is floating (a little) because of the silhouette (the CS assumes (after pressing "F") the bench (for example) is already on the floor, it's an error). Press "F" twice or thrice. All the furniture with silhouettes have the same problem. Keep in mind that smaller objects near large objects (NPC's included) tend to float. Use an activatorflamenode04 etc. it gives a nice sound of a burning fire. How do I keep my mod clean? Avoiding contaminations. AI. - For the location: Don't use "in cell". It can produce unexpected behavior. - Make sure that the packages are chronological (use the left arrow key). - Add a wander package type: Time and duration any. Specify a radius (near editor location) of 1024 etc. [indent][/indent]This is always the last package in the list. [indent][/indent] You could use a standard package for example aaaDefaultExploreEditorLoc1024. Use a candlepuddle (static) for under your candles (when on a wooden and burnable surface). Edit your dialogue through the quest window and not through the dialogue window (creates unclean dialogue). Add the topics through the result script listing, to avoid problems when merged to the esm, because of bug in the CS. For example: addtopic StSrSteadhelm01. Rotate objects, for example if you have 5 barrels, in that way the handles will have a different angle. It looks much better. It's a good idea to make a special key for containers, e.g. StRwContDunmerChestSmall02, and add the key to the NPC. It's more fun for thieves. Make sure you lock the containers with valuable stuff inside. Do not lock the door from the outside and do not link the door from the exterior to the interior, otherwise the AI won't work. The same applies to the ownership of the door. The Basement Bleed the legs of the MiddleBarrelKeg01 into the floor (a bit). The Ground-floor. STFurnDunmerRichBench01FAll, B into the shoe (move towards the door) StFloraBiCoDraggleTail02, B (into the StFloraBlackAnther01) StFurnDunTapestry05, B, S StC9SCC0403eatingchair, F The ingredients on the table are floating. The First floor. StFurnDunTapestry02, B (into the skirting-board) DrawerClutterLowerClothing01, F StLightDunPaperLantern01, Re (near the bed) Pathgrid. Make sure the th's touch the door markers and the sh's of the furniture. Put the NPC on a th. NPC. Check "Autocalc" Stats (once) after you changed the level of your NPC, so the stats are updated. Check "No rumors". Add a fooditem count "-1" to the inventory of the NPC. AI. See above (General Info). An example. Drink package. Type "use item at". Specify a location. Target (Any object; Object ID): "Drink beer" etc. and the animation will work. If you want to know which animations are possible, look under miscellaneous>>AnimObjects. Sleep packages : Check weapons and armor unequipped. Eat packages : Check weapons unequipped. NPC using a chair: Check weapons unequipped. Resuming: Make the packages chronological, don't use "in cell". Add a wander package type (last in the list): Time and duration any. Specify a radius (near editor location) of 1024 etc. Dialogue. Create a new quest and add your dialogue to that quest. Don't use existing quets. Add a GetIsPlayableRace condition (==1) to the the quest data tab. Set the priority to 6. Add the topics through the result script listing (see above under General Info). Use a GetIsID function for every info (otherwise all of the NPC's in the game will use your dialogue). General Remarks. As this is your first reviewed interior, I listed everything I saw, in order to make you aware of the problems in the reviewed interior. Assign ownership to the two doors that will be linked to the exterior. Lock some of the chests. The PG between the basement and the house is interrupted (both in the same cell), so use a subspace (miscellaneous>>Subspace). For the next time, please use the existing cell (SilgradCity0403) for your interior. You made a nice interior.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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06-28-2007, 12:02 AM,
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forgive my newbieness
I made the changes/fixes, and I'll be more careful in the future. Moving on to 0303 now, shouldn't take too long. Wait, nevermind I'm still having Dialogue problems. Arggghh, Morrowind's dialogue system was so much more fun... and easier. X( How do I rig these npcs to only use the greetings I create for them? :eek: What a nightmare. |
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06-28-2007, 02:50 PM,
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Quote:Originally posted by cire992NP. blue[/HR] Abbrev. F= Floating / B= Bleeding / S= Look at the Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = the silhouette / R = Resize / Re = Reposition / A = Adjust General info. Please add a version number to the name of your esp files. TIA. The Ground-floor. StFurnDunRug13, B into the floor look at the tassels StFloraBiCoDraggleTail02, B, S (into the StFloraBlackAnther01) AI.
Packages are processed from the top to the bottom. You don't need the wander package (from 10 to 14) because if there's no other package defined for a certain time frame the last package in the list will be active (time and duration any) ---> The NPC's starts to wander. Dialogue. I deleted the quest and the dialogue (it was a mess). Check this link for the dialogue. Use the attached file to continue modding. Add the topics through the result script listing, to avoid problems when merged to the esm (topics don't show up in-game), because of bug in the CS. For example: addtopic StSrSol0501Soluthis. Quote:Originally posted by cire992Use the GetIsID function. General Remarks. Do not alter existing cells (S), use multiple editors if you want to check other cells. Avoiding contaminations.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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06-28-2007, 09:42 PM,
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I didn't see that the house was destined to be middle class home.
There isn't really a middleclass in MW. |
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06-29-2007, 02:49 AM,
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Okay.... I understand dialogue now! I made all the fixes, new dialogue, new pathgrid etc etc. Cleaned, again, with gecko, and version numbers. I *hope* I'm all set. Everything worked for me in game.
0403 and 0303 |
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06-29-2007, 08:27 AM,
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Quote:Originally posted by blackbirdMiddle class == between rich and poor. In Morrowind e.g. a table would have "pm" or "rm " in the object ID. pm --> closer to poor rm --> closer to rich We don't have furniture for that type, yet. In this case the owner is well off, but not rich.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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