Haerter's Gap Int's for you modders |
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
* Haerter's Statue seems to be wandering a bit before he "remembers"
he's supposed to be a statue; doesn't seem to have any statue texture
on him either in game or in the CS.
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Sadjev (the guy who did the statue script) mentioned that the Statue
might wander for a second or so before he freezes, but I haven't seen
him around to ask him if he knows of a better way. He did have one
other solution, but I don't think it's possible and even if it is I
have no idea how to make it work.
The texture for the statue is a stock OB texture, but I guess it will
have to be unpacked from the BSA and placed in its proper folder (which
I didn't do) to work when the mod is released.
I'm sorry but I have no answer to the rest of your questions, I too would like to know what is causing the no-floor bug.
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14.10.2006 18:04 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
Interestingly, I re-downloaded the .esp Smokindan posted and the ground is fine...hmmm...
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Hmm... I have a suspicion that whatever this problem is, it might be
connected to changes that are made to external files (like the CS .ini)
when working in the CS. After the changes I made to the last .esp I had
the same problem, but when I gave it to Grey he said it was fine. The
earlier version of Smokindan's .esp WAS modified by me and it did
result in the no-floor bug on my PC, since the version you downloaded
from Smokindan is working fine for you (and I thought I had messed it
up when modifying it) then the bug must be unique to you only after
modding the esp. I could be wrong but this makes sense in some vague
way.
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14.10.2006 22:03 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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"Hmm" indeed.
I think we've established that you can't run another master together
with the OB master, but this bug is caused by multiple sources it
seems.
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14.10.2006 22:15 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Psychotic: True dat.
Test 3 (looking to see if ground issue is reversable)
*Opened the CS; ticked the OB.esm & HG.esp (active); same HG.esp rendered useless in Test 2
*Immediately saved the .esp -- no alterations done
*Quit CS; loaded game
-->Identical results as Test 2; so _not_ reversable in this fashion
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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14.10.2006 22:23 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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As I said, it might not be the .esp itself but an external file. Data
about what you do in the CS is also saved to other files, not just the
esps.
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14.10.2006 22:42 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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K...I was hoping quick tests like this might help shed light on exactly
which of those external files is being warped...perhaps this isn't the
way to do it though...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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14.10.2006 23:23 |
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For the statuer fix, I think the best way to go about it is to export
everything to max and make an actual statue of Haerter, elminating any
problems that would arise(This is what TR did with their stirk statue,
their statue was also my idea
).
For the quest "A Tempting offer" it does not take the 100 gold, and
there is no option for saying you don't have the gold and even if you
do not have the gold you can still go yes and it continues forward in
the quest anyway
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14.10.2006 23:57 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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The really easy way to do it would be to write a script using the
ToggleActorsAI command (which disables AI, physics and animations), put
a collision box around him (if neccesary) and texture him using a stone
texture. |
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15.10.2006 00:13 |
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True, also that reminds me the Ice statues in the caves need colision
boxs around them because at the moment you can run through them and if
you cast enough fire balls at them they "die" also I've noticed if you
go in and out of their cells to much they lose their shaders.
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15.10.2006 00:16 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
True, also that reminds me the Ice statues in the caves need colision
boxs around them because at the moment you can run through them and if
you cast enough fire balls at them they "die" also I've noticed if you
go in and out of their cells to much they lose their shaders. |
All that can be fixed, but the shader thing I have no idea about.
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15.10.2006 00:24 |
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I think the Script needs to tell the game to continually reload the
Shader, also I forgot to mention that along with "dieing" when you cast
enough fire balls at it it would also lose it's shader(Sometimes it
wouldn't).
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15.10.2006 00:27 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
I think the Script needs to tell the game to continually reload the
Shader, also I forgot to mention that along with "dieing" when you cast
enough fire balls at it it would also lose it's shader(Sometimes it
wouldn't). |
The shader should in theory run constantly, and the second thing you mentioned is easily fixed.
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15.10.2006 00:31 |
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Did you use the same script for all of the statues?
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15.10.2006 00:38 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
Did you use the same script for all of the statues? |
Yes, only the animations that are played are different for each NPC.
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15.10.2006 00:41 |
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Well atleast we can get the other problems fixed in the mean time.
So who has the .esp at the moment, and is the Frost Giant in yet?
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15.10.2006 00:44 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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15.10.2006 00:47 |
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Where are you at with that cave for the frost giant Psychotic?
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15.10.2006 00:52 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
Where are you at with that cave for the frost giant Psychotic? |
I never claimed that cave.
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15.10.2006 00:55 |
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Sorry got confused, you just made a comment about where it would be...
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15.10.2006 01:24 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Alright...so have no idea what I did differently this time, but I've
gotten the small fixes I made previously back in the .esp, and this
time the ground stays where it should.
I'm off to see about fixing Asta's bilocation issue, and then I'll have a look at Taarina...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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15.10.2006 02:19 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Yay! Wee! *happy noises*
Good to hear, we'll figure the miracle out eventually.
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15.10.2006 02:28 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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By the by, was there an icon made for the quest journal?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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15.10.2006 03:29 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
By the by, was there an icon made for the quest journal? |
I think not.
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15.10.2006 03:37 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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I think that the teleport script sounds a lot better than my solution, Qxzyz
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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15.10.2006 04:07 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Asta now teleports from Bruma to HG, and Taarina will only allow the
player to give 100 gold if the player actually has the cash on hand...
I'll continue to troubleshoot quests, unless the .esp is needed by someone else...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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15.10.2006 05:02 |
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quote: |
Originally posted by Psychotic
quote: |
Originally posted by Qxzyz
By the by, was there an icon made for the quest journal? |
I think not. |
Actaully thats not true I made one a few pages back...
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15.10.2006 06:24 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
quote: |
Originally posted by Psychotic
quote: |
Originally posted by Qxzyz
By the by, was there an icon made for the quest journal? |
I think not. |
Actaully thats not true I made one a few pages back... |
Did you upload it or send it to anyone?
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15.10.2006 12:44 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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I just found the icon TOYB posted on page 30 of this thread...I'll see about getting in-game shortly...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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15.10.2006 13:15 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
I just found the icon TOYB posted on page 30 of this thread...I'll see about getting in-game shortly... |
Excellent. I wonder how I missed that?
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15.10.2006 13:21 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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I'm guessing the icon needs to be re-sized. Check if it's the same size
as the other quest icons (unpack them from the BSA if necessary).
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15.10.2006 15:14 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Apologies -- my question wasn't even close to clear (it was, in fact, intended as an even _dumber_ question)
I meant to ask, "How can I resize this .dds?" I've since downloaded a
DDS converter program, resized it, and it's all good now...
Never mind the bollocks...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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15.10.2006 15:27 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Ah, ok.
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15.10.2006 15:31 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
Would anyone be morally offended if I created a "Haerter's Gap" faction
for all the NPC's in HG? I'm thinking that certain quest rewards could
logically include a boost in the player's faction standing with
everyone in HG... |
It would be only logical to do so.
You know, you are doing a better job at this than you were told to... don't stop.
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16.10.2006 01:08 |
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Qxzyz would you also get voice files for the missing guard Dialouge for
other races, and put the dialouge ingame(write it out) as it seems only
Imperials have Guard Dialogue, so if you set another Race to guard they
don't say anything to you but instead keep on trying to talk to you
when you have a bounty, also it might be that we have to make another
cell as one will be for the officer in, Sins of a Dunmer and the other
one will need to be for the PC. Also that means making the neccasry
scripts, etc for the prison system.
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16.10.2006 05:16 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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TOYB: I'm on it.
As an alternative to making a new cell, we could merely drop a second
bedroll in the existing cell -- it's not supposed to be a comfortable
place, after all...although I could see where there might be a benefit
"scripting-wise" to have the PC's cell be independent of any other
characters...hmmm...
Well, I'll see what I can do with it and report back later...
Edit: Come to think of it, I believe all the NPCs in HG may have had
their generic conversations (like crime responses, normal rumors, etc.)
deliberately removed to allow for voice acting...I intended to scan
these NPCs to make sure that is true when voice acting is actually
completed, and as such I haven't fully explored this phenomenon yet.
Neither NPC in the Imperial Office were involved in any quest (so I
didn't send any voice acting requests for these characters to the OVAG)
and had no previous reason to be specially modified, which is
presumably why you noted these were the only two NPCs who could emit
these types of statements...
Were there specific NPCs you wanted to behave like normal guards, or
did you mean that everyone in HG should respond appropriately to crime
in general? In either case, I can ensure their "vanilla" lines get
voice acted/incorporated as well...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 6 time(s), it was last edited by Qxzyz: 16.10.2006 15:17.
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16.10.2006 12:51 |
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