Close to 10 years ago you made this video, how helpful it is to me today, hard to put in words, so much that can be done, so much respect for your skills which were THAT good 10 years ago, Thank you for this video.
@mixinghoney There are two random functions in the scripts: RandomInt and RandomFloat. You can use these to spawn an actor with random chance. For instance: chance = utility.RandomFloat() if(chance
I don't think you strictly need to start the combat phase when the player hits the beggar. Especially when you let the beggar die in one hit. Also, to get around the "what if the player has no weapon"-problem, you could add a quest-related weapon to the players inventory - depending on your quests "set-up", of course. (Or simply add a weapon, and then remove it afterwards)
@HenerzDesigns You can accomplish this by adding quest objectives under your quest's aptly named "Quest Objectives" tab. There is a list of "Target Refs" for each objective and adding your item or actor to this list will make a marker appear in the compass when that objective is active. If you look at my first tutorial, I cover how to create and update a quest's objectives, though I didn't add any target refs. Hope this helps!
Great tutorial, better than Bethesda's if you ask me (You explain the program's "language"). One thing though, I've added the package for the actor to Force Greet but for some reason the actor fails to do so. The package is named and includes the topic's reference. Any ideas on what is going on? I understand that it can easily be more than one reason.
Excellent tutorial thank you. Do you have any plans to make any tutorials about worldspaces? There are no tutorials which cover weather climates and imagespaces :(
@Axeface1 I'm afraid I haven't spent any time working with worldspaces. If I learn how to work with them, I will be sure to make a tutorial about it in the future.
@doughamil Hey great tutorial, one question: How do I make a quest pointer/marker hover over an item signalling the player to pick it up as in many other quests?
Can't get this one to work good tutorial followed it too the letter but the beggar doesn't greet just asks if i need something and the quest doesn't start tried this numerous times am i missing something?? Is there meant to be trigger for the quest to start?? Great Tutorial even after all these years learnt a lot just wish i could get it working
@Doughamil I get one issue: when I try to replicate the forcgreet by an npc, the npc walks up to me and initiates the conversation but waits for me to start the topic. Since you/I haven't entered anything into the topic heading my topic just shows "...". Until I click on the "..." the dialogue doesn't start. This makes sense to me considering what I have done, but how did you make the NPC speak without you choosing a topic? What did I miss?
I figured it out. Apparently, triggering scenes by using load doors is a bad idea, as well as using timers to wait between scene actions. Triggering the scene by detecting the player nearby fixed it.
@Cryptarchy Usually this occurs when you forget to record something for the dialogue. You need to at least have some silence recorded for every piece of dialogue.
@doughamil Thanks for trying but, I've linked my target refs (aliases) to the objectives but still the marker will not appear hovering above the knapsack that has the letter in that the objective says to take from the knapsack, got any other ideas? Thanks!
OK, I decided to recreate the forcegreet situation, but now the NPC comes over speaks the line and the stage does not progress. If I walk up to him again, he just comes up and says the same line! WTF!!? What sorcery is this when I do the same thing, but I get two distinct broken results?!
why is this your only one without the link to the scripts cause when you pasted the script to stage 10 how are we supposed to duplicate that without the script your using and i typed it in and now im getting a failed to compuile message
I'm experiencing an odd bug. I'm trying to get two characters to say something to one another during a scene, and I added in two phases for the text, followed by a third phase in which other events happen. However, my actors skip over the dialogue and immediately start the other actions. What could be causing this?
I tried to use the AIDriven(True) thing to make the player act out action packages in a scene (Sit Target, Use Idle Marker, etc) and it didn't work...is there some special extra voodoo you need to do to use scene actions instead of Alias packages to control what the player does in a scene?
@RedwoodTheElf I never noticed that, but I think it's because I didn't name my AI package. Normally you would see a name for your package in the list on the lower right hand corner of the tab.
I've worked many a time with world spaces. Easy to do, hard to learn. Usually all the "problems" that arise can be figured out with a simple answer. (Ex. "how do you make it snow?" answer= "add regions. THATS IT.
Close to 10 years ago you made this video, how helpful it is to me today, hard to put in words, so much that can be done, so much respect for your skills which were THAT good 10 years ago, Thank you for this video.
more than 6 years later this is still very helpful, even with FO4, thank you!
@CDante Did you manage to make it works ? I didn't.
One of the most instructive CreationKit videos I've ever seen, this answered so much questions, thanks
This tutorial is huge! NICE! So many doors have opened now!
@mixinghoney There are two random functions in the scripts: RandomInt and RandomFloat. You can use these to spawn an actor with random chance. For instance:
chance = utility.RandomFloat()
if(chance
I don't think you strictly need to start the combat phase when the player hits the beggar. Especially when you let the beggar die in one hit.
Also, to get around the "what if the player has no weapon"-problem, you could add a quest-related weapon to the players inventory - depending on your quests "set-up", of course. (Or simply add a weapon, and then remove it afterwards)
@HenerzDesigns You can accomplish this by adding quest objectives under your quest's aptly named "Quest Objectives" tab. There is a list of "Target Refs" for each objective and adding your item or actor to this list will make a marker appear in the compass when that objective is active. If you look at my first tutorial, I cover how to create and update a quest's objectives, though I didn't add any target refs. Hope this helps!
Great tutorials,very nice. Could you perhaps put up a tutorial on how to add quest markers? That would help a lot. Thanks.
Great tutorial, better than Bethesda's if you ask me (You explain the program's "language"). One thing though, I've added the package for the actor to Force Greet but for some reason the actor fails to do so. The package is named and includes the topic's reference. Any ideas on what is going on? I understand that it can easily be more than one reason.
Excellent tutorial thank you. Do you have any plans to make any tutorials about worldspaces? There are no tutorials which cover weather climates and imagespaces :(
Hello. This is not working anymore for SE/CK SE (npc doesn't show or say anything).
@Axeface1 I'm afraid I haven't spent any time working with worldspaces. If I learn how to work with them, I will be sure to make a tutorial about it in the future.
@doughamil Hey great tutorial, one question: How do I make a quest pointer/marker hover over an item signalling the player to pick it up as in many other quests?
Can't get this one to work good tutorial followed it too the letter but the beggar doesn't greet just asks if i need something and the quest doesn't start tried this numerous times am i missing something?? Is there meant to be trigger for the quest to start?? Great Tutorial even after all these years learnt a lot just wish i could get it working
@Doughamil I get one issue: when I try to replicate the forcgreet by an npc, the npc walks up to me and initiates the conversation but waits for me to start the topic. Since you/I haven't entered anything into the topic heading my topic just shows "...". Until I click on the "..." the dialogue doesn't start. This makes sense to me considering what I have done, but how did you make the NPC speak without you choosing a topic? What did I miss?
I figured it out. Apparently, triggering scenes by using load doors is a bad idea, as well as using timers to wait between scene actions. Triggering the scene by detecting the player nearby fixed it.
@Cryptarchy Usually this occurs when you forget to record something for the dialogue. You need to at least have some silence recorded for every piece of dialogue.
@doughamil Thanks for trying but, I've linked my target refs (aliases) to the objectives but still the marker will not appear hovering above the knapsack that has the letter in that the objective says to take from the knapsack, got any other ideas? Thanks!
OK, I decided to recreate the forcegreet situation, but now the NPC comes over speaks the line and the stage does not progress. If I walk up to him again, he just comes up and says the same line! WTF!!? What sorcery is this when I do the same thing, but I get two distinct broken results?!
why is this your only one without the link to the scripts cause when you pasted the script to stage 10 how are we supposed to duplicate that without the script your using and i typed it in and now im getting a failed to compuile message
Another good one for reference.
This Balon Grey guy is clearly a Daedra of some sort.
@doughamil I did add in silence. (And, using the same method, it works for characters that I have direct conversation with.) Any other ideas?
I'm experiencing an odd bug. I'm trying to get two characters to say something to one another during a scene, and I added in two phases for the text, followed by a third phase in which other events happen. However, my actors skip over the dialogue and immediately start the other actions. What could be causing this?
I tried to use the AIDriven(True) thing to make the player act out action packages in a scene (Sit Target, Use Idle Marker, etc) and it didn't work...is there some special extra voodoo you need to do to use scene actions instead of Alias packages to control what the player does in a scene?
@RedwoodTheElf I never noticed that, but I think it's because I didn't name my AI package. Normally you would see a name for your package in the list on the lower right hand corner of the tab.
So using a package on the player automatically disables player controls, without the need to explicitly call that function on the player beforehand?
15:55 When you clicked OK, the AI package didn't appear in the package list...
Can you make someone spawn with a random chance?
Thanks for this, still helpful, this time for Fallout 4. :)
Nevermind! Should've watch the rest of the vid before commenting!
I've worked many a time with world spaces. Easy to do, hard to learn. Usually all the "problems" that arise can be figured out with a simple answer. (Ex. "how do you make it snow?" answer= "add regions. THATS IT.
@doughamil I'd rather use ObjectReference , so we tell CK that we are going to enable the actor where we want him to be in the scene
What's a bayger?
Balon Greyjoy?
Pastebin?
@doughamil Ah ok thats cool. Its just that there are no tuts covering this area so was just asking. Thanks anyways!
@doughamil i made it like : if GLOBALVARIABLE
Thanks for a nice tutorial again :) I would appreciate if you checked the PM i sent you hehe.