Talk:Bethesda Tutorial Traps and Prefabs

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The existing NorSarcophagusBottom[edit source]

If using one of the esp provided by the tutorial, there is already a NorSarcophagusBottom on the platform. This might cause some confusion following step by step. Is the copied NorSarcophagusBottom vital to the prefab and the other should be deleted? --Syneris 20:23, 10 February 2012 (EST)

The NorSarcophagusBottom isn't actually a part of the chain of logic that creates the ambush. It's just a static. So leave it there, replace it with the prefab, delete it entirely, whatever (though deleting it would leave the ambush Draugr floating in midair. So that'd be odd). The bottom piece won't make or break the ambush prefab. -- Craddok (talk) 2014-09-21T01:03:08 (EDT)
Slightly offkey, but if the Coffin Marker doesn't contain the NorSarcophagusTopAnim01 the coffin animation doesn't play, and the actor will spawn at the location of the marker either before the trigger event, or some time after the trigger event. Moving the lid away from the coffin marker, save & exit, reload and moving the lid back to it's original position somehow breaks it. The trigger can also be set off from a distance with a bow or such.--Lmstearn (talk) 2014-12-17T17:26:12 (EST)

Explaining the relationship of the prefab objects[edit source]

  1. The actor sets its activate parent to the trigger box. Entering the trigger box will activate any children that have it set as the parent.
  2. The actor sets a linked reference to a special marker. This is where it spawns.
  3. If needed, the marker sets a linked reference to a related animation.
  4. Not all actors work will all markers. You may get clipping, poor animation syncing, or incorrect behavior when using markers not meant for the actor.

Just some basics. Expanding on details and error corrections would be greatly appreciated. --Syneris 22:09, 10 February 2012 (EST)

?[edit source]

"The Portcullis in Fig 6.1 uses an Activate Parent link, as indicated by the blue and white line. The white end the activate parent while the blue end is the child."

Either I've gone mad, or there are no blue and white lines in Fig 6.1. And that second sentence doesn't make sense to me.--Electrosheep 15:08, 17 February 2012 (EST)

Combining ambushes with patrols[edit source]

I want to have draugr pop out of their sarcophagi on a trigger, then wander off on a patrol route. Any idea how to do this? Resetting the linked ref for the Lvldraugrambush actor to the patrol marker doesn't work, as it breaks the ambush animation trigger; it has to point to norsarcophagustopanim for it to work.

I haven't confirmed this works, but there's an "AmbushPatrolLinkCustom01" AI Package that's attached to most (all?) preexisting "Ambush" Actor types. Looking at how that package is set up, it looks like it'll allow the actor to patrol to any LinkedRef that has the "LinkCustom01" keyword. -- Craddok (talk) 2014-09-21T00:59:50 (EDT)

Throne ambushes in prefab warehouse broken?[edit source]

I'm trying to use the throne ambushes from the prefab warehouse - the ones where the Draugr gets up out of a chair when the trigger is hit.

Can't get these to work at all. Is there some setting on the linkrefs that's incorrectly set?

Ambush: Draugr Not Spawning in Coffin[edit source]

This issue is quite common. For some reason the linked ref from the draugr to the coffin marker breaks either in the copy/paste or in fiddling around with the setup. If that occurs, load the plugin in TES5edit and find copies of the broken objects located in WarehouseAmbushes inside a separate Block in the LH treeview. Delete them, and all is working again.--Lmstearn (talk) 2014-12-22T07:54:46 (EST)

I think you may have stumbled onto a real fix for this notorious bug. Another fix was waiting a bit before going to the Cell.. but it's a 50/50 fix. Are you saying these broken objects are placed in the file unknowingly to the user who makes ambush setups? I am unable to test this myself as I cannot access my CK. Please do elaborate, the ambush bug killed a lot of modding opportunities. --Terra Nova2 (talk) 2014-12-27T12:34:40 (EST)

It's a bit of a hit & miss fix. See the post below. I have a plugin that works with the animation. But shift the room and the contained objects upwards, and the animation breaks. But now there presented a new, more insidious bug where in working with the elevated room, replacing the ambush setup produces the draugr spawning outside again. The curious thing is that <waiting> (hotkey <T>) an hour in the cell before COCing and then waiting another hour in the Lokir's dungeon brought back the animation. Waiting in just one cell was not enough. Something to do with the way the "Temporary Children of LokirsTomb" are loaded in memory.--Lmstearn (talk) 2014-12-27T22:42:06 (EST)
..I knew you were going to say that; That is exactly what we all end up experiencing and end up doing to get around it. Seems you found a new way though but like the others, also not guaranteed to fix it 100%. It's Skyrim's biggest mystery and a lot of people gave up on it, I don't know what beth has done to get it working 100% for them(in game and outside of lokir's tomb). What you have posted below is something entirely new. I hate to say that you're dealing with a dead end, but that is how things are at the moment. --Terra Nova2 (talk) 2014-12-28T08:41:53 (EST)
Did a little more testing on it and found that just a 1 hour wait before COCing worked only on an in-game load, but only to a location in an area covered by a different room marker. In this scenario, waiting in the COC'd location didn't make any difference.--Lmstearn (talk) 2014-12-29T23:42:53 (EST)
Bug is fixed, or rather, it appeared because a sleep package was never include. If the actor doesn't have a sleep package, the setup breaks. See Source. This makes sense when you look at it deeper. They are in coffins after all, and are supposed to be sleeping.--Terra Nova2 (talk) 2015-01-02T11:23:48 (EST)
If the above doesn't work, finalize your navmesh and see if that helps.--Terra Nova2 (talk) 2015-02-28T04:42:06 (EST)
The draugr can spawn inside the coffin if disabled and then enabled by a marker set as part of a quest.--Lmstearn 2015-10-22T08:40:12 (EDT)

The above is vague as is the post linked. It would not have hurt to give details to the solution. Anyway, here's the steps:

First you need to make a quest, give it two stages, 0 for the startup and another for the actual enabling of the marker.
Second, setup your ambush as you normally would, do not check "Initially Disabled" (to keep things simple).
Third, place an xmarker in the room, it can be anywhere. Set it as "Initially Disabled".
Fourth, set the LvledAmbushActor and the ambush "furniture"(like CreatureSitFurniture01) enable parents to the xmarker.
Fifth, create a trigger and make a OnEnterTrigger event script that lets you set the second stage of the quest from the first step.
result: When you walk through the trigger, the marker is enabled, which enabled the ambush set up. It make take a few seconds for the actor to appear.
--Lisselli (talk) 2017-03-23T04:17:07 (EDT)

Ambush Animation after Optimization.[edit source]

Elevating the cave section as per section on optimisation [[1]] (again) appeared to break the draugr animation. The coffin could be triggered but the draugr was nowhere in sight. Sometimes he/she could be heard wheezing.--Lmstearn (talk) 2014-12-27T06:50:29 (EST)