Jump to content

MHGhandi

Premium Member
  • Posts

    17
  • Joined

  • Last visited

Nexus Mods Profile

About MHGhandi

Profile Fields

  • Country
    Germany

MHGhandi's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Heyho folks, I just encountered a weird situation. I'm working on a Mod for Faldar's Tooth and I moved the boss enemy (Ghunzul) from the main area to the lower area as a guard for the vault in order to keep the attached quest for Mehrunes' Razor intact. Everything seemed alright when I checked the quest with multiple savegames and different mods activated. But today I tried a perfectly clean save by using the coc console trick from the main menue - and the vault was just crawling with enemies. And all kinds of them! Three or four bandit leaders, two briar hearts, four or five bandits, five seamen, the npcs Haldyn and Umana - Umana said "Hey there, handsome" and then they went all beserk against each other and against me. And inbetween somewhere was Ghunzul just as he was supposed to be. I checked and rechecked the whole cell - there is only one NPC marker and that is the Ghunzul. There are no markers for gathering points and no hidden patrol markers so I'm a bit lost - do you know why they where there?
  2. Strange - I do get the same problem in some areas for my own mods - but I do not use any light-mods nor are there more than two shadow-casting lights in each cell and it's bugging me to hell...
  3. Did you not install your game via Steam?
  4. I actually did a clean coc-command load right from the main menue and it still behaved that way. I think it might have to do something with interior cells having more than one cell exit, anyone any experience with that?
  5. Thanks for the hint. The behaviour has indeed changed but not for the better. Now the NPC is standing at a random spot, appearing and disappearing around it as if it was unable to get to a certain point not reachable on the navmesh - it does that all the time while a sandbox package is fired. I also tried reconstructing the NPC from scratch - to no avail...
  6. Hey folks, I am remodelling Faldar's tooth into a working Imperial Legion fort. Two of the officer NPCs got a sandbox AI package assigned for a couple of hours after they get up. But instead of using whatever markers are there, they just keep walking to a cell exit and keep using it, appearing and disappearing for the whole time. There are no concurring packages for that time and they don't have any conditions attached to the package. As other NPCs can indeed use the markers and behave correctly on that part of the navmesh I ruled those two causes out. Does anyone have an idea why they keep doing this? Could this have something to do with faction scripts? As they are assigned to CWimperial factions... Any help would be greatly appreciated! I did look for older topics on this but I couldn't find anything. Apologies if this problem has already been adressed
  7. Well, what do they do when they do not sleep? Do they stand around? Do they walk against obstacles? I often encountered that kind of problem when the furniture in question was placed above the navmesh, not on it - sometimes they only hovered 0.1 above the mesh and it led to problems. Another problem could be a concurrent AI package at the same time or a condition that you forgot to turn on/off - did you use conditions for the guards or AI packages?
  8. would you folks allow me to incorporate this into my mod with proper credit? It would certainly save me a lot of trouble if I could use this script :-)
  9. Okay, I've done some more work and have uploaded the first file here: http://skyrim.nexusmods.com/downloads/file.php?id=11515 But please remember: I am new to modding and this is only a first attempt, so be gentle :blush:
  10. That's a very good idea! This would also clean up the Mod-talk section. I'd propose to include translation-folks that can offer their language skills into this.
  11. Sorry if I step in here. But I've got exactly the same problem and I was hoping that you'd figured out what caused your objects to stay? I figured it might have something to do with the quest already having started at the point of including the code snippet but I could not confirm this.
  12. Ah, I was also thinking about that, thank you very much! BTW, this could be a completely impossible thing to do, but: would it be possible to activate an esp through a script, triggering all the effects of the mod at once?
  13. Thank you very much! That is really helpful! :D
  14. Hi folks! I am writing some texts for my Sky Haven Temple mod and would appreciate some feedback in terms of content and (!) grammar/spelling from native English speakers. I hope this is the right place to ask for it. If not I will most happily delete my request! The first series of books would be about the guidelines for Blades: Handbook for the Blade Book 1 Ranks of the Blades By Grandmaster Jauffre 4E 17 The ursupator Titus Mede has taken the throne of the Empire. We have an emperor again. Many people raise their voice in astonishment as to why the Blades have not yet retaken their place as the official guards of the emperor. The answer is simple, brothers and sisters. We are NOT the guards of the emperor. We are the guards of the dragonbloods and what they created: the Empire. Let there be no mistake: We will remain vigilant and fight every threat that will come upon our homes and our Empire. But to directly serve Titus Mede or his kind would mean that we are no more than petty mercenaries. These books are to be meant as a guide for you, my brothers and sisters in arms. 1 Ranks of the Blades There are two possible means of serving the Blades. The first one is through means of steel and tactics. The warriors of the Blades wear our traditional Akaviri armour and will protect our outposts and fellow Blades with their life. The second one is a way of secrecy and caution. Our agents throughout the Empire gather information and recruit new assets. Both ways are equally important and we must never forget to hold the balance between them. Novices Novices are our best assets and have proven to be loyal to the Empire Apprentices Apprentices are those who want to dedicate their life to the ways of the Blades. They train to become regular Journeymen Journeymen Journeymen are the backbone of the Blades. They have numerous tasks, from training to guardduties Finders Finders are the scouts and researchers of the Blades. They are tasked with acquiring and analysing our information Travelers Travelers are entrusted with bringing important messages and information to their designations. They are vital parts of our information-network Operatives Operatives are mission specialists and will take the biggest risks in order to accomplish their goals. They often work alone and under disguise Lieutenants Lieutenants are well-trained and experienced officers who lead their divisions into combat. They are also commanding Blades within our outposts. Agents Agents are our specialists for internal security. They watch political and social shifts throughout the Empire and will work with their Operatives and Travelers to react accordingly Spies A spy is a special rank given to those Agents that will perform huge operations outside the Empire Commanders A Commander is a special rank given to those Lieutenants that will perform military operations outside the Empire Spymasters A Spymaster is the hightest ranking member of the Blades in an imperial county Captains Captains serve as the commanding Blades within our temples and are the hightest ranking members of the Blades within an imperial province. Grand Spymaster A Grand Spymaster is the second in command of the Blades. Grand Spymasters report directly to Dragonbloods and the Grandmaster Grandmaster The Grandmaster is the head of the Blades. He will be chosen by the Dragonblood directly or through the assembly of all Captains and the Grand Spymaster 2 Code of Conduct The Code of Conduct that all Blades must follow is quite simple, yet demanding. It is comprised of the four fundamental principles loyalty, integrity, bravery and discipline. Loyalty You pledge your loyalty to the ways of the Blades and to the Empire built by Dragonbloods. You will do everything that has to be done in order to protect the Blades and the Empire. You will not betray the Empire or the Blades and you will not betray the principles of the Blades. To do so means treason. Integrity You will not endanger the missions and goals of the Blades by talking about them to anyone but fellow Blades. You will do what you are told to do your superior Blades. If you deem those orders to be dangerous for the Blades, you shall inform higher ranking Blades. Bravery You shall never yield to the enemy or flee the battlefield unless being ordered to do so. You shall never abandon fellow Blades or the Empire in their times of need. Discipline Obey your superiors, train your skills and stay focused on your tasks. Your discipline is crucial for the success of your missions.
  15. Well, maybe they are planning on releasing an addon for the Blades (and this would be an instant-buy for me). I've continued to work around a bit on this and that. Problem is, the Sky Haven Temple architecture elements are not all that diverse. It turns out that the temple itself and the front door and the facade of the training area all are singular elements that are basically useless for doing more rooms. No doorframes, no ornaments, etc. The most difficult part is adding new doors as the walls cannot be taken away to make room for a door and the walls are fairly irregular. So positioning a door directly on the wall often results in overlaping areas. If one of you knows how to cut elements off the main structures and how to turn them into singular elements I'd be much obliged. Anyway, I've gone on and created a rather large additional room that I call sanctuarium. It contains a tiny sickbay, an alchemy-enchantment area, an shrine, a small reading area, an area for doing the writing stuff (remember, the blades are also skilled spies!) and a briefing area. The sanctuarium leads to the citadel, a room originally intended for the dragonborn (from Reman to Talos, some guys should have slept there) to be private quartes. I put in two rooms, one for Delphine as the new grandmaster and one for the dragonborn. I'd like to show the actual mod when it's playable but I'm not entirely sure on the WIP-upload policy here. I'll ask a moderator and come back to you because I'd really like to have feedback on the mod!
×
×
  • Create New...