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penguinchao

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    Skyrim, Minecraft, Oblivion

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  1. So I've recently run into a problem with the Creation Kit. When I add a script (or modify an existing script), I can change the source and attach it to an object, but if I try to even open the properties window, that window freezes. Even after this window freezes, I can still modify anything else like normal, but I'm unable to save because you have to close all of the windows. I've tried with and without mods loading (even before the Master File has been told to load). Has anybody heard of this or know what the issue is? Any advice at all is appreciated! :) Scripting is very limited without properties :/
  2. I'm currently working on a mod that adds a kinda new storyline. But I can't seem to find any help on creating a persuasive dialogue option. Does anyone know how to make a basic persuasion option like you are prompted with upon coming to Riften? All help is appreciated! :thumbsup:
  3. You sirs, have helped me a bunch. Much appreciated! :thumbsup: Thank you!
  4. Thank you so very much my good sir! :biggrin: Kudos to you! That just made my modding life a thousand times better :) So just one more quick question: Does that mean my modding files are fine, and it's just my game bugging out? So that I'll be able to upload it to the Nexus without fear of a buggy file?
  5. I can hear the Double expansion and my loss of $4.99 already...
  6. Hmm, I like this idea :biggrin: once my CK stops being a jerk, I think I'll try to get on that :thumbsup:
  7. If you could find a decent female VA with a lot of time on her hands... It could be possible :biggrin:
  8. I've been working on multiple mods for quite some time, and they keep deciding to stop working each time. What happens is that I will create the Quest, make the dialogue views, fill the views with dialogue, test it in game, and everything will be working. But after the mod has been working perfectly for a while, the Quest ceases to pop up on the screen as started, even with "setstage TEAQuest 10;" stage 10 is the beginning. I have tried every suggestion I've read, including Testing on a different computer Making sure it was "Start Game Enabled" Ensuring that the conditions were met (ie actor and quest stage). Having perfect Quest Properties and Aliases. Loading a save before the mod was installed, to check for interference from previous versions The weird thing is, let's say I have 3 Branches: Character Meet, Character Attack, Character Post-Attack. I then test in-game and everything is working, the quest shows up, the dialogue is perfectly functional, and there are no issues. But then I'll do something like add a 4th branch, or modify a completely different NPC, or something else that does not modify the working content in any way, then the entire mod will shut down. By "shut down" I mean setstage does nothing, the dialogue is completely absent, and the only sign of the mod even existing is that the characters are standing there, but are completely silent in every way. Has anyone heard of this glitch and have any suggetions? I've searched a lot for this bug and a solution, everyone else seems to have no clue what the problem is either.
  9. Wait a second. Isn't there a legal loophole that if you modify an audio file a little, it's not protected anymore?
  10. I've thrown out days of work multiple times due to this glitch. I've restarted one mod about 3 times, and had to throw out an even bigger mod recently too. I'm glad this is being talked about, I posted a troubleshooting thread here, but noone has answered. I will be sure to post it here if I hear anything.
  11. I believe it would be illegal to distribute the voice files from Oblivion, but it might be acceptable to make a mod that depends on the voices.bsa from Oblivion. Meaning you must own Oblivion and copy your bsa over to the Skyrim\Data folder. But we need a moderator to confirm.
  12. You want DB armor to be disenchantable, correct? Well I shall get to work on it posthaste! :thumbsup: I'll link to it here when it's ready EDIT: Here you go! :thumbsup: http://skyrim.nexusmods.com/mods/20742
  13. Thanks! I appreciate the help! :thumbsup: One more quick thing: so if I use the "Create BSA" feature of the CK, it will pack all scripts automatically, correct? (In addition to meshes, textures, voices, etc.)
  14. I will take a look! Thank you very much my good sir! :biggrin:
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