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DreamKingMods

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  1. Thank you so much for the guidance! I didn't know collision planes existed, but a quick Google, and I have it working now. Cheers! :thumbsup:
  2. Hi, This is my first attempt at adding large static objects to the Skyrim world, and I'm having mixed results. :confused: I've added a well and a roof, both slightly embedded in the terrain to simulate being covered over in some sort of rockslide as pictured in the imgur link below. The problem is, the well appears to have collision, but the roof does not--characters can walk through it as though it was not there, as seen in these screenshots: http://imgur.com/a/OKQbX However that same roof does have collision where it is used in Jorrvaskr in Whiterun: if I use tcl to toggle off collision, run "above" Jorrvaskr, and turn collision back on, I don't fall through the roof, rather I land on top of it. I don't know enough about landscape editing to even know what the problem is, then, much less how to fix it so that my half-buried roof will have proper collision. Help, please?
  3. This part can be automated. From Alexander Velicky (source):
  4. It's not totally what you're after, in that you'd still need to join, but mods like my Enhanced Skyrim Factions: The Companions Guild and kryptopyr's Thieves Guild Requirements add configurable requirements in order to progress in a guild--so you could simply set those requirements very high so that you'd never reach the next story mission. Note that the Dark Brotherhood doesn't actually have random, radiant quests--its between-story tasks are all pre-scripted.
  5. Anything is possible, it just depends on how much vanilla stuff you want to edit/new stuff you want to add. :smile: The way it works now is that there's a fairly large trigger zone centered around the giant. When the player enters that zone, the three Companions are teleported in, the giant is enabled*, and the fight begins. So you could make the trigger zone smaller, so that the player has to get closer before the fight starts; but the drawback would be that the player would probably see them just suddenly pop in. You could add complexity with a second trigger box inside the first--the first teleports the actors in, the second triggers the fight to begin--but that would involve a lot of editing scripts and AI packages. That's why my approach is just going to be to make everyone invulnerable for 5-10 seconds; that way you'll still see them fighting from afar, but the giant won't take any damage until you've had time to get closer. * Note that the giant is actually enabled already by mistake in the vanilla game, but the Unofficial Patch is going to be fixing this in their next release.
  6. Yeah, I think the problem with adding a fixed amount of health is that it's hard to balance--people often have other mods that increase weapon damage and such, which can offset any but a really large health increase. (For reference, he has about 600 health in my mod.) What I think I'm going to do in my next update is make the giant invulnerable for a few seconds when the fight begins, to give the player some more time to get there before he actually starts taking any damage.
  7. My Enhanced Skyrim Factions: The Companions Guild mod ups the giant's health... of course, it makes a lot more changes to the guild, too.
  8. "Retain File Name Offsets" has given me trouble before, as has "Compress Archive"; try leaving those unchecked (the other two "Retains" are fine).
  9. That's due to missing texture problems in the aMidianborn Skyforge mod; there's a hotfix available for download at that mod's page.
  10. Vilkas only offers one type of mission at the start of the questline, which can happen in only a few dungeons--so it's possible that he just can't offer you any missions because other quests have already reserved all the available locations where his missions can take place. If that's the case, you should turn off the requirement to do quests for all members of the Circle in the MCM. Later in the questline, Vilkas does acquire some new quests, so he should eventually be able to offer you work.
  11. The Werewolf Mastery mod includes a setting that will make NPCs not hostile to you when you're in beast form.
  12. While they do many other things, my mods Enhanced Skyrim Factions: The Companions Guild and Enhanced Skyrim Followers: Aela the Huntress add a substantial amount of (silent) dialogue to the Companions Guild NPCs. There's also Expanded NPC Dialogue, it seems to focus a little more on romance-oriented dialogue with various followers but has general topics as well.
  13. You don't need to delete the MT .pex file if you're using the Requirements Only version, no. Basically the MT edit to the vanilla Proving Honor quest script file gets in the way of my option in the Full Version to have Aela as your Trial Observer instead of Farkas during the Proving Honor quest. I checked with Brevi and he said MT would still work fine if that file was deleted.
  14. My Enhanced Skyrim Factions: The Companions Guild mod lets you configure the radiant quest reward gold through a SkyUI MCM--along with a lot of other options and changes. There's also a mod called Increased Bounty and Guild Rewards that has some higher pre-set rewards, although it has some compatibility problems and seems to have been abandoned, so I'd only recommend it for relatively advanced users. (I'd also suggest that the Companions rewards shouldn't be as high as some other radiant quests--because part of your "reward" is that they're giving you free room and board, access to trainers, etc.)
  15. The description of the AI Data Tab at CreationKit.com includes the numbers. Note that some of these may not persist across game sessions, so you may need to (re)set them each time the game is loaded.
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