Jump to content

megabliss7116

Members
  • Posts

    9
  • Joined

  • Last visited

Nexus Mods Profile

About megabliss7116

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim
  • Favourite Game
    Skyrim

megabliss7116's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Well I think I've solved it, though I'm not sure. In the 'Quest Data' tab under the 'Quest Dialogue Conditions' you can select a function called 'GetQuestCompleted'. Then you can select the quest that will function as what I believe to be the prerequisite quest.
  2. I'm working on updating a mod of mine, and I have finished up one quest and now I need another which allows the player to purchase/fix up the new home. I don't want the 2 quests running side by side, so I was curious as to how I could get the house "quest" to only function after the initial quest has been completed.
  3. That makes sense to me. I also thought about putting mine up on steam up as well, but I wasn't sure if the navmesh bug is still ongoing. Since I have ~55 NPC's, it would be completely obvious if it bugs out and they are all standing in place doing absolutely nothing.
  4. Well, I have mine set up similar to the way you've done yours then. Basically my esm file contains all the objects, navmesh and interior cells I have, while the esp file contains the landscape. My problem is that if at some point in the future I need to update the mod with something as simple as changing the lighting, I'm going to have to require people to take out all their items from the home in the mod. Here's my process. I work on my mod that is still just an esp file. Once finished, I created 2 copies (1 esm and 1 esp). After deleting everything in the esp file except for the landscape changes, I then have my esp and esm files that work together. Thing is, at least I haven't found a solution to this, an esm can't be tampered with other than to tack on another esp file with the new changes. So what I have ended up doing is taking that original esp file (the one that I initially was working on to make the mod), adding the changes to that, and then converting that to a new esm file (I keep a copy of the esp with landscape changes so I can just put the new esm and that in the rar file to upload). That's where my problem is coming in, with every time I add changes I need to make another esm file to replace the old one which in turn causes all the player's objects they've placed to be deleted from the interior.
  5. Made the mistake of posting this in the "General Mod Author Forum", so I've relocated my question here. I've searched the forums for an answer to this but either I didn't type in the proper keywords or am somewhat of an idiot lol. I've have a mod that I have just released. It require navmesh and so I had to convert it to an esm, but since it also has landscape changes I needed to have an esp file to keep the landscape changes. I've run into a bit of a problem, I think I may have set up the esp and esm files wrong. I only put the landscape changes in the esp file and left the objects and navmesh in the esm. So obviously whenever I make updates or changes, I use the unconverted version of the esm (still in esp form). This causes a problem by deleting all objects that the player places throughout the mod. I guess my question is this, should I have put all the objects in the cells into the esp file rather than leaving them in the file that is to be converted into the esm?
×
×
  • Create New...