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whickus

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  1. Can you tell us how? I have the same problem with my player marker missing.
  2. That link looks incredibly useful and I hadn't come across it in all my searching of the wiki for aliases and radiant quests. Definitely holding onto it! That snippet of script also looks like it'll be useful. Edit: The script portion did the trick. The only catch is that if that stage has already been set, the "[...]" is still displayed. I can live with this for now, though. This is why I really need to learn scripting; so I can at least start to figure these things out on my own. Thanks a bunch!
  3. I don't know how to create a DOF profile from scratch, but I do know that the details of the DOF settings live inside the enbeffectprepass file. If you download a profile that has decent DOF settings, simply replace your current enbeffectprepass file in the skyrim directory with the enbeffectprepass file you just downloaded, then enable DOF in your enbseries.ini file and now you'll be running with DOF. If you open the enbeffectprepass file, some of the DOF values should have descriptions as to what they do, if you feel like tweaking them further yourself. I hope that helps.
  4. This is, indeed, the case. It never occurred to me that the quest stage at which the "Stores Text" flag was checked would have an impact. I just kind of assumed that once the quest location was chosen, it was recorded somewhere. I'll check that out when I get home and thanks for looking into it!
  5. Did you use Find Triangle before you finalized your navmesh? There may be bad triangles.
  6. I forgot to mention that was one of the first things I tried. Still no luck. Thanks for the tip, though. I think the only way I'm going to be able to do this is by setting up multiple objectives with different text based on the possible locations, then scripting conditional events that display the appropriate objective based on the location of the target/dungeon. If I can figure out how to retrieve a quest item's/actor's location through scripting. You can check the mod out here, if you want: http://skyrim.nexusmods.com/downloads/file.php?id=11135 Like I said, most non-radiant quests have been modified so you'll definitely see a difference, even in its current state.
  7. Hey everyone. I'm working on a mod that makes the quest descriptions and objectives more descriptive so you don't have to use the quest markers. For instance: The vanilla objective says "Find the book". I've changed this to say "Find the book in Moss Mother Cavern near the western shores of Lake Ilinalta". This way you still have to search a little, but you're not forced to blindly follow the quest marker. I've edited most non-radiant quest descriptions but I can't, for the life of me, figure out how to add a new radiant alias to the objective text. A perfect example is DA10, House of Horrors. There is a pre-existing alias named "Dungeon", which has all the criteria for choosing the location so the actual dungeon name should be set once the quest starts, but if I add <Alias=Dungeon> to the objective text, all I get in-game is "Find the priest of Boethiah in <Alias=Dungeon>". I tried dissecting some of the bounty quests to see why they're able to display location names and the only thing I can discern is that the Target Ref for that specific quest objective needs to be an alias that references the LocationRef in order for the LocationRef to display properly in the quest journal. I tried using that same setup in DA10 and now I get "Find the priest of Boethiah in [...]". That makes me think I'm getting closer because it seems like the game is trying to populate a value, but doesn't know what the value is. I really want to figure this out because I would love to play this game strictly following the quest log and share this mod with others. I know next to nothing about scripting but I've been going through the tutorials, which seem to cover nearly jack squat so I'm afraid that it'll be forever before I'm able to figure this out on my own. Any help would be greatly appreciated!
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