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cxgdarch

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  1. As the topic says, I want to be able to use the GECK to add rank 2 of the TAG! perk, which I don't actually need help in doing...but rather in making it work properly in game. I added the rank and the appropriate generic quest to do so but when I tested it in game it still limits the total number of tagged skills to 4. Is there a global setting or script somewhere that I need to change to allow for more than 4 tagged skills to be possible? I looked around in the GECK and on these Forums for a couple hours and have found nothing regarding this specifically. I'm thinking it must be a limitation of the game engine maybe? Here is what I did in-game; it will illustrate the limit of 4 that I'm referring to: - during GOAT I tagged Small Guns, Sneak, and Speech - console command advlevel until I can take the TAG! perk - take perk and tag Repair - all 4 skills are now tagged - Small Guns, Sneak, Speech, and Repair - console command advlevel once more - take TAG! perk again and tag Explosives - only 4 skills remain tagged, with the last alphabetically (Speech) being untagged and losing the bonus points from the perk Is there anyone better versed in the game engine that can shed some light on this for me, please?
  2. As far as this goes, I found another way to make what I wanted to happen, happen. I wanted to write a script to do a behind the scenes add of a perk when I spoke to an NPC and then remove it when I was done with the conversation so I wouldn't have it the entire game. I know that ONCONVERSATIONEND isn't an event, that's why I didn't type it in camel case and used all caps to make it stand out. I looked at that page you linked before posting but couldn't find anything that seemed to fit the bill. That's why I asked here. Anyway, thanks for the replies.
  3. This is my first attempt at scripting in Skyrim and can't quite figure out a way to do what I want. I want an event to happen when I activate an actor and then a different event to happen when the conversation is over. I know to use onActivate for the first part, but I can't seem to find something to use that will trigger when the conversation ends. Is there such a thing? Or am I looking at this the wrong way and it's more complicated than this? Basic outline I'm picturing... Scriptname MyScriptName extends ObjectReference Event OnActivate(ObjectReference akActionRef) blahblahblah endEvent Event CONVERSATIONEND(ObjectReference akActionRef) blahblahblah endEvent
  4. Awesome, thank you for the quick reply. I didn't have time at home today to do anything with it but knowing this will make it take only a few minutes over the weekend when I get a chance.
  5. New modder here and so far I've been using a single .esp file called 'mymastermod.esp' for all my personal tweaks. Making my Candlelight spell last longer and allowing a circlet to be worn with hoods, for example. Well now someone wants me to send them one aspect of the thing but not all of it. I know I can begin a new .esp from scratch in the CK and edit it up just the way I need, but that will still involve modifying a bunch of records and I don't really have the time or desire to do that. Is there a way to export only specifically chosen records to a new .esp? Maybe in TES5Edit or via something I missed in the CK?
  6. I dislike using followers most of the time anyway since I like to play a sneaky character...but if there's a quest involved I'll do the quest to help them and then not use them as a follower. Although in the early game having a meatshield does come in handy sometimes.
  7. In Volunruud. My first character was leveled way too high with only crafting skills and this was with a Lydia who was weak because she didn't level with me. The two draugr (a wight and a deathlord I believe) were destroying us. I resorted to retreating and using the cheap hit and hide tactic but she fought valiantly to the death (which may or may not have occurred due to one of my runes).
  8. Magician... I answered as my main character type would and this doesn't really fit my favored playstyle. And my color is blue.
  9. I didn't manually install it; I also used the installer that runs via NMM, but any time I make a change or addition to my appearance mods I always uninstall/reinstall CBBE and Apachii Hair. You may want to do that just to be sure. Also worth noting - when I saw the issue with discolored faces, it was never on my character; it was always NPCs only. Sounds like you have something going on that I don't know how to fix, sorry.
  10. I honestly don't know. Toy around with load order or remove Better Females by Bella and try using the CBBE faces instead? I use CBBE and the face pack built in there (http://static.skyrim.nexusmods.com/mods/images/2666-1-1351970687.png) with Apachii hair the NPC overhaul by Spewed and have no issues.
  11. Looks like you're using Apachii hair. If you're also using Spewed's Apachii hair on NPC mod, then you should add the color mismatch fixes on the downloads page. There's one for humans and one for elves. There's a readme on the mod page showing you how to do it yourself if you prefer. http://skyrim.nexusmods.com/mods/15411
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