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TheIronChicken

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  1. I have no problem with collections but after 10 years I've taken my files down because they handled this whole situation so badly and now I don't trust them to do the right thing by us in the future. I stayed with Nexus this long because I felt like they had our backs. That was what made Nexus different. But the way they went about this made me re-think that. My mods are only on Bethnet and Workshop now, I never thought I'd see the day when my mods would be on those platforms rather than here. This timeline is so borked.
  2. If it isn't snapping properly, left click one of the interior models then hold shift + Q and click the interior model you want to connect it to, then they should snap and stay snapped. Check your Snap to Grid settings: Snap to Grid Bethesda Tutorial Layout Part 2 https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Layout_Part_2
  3. This is what I would ask myself to narrow down the reasons: Does the race she is using have the ability to cast magic? Does the race have animations for magic casting? If I console her exact spell in game can I cast it? Does she attack with a weapon instead? If she does give her a lower level weapon that does crap damage. I've had NPC's set up to be a conjurer run in and hack away with a dagger just because they liked the dagger. NPC's don't cast areas or runes either - does the spell use a lobber projectile? NPC's seem to like to cast spells in more or less this order: Armour Spells Cloak Spells Summon Spells Damage Spells With the damage spells, they seem to pick the spell that they think does the most damage. So if she is using other damage spells take them out to test if she casts the spell - if she does cast it you can add lower level spells back in later and test them. NPC's will also use all their magicka using wards against melee - just take out the wards. The other thing to try is to make a UseMagic package using the spell, add it to a FormList and put the FormList in Combat Override in the npc alias.
  4. This mod has just been released and while it's not exactly what you asked for it's along the same lines: Catalytic Spellcasting https://www.nexusmods.com/skyrimspecialedition/mods/30070/
  5. You need to let the game know which Armour Addon to use with your race: * Open the Wolf Race click on the Body Data tab. You can see that it uses the Skin 'SkinWolf'. Close this. * In the Object Window go to Items > Armour > SkinWolf and open it and you can see that it uses the Armour Addon 'NakedWolfAA' close this too. * In the Object Window go to Items > ArmourAddon > NakedWolfAA and open it, where is says 'Additional Race' scroll down until you see the race that you created then click on your race to turn it blue then click OK. * Go back to your created Race and check that you have 'SkinWolf' on your races body data tab selected for the skin dropdown. * Check your NPC Actor has your new race selected oh it's Traits tab. He should be visible now.
  6. Timing Is Everything does this: https://www.nexusmods.com/skyrim/mods/38151/
  7. Oh good lawd sorry... I had a long day. Ah well, with luck the bump will bring a .nif wizard :)
  8. Spell-FX Recolor Guide https://www.nexusmods.com/skyrim/mods/96686 This might be some help?
  9. I've done a bit of googling and it seems that this is a known problem. There are posts going back a few years about a bug where if the container is in a different cell, then the merchant/follower won't work properly. It seems it happens with spouses that are merchant/followers too - they will only sell stuff from their inventory when they are following. Someone else suggested to have the chest be not visible by using an empty NIF and then moving it constantly to the same cell as the actor, which sounds complicated. I have noticed that NPCs that have multiple 'jobs' also have '-1 JobMiscFaction' I'm not sure if that would make a difference but it's worth a try. There are a few merchant/follower mods, you could open them up in the CK and have a look at how they work. It might not be what you're after but a possible workaround is to have 2 NPCs, a follower and a summonable merchant? There is a Dremora merchant in Dragonborn so you could see how the CK handles it... I have no idea if that has bugs too so it might be just as frustrating.
  10. You can put the stock that they sell into a chest. The Khajiit Caravan Merchant chests for all 3 of the caravans are in the void just outside Markarth (nr Salvius Farm) and the Khajiits sell their wares all over Skyrim and on the road if you bump into them, they don't keep their wares in their inventories they sell it from those chests and it doesn't matter if they are in Whiterun or Riften. I put the chests for the kitten merchants mod that I made in the same place near Salvius Farm in the void and set the vendors up just like in the above tutorial and they travel everywhere with the caravans and sell anywhere, they have custom wares too. If I were you I'd go through all the steps in the tutorial and check everything, I found that it's really easy to miss something little. Also it's good to know that if your npc is a merchant then they will sell anything that is placed in their inventory unless that object is marked as unplayable or you set up an alias. So your merchant will sell anything you give to them.
  11. If the dialogue pops up anywhere then it doesn't sound like the distance is the problem. On your Faction > Vendor tab have you selected the right type of items in the 'Vendor Buy/Sell List' drop down and checked/unchecked the 'Not Sell/Buy' box? I've had the same thing happen because I forgot to check the box. If you want them to be a general merchant select 'VendorItemsMisc' in the drop down box and put a check in the Not Sell/Buy checkbox. Hopefully that should sort out the nothing to sell with a dialogue thing?
  12. Here's a great tutorial on making merchants: http://wiki.tesnexus.com/index.php/Adding_a_Merchant_NPC_to_Skyrim To have your merchant sell anywhere: Faction vendor tab > Location > Near Self
  13. It seems that if you give an npc the same type of spell, (eg: destruction fire and forget) like Firebolt, Ice Spike, Lightning Bolt then they seem to pick the one that does the most damage and then stick with it. Also they don't cast AOE's. When I give spells to npc's I often make them a CombatMageConjurer, I always give them an armour spell like oakflesh, a summon like Fire Atronach and a fire and forget destruction type spell, sometimes I'll give them a cloak spell like Flame Cloak. I also give them enough magicka to cast all this stuff. They seem to cast the armour spell first, a cloak spell if they have it, then the summon and after that they'll throw firebolts. So the trick seems to be to give them different types of spells not just different elemental fire and forget spells if you want their casting to be more varied. If that's not enough for you and you want them to do more specific things you could try messing around with packages, sticking the packages in a formlist and then assigning the formlist to the npc's combat override package list dropdown under their AI Packages Tab. The only other thing I could think of is adding secondary effects to the spells they like casting. Or maybe messing around with the conditions on the magic effect of the spells?
  14. Sorry, I didn't see this until now. I just had a poke around in the Creation Kit and the encounter is referred to in the CK as a Wilderness Encounter. If you go to the Object Window > Character > Quest > Wilderness Encounter this particular encounter's Editor ID is WERoad01 and its name is: Farmer refugees after dragon attack. If you open this Quest up and click on the Quest Stages Tab and then click on 20 (under index on the left) there is a Papyrus Fragment that seems to define the amount of gold you give the farmers. I'm a nub at papayrus but I'd change the amount there, and see if that works? Hope this helps :smile:
  15. I released a mod around a month ago that allows you to give more gifts to your adopted children. There are two files depending on how realistic you want the gifts to be :) https://www.nexusmods.com/skyrimspecialedition/mods/26977
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