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szewski

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    Skyrim, Fallout New Vegas
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    Elder Scrolls

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  1. @silhouette - sounds likes that's the way I may need to go with my mod. Read someplace else, for folks experiencing this issue with any courier, as a workaround, try fast traveling to someplace else (not the the location where you're at) and then come back. The 2nd time the courier approaches, he should give the letter. This seems to have worked with my limited testing.
  2. Ok - I've found a bit more info on this from reading the forum and google. Looks like Skyrim patch 1.6 does introduce a bug wih the courier. One possible work-around is this; Once the courier approaches you and you experience the problem, fast travel away from the courier to someplace else. Then come back, when the courier approaches you the 2nd time he should give you the letter. This worked for me (well at least once... need to do some further testing). Give it a try and post back your results as I'm curious.
  3. Ya know... I used the same trick to trigger the courier in my mod which was working for months. Just started a new character and now I get the no delivery. Anyone come up with a workaround? Doesn't seem like Bethesda going to fix this anytime soon.
  4. Hi - Is this happening on a mod you created? Or is this issue realated to a default Skyrim quest? I created a basic mod quest (followed the creation kit tutorial) where I place a note into the courier container at the start of the game. This does correctly trigger the courier. I just started a new game with a new character today, the courier approached me at the right time and kept repeating the line over and over and never gave me my note. My mod and code has been unchanged for months with no complaints. I'm wondering if bethesda changed someting wit the latest patch? I'm not sure what's causing this. Since I haven't changed anything for months, I was thinking it was another mod or possibly their new patch. When did your issue start?
  5. I did some further testing. The problem occurs at a bethesda marker not to far away too, so I don't think it's my marker. May be the way I'm testing. I was spawning the dragon's using the console command "player.placeatme 000FEA9B" which is spawning an elder dragon. Based on some threads, and the eariler issues Bethesda had with souls not absorbing if you recently killed a dragon in a certain area/time frame may be the case. I may have to wait for a dragon to spawn in-game to test properly. I feel better about it since it wasn't just my marker which had the symptoms. Will keep testing and post what I learn. Oh, and yeah, the dragon just died, no animation.
  6. ok - basic custom house mod, I added dragon perch maker to the roof etc. I also added a "DragonMarker" the red one for landing to a spot of land. Everything seems to work fine. The dragon will fly around land at all the markers, however when defeated, the soul is not absorbed. Not sure what I'm missing? Any thoughts?
  7. Ok - So I'm working through the tutorials and on the following CK entry http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends I see this statement; "Don't create the amulet in the thief's inventory, but put it elsewhere in the world (like an inaccessible chest). Then, when the player accepts the quest, resurrect the thief if necessary and move the amulet to the thief. " I need to do something like this in a mod I'm working on, yet do not know the correct function or syntax to move an object from 1 container to another? Can anyone point me in the right direction with an example? Thanks in advance!
  8. @worldofscotty - I'm having the exact same problem. If I place books on the shelf and repeatedly activate, neither taking or adding books, they slowly disapear. This happens with new games or updates. As a workaround, I found that I when I want to add a book, if I take all the books first. Then put them all back WITH my new books, they stay. Would really like to figure it out though. Anyone have any ideas?
  9. So, here is what you do. Copy the scripts that you have and place them in a temporary folder. Then copy the script's "front", which contains the compiled information about the script. Copy that into the same temporary folder. Now in the temporary folder, created a folder called "source". Make a new folder called "scripts". Place the actual script in that. Copy "source" and your script's "front" and put them into "scripts". Now copy your esp and place it the temporary folder which contains "scripts". Make a new folder, call it "data". Move "scripts" and your esp into "data". Right click "data" and go to "send to". Hover over "send to" and you will see one of the options is "compressed folder". Click on that option. Now name the folder whatever you want, preferably the name of your mod. Congratulations, you just made an archive! Now you can post this to the Skyrm Nexus or Steam Workshop or where ever you want to post your mod. Ok, this helps a lot! I see that I am mimicking what’s in the default game folder. I need clarification on what exactly my “front” file is. (I’m a newbie and having a blast so bear with me). I have 2 scripts which I know I created and a 4th with starts with QF_Mymod_ID.pex is this the “front” or am I way off? This looks like the main mod quest file. Needing that bit of clarification, this is how I think my folders should look that I will compress. How’d I do? \Data\MYMOD.esp \Data\Scripts\QF_MYMOD_MODID.pex \Data\Scripts\Source\MYMODScript1.pex \Data\Scripts\Source\MYMODScript2.pex Thanks so much for the reply!!
  10. Ok - So I've created a simple mod using the CK with a quest to kill a bandit in a cave and loot an object from the bandit. I see that scripts were created under \data\scripts folder. I see that I can "Create Archive" in CK and files are packed. I don't know where they are packed and if tha is for Steam only? I want to upload my mod to Nexus using 7z file. I suppose I could include the scripts in my zip file, but I'm not sure that is the best practice or right thing to do? I think I'm missing something simple. Can anyone offer some advice as I don't want to upload something that can cause issues for others.
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