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entropiachrome

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  1. The UNIQUE flag fixed the issue, thanks kindly. :)
  2. Yes, I know. I already stated I tried to do that. Actor ID = equals the ID of the NPC follower I just created. The new followers are definitely saved and in the actor list section of the CK, but when I try to set a relationship in the character section of the CK the new followers do NOT appear at all on the parent scroll-down list.
  3. So I'm attempting to make a follower tonight, and I've watched three YouTube video tutorials on the subject. I created a new NPC actor with a new ID and name, and have the correct faction information set. Then, I try to set a relationship, and when I scroll down the list for the "Parent NPC" to set the relationship with the player, my actor ID does NOT show up anywhere on the list. I saved the new NPC. I restarted the CK just incase something was buggy. I have tried this twice already (two different new NPC actors) with no luck setting the relationship. Any ideas?
  4. OK, I'll give that a try and see what I came work out... thanks :)
  5. OK, I just now found this video on how to make a follower: After watching it, maybe I should make these permanent conjurations instead, so that the player cannot interact with them and command wait, or trade items or equip them? Should I just be able to copy information from ingame perm conjuations like flame atronach or Dremora Lord?
  6. Yeah, so... I would like a sound .wav file to activate ONCE (and only once, never to be repeated) when a player enters the trigger area. Looking through the activators section, I found the defaultPlaySoundAtLink trigger. It says it only plays the sound once, so I figured it would work. Of course it does not, so I'm probably using the wrong trigger or script. Suggestions, please? While we're on the topic, I'd also like to do the opposite... have a sound file play every single time the player enters a specific cell. Suggestions for that would be appreciated as well (I apologize if these seem like super easy things to figure out, I am just feeling overwhelmed with trying to comprehend these scripts.)
  7. Button activates ambush marker with standard script. Standard ambush marker linked to standard furniture marker thingy. Spawmed monster wakes up and starts attacking. So, the above works, but I'd like the sleeping/idle mob to become a follower when it wakes up. Is there an easy way to acomplish this, like changing faction or something? I can't get this to work, and my head is starting to hurt from trying to figure it out on my own. :wallbash: Also, if this is possible, will I be restricted to ONE or could I make this work for two or three monsters?
  8. fg109... is... AWESOME!!! Tx so much for your help with my coffin script, tonight I will be sending a message to you about followers. :thumbsup:
  9. Dwemer Sorry if this seems like a silly question, but… Is the first “e” spoken like the “e” in “wet? Or, is it like more like an “e” in “keep”? (I am working on a spoken voice file, thanks…)
  10. That worked!!! Thanks much, my text was set at 125%... now it is really, really small. :geek:
  11. Hey hey! I'm attempting to take an existing Magic Effect and make a new one... I made a copy: FortifyStaminaRateFFSelfCOPY0000 I want to make a fortify health rate as one does not exist in the FFSelf restoration category. When I attempt to edit the effect, the window that opens in the CK is TOO BIG!!! There is no slider, the window defaults down if you try to move it up, and reconfiguring my monitor didn't help, either (standard 1440 x 900). Any ideas how I can fix this, please? :wallbash:
  12. IT WORKS!!!!!!!!!!!!!!! The video was perfect, no worries about the sound... just watching helped me figure out what I was doing wrong. I incorrectly assumed that I needed to MANUALLY copy/paste in all the values for the objects, and I was putting in double the info for the beds (both as objectreference and furniture property). I had no idea about using the properties tab. :wallbash: Also, I was previously using the defaultActivateSelfTRIG that you mentioned in your old directions, and of course that default script was probably conflicting with the script I was adding. I'm thrilled this actually works, thank you so much! If it's ok with you, I can list your name in the credits for assisting with writing the scripts for this mod when it's finished in couple of weeks. Also, I may need help with one more script I have no idea how to do. Would it be possible for me to message you in a few days to see if it's something you might be willing to look into at your convenience?
  13. OK... Here is where I'm at: It won't save correctly: I have no idea why this isn't working. Am I supposed to use a defaultActivateSelfTRIG as the parent to the coffin and ADD this script to the default script? Or should this replace the default trigger script? Unless I have stuff laid out for me step by step I'm never gonna get this, as I'm obviously clueless. :facepalm: Thanks for your help so far, I hope this is something I can get to work!
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