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Sollar

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  1. I don't have the answer as to why they don't spawn where you put them... I wish I knew why too! I've had similiar issues with horses... but, an idea: have you tried creating an XMarker and then creating an AI Package that starts them at that marker? (or you could do it with a script.) Maybe someone else can explain the why this happens.
  2. Did you try scrivener07's suggestions though? As I read it, there were two important parts: 1. Putting in some debug messages so you can see what's happening. Really hard to work with a script if you don't have any clue what's happening... and maybe, it's not even getting called! and 2. >Try Event OnEffectStart(). If your effect is constant it may never finish. Did you get the part about maybe your event isn't getting called because it may not have finished? So combine the approach and find out what's really going on.
  3. Hi, I have a mod, ScenicCarriages, that really could use the help of an animator! As everyone knows, the carriages are used as a "prissoner" wagon, and the animations show (they're even named PrisonerIdle, etc). If there's someone with animation experience that would be interested in creating new animations, the mod would love it, and me too! First, having animations that don't have the prisoner look - ie, head down, hands crossed, would be great. Second, if possible, maybe squish two more NPC's in the carriage. (Not a priority, just curious.) Hopefully the process of making the new animations will fix the collision mesh issue I have with followers. For whatever reason, and I do not know animations at all, the follower's collision mesh seems to stay at the carriage's (0,0,0) location, causing it to collide with the carriage, and occasionally, the follower will move from their seat, to this (0,0,0) position. If interested, either post on either mod forum or PM through Nexus. Of course, I'll give full credit on the mod description. Thanks!! -Rick (aka Sollar) http://steamcommunit...ls/?id=72443228 http://skyrim.nexusm...le.php?id=15094
  4. Thanks Kgrins! Great information, and it does answer my question about the resources... yes, the faster speed does put more strain on the hardware. As far as the speed is concerned, I think the confusion is on how the Config Menu works. When you are on Walk Speed, the config screen shows "Set to: Fast Walk". The default setting is Jog, so the Config Menu shows "Set to Run" as button text. (Sorry it's not so intuitive, I didn't like it either, but the way the menu and buttons work in Skyrim/CK is not the most desirable. I'll look at changing it with a sub-menu.) This is the order the speed settings: Walk - 11:05 Fast Walk - 37:27 Jog - 26:05 Run - 14:28 It looks like they are off by one... so that means "Run" is really using Jog, Jog is using Fast Walk, Fast Walk is using Walk and Walk is using Run. With the correct labels, it should be: Walk - 37:27 Fast Walk - 26:05 Jog - 14:28 Run - 11:05
  5. Hi shaynethecoker, very original idea! Since I always play a mage character, I look for added depth to the class... sorta like alchemy but with spells. I look forward to seeing this. -Sollar
  6. I just released this mod on Nexus and would appreciate feedback! It includes riding the carriage as a passenger (without bound hands). It's an early beta so I can work out the bugs before I start expanding the routes. ScenicCarriages http://skyrim.nexusmods.com/downloads/file.php?id=15094
  7. Here's where I downloaded from: http://alexander.sannybuilder.com/?altname=skyrim_script_dragon There's also talk there about rolling Skyrim back to the previous release.
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