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ArchieVision

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  1. Hi all, The new type of mannequin I speak of will act very much like a weapons rack, but with a twist. You can use the mannequin, just like a normal one, or you can do a "Quick Change". What this consists of is lets say you have 4 complete sets of gear including jewelry, that are all set up for different purposes. And you want to be able to change them instantly, without having to un-equip, and give the mannequin your gear, and taking the new gear, and then re-equipping it. Which takes up a lot of time, and is very tedious to say the least. The "Quick Change" Selection will do all that for you. From removing all your equipped gear, and moving it to the mannequin. Then taking all the equipped gear on the mannequin and equipping it onto your player in a matter of a second. All with the touch of a menu button. Now, I have very little experience doing this type of mod. So I would like to get a tutor or someone who likes to code to come aboard and help finish this with me. This will be used in my current Mod Hargathors lab, as well and be in a stand alone for others to us in their mods and Player homes. A least, give me a good direction to start in. I know how to create the vanilla mannequins, but do not know where to start to mod the code to get this type of operation to take place. Thanks, Lee
  2. Please see this thread. Hot Swap Mannequins
  3. Hello, I have an Idea about setting up the Mannequins in Skyrim to do more than just be a glorified storage unit for apparel. What is my Idea, well, it goes something like this. They will act like the Weapons rack, but remove and swap all apparel in one click. This will include jewelry, cloaks, and bags. Anything you have equipped will be put onto the mannequin, and everything that was on the mannequin originally will become your equipped apparel. The reason for wanting to do this, is if you are like me, you have several different complete sets of armor with accessories set up for different things to do in Skyrim. Like Dungeon crawling, smithing, enchanting, potion making, magic, one handed, two handed, long range weapons, and so on. This will take the pain and agony of changing your clothing away for those types of people. This is for my current mod Hargathors Lab, and will also be a separate download, so others can use them in their own Player houses, or upgrades to vanilla player homes. I have the general Idea and some minor scripting experience, but I think this will require a very knowledgeable coder to implement. So, if you would like to help, please PM me here and I will get back to you as fast as I can. Thanks, Lee
  4. Hello, Below is the link, pics, and Description of my current player home. If you like it, please endorse. Also, I have a couple of unique idea's that will require scripting. If you would like to help, just post here and we will have a discussion about it. The Hot Swap Mannequins will need to be heavily scripted, and I have 0 knowledge of how to do it. Upcoming updates will include. Hot Swap Mannequins Added rooms and working shelf storage A Key and story to go along with the ruins Hargathor's Lab http://static.skyrim.nexusmods.com/mods/images/18460-4-1340471432.jpg http://static.skyrim.nexusmods.com/mods/images/18460-3-1340471432.jpg http://static.skyrim.nexusmods.com/mods/images/18460-2-1340471431.jpg http://static.skyrim.nexusmods.com/mods/images/18460-1-1340471428.jpg This is a place near Markarth that give you all your crafting needs. Organized Chests near the relevant crafting stations that are used. Also, all the stations are near each other for maximized potion usage, and no more running from one building or room to another. This is still in beta. So if you would, post in the discussion board if you locate any glitches or bugs that I need to work out. There will be regular updates and additions to the lab. Thanks for downloading and checking my 1st mod out. Updates 0.90 Corrected quick travel rear facing bug, and spawn into geometry upon exit bug. Also added some Weapons racks and shelves to the bare side of the room. More will be coming soon. 0.75 Added more lights and Clutter. Also added some more building to the outside to give it a more grand feel. Also rearranged the crafting stations to be closer so the use of potions would be maximized. 0.6 Corrected some floating geometry as well as added a cooking station and the bed so it can be slept in. This is also available on the Steam Workshop. Please endorse if you like the mod. Thanks
  5. I recompiled all script and found this. Starting 1 compile threads for 1 files... Compiling "QF_TQMQuest01_02000D65"... <unknown>(0,0): unable to locate script QF_TQMQuest01_02000D65 No output generated for QF_TQMQuest01_02000D65, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_TQMQuest01_02000D65 I went back, and recompiled all the script individually and didn't get an error. Also, the TQMQuest01 int he locator window has a ? beside it. So I think I might have a script error.
  6. Thanks gasti89. That helped a lot, but still didn't work. The Edit Source in the drop down is greyed out as well. I just went back to the Steam install of Skyrim, and this happens. Figures lol.
  7. I would suggest getting the Nexus mod manager if you are going to be doing a lot of modding. http://skyrim.nexusmods.com/content/modmanager/
  8. HEllo, I have been doing this tut here. http://www.youtube.com/watch?v=Qfcet5hf5bs And I am all the way to where you are adding script to the stages and the add property button is greyed out seen in the photo below.
  9. K, I am in the middle of generating a quest map so I know more about what exactly I need. I will post it here as soon as I get it done. It will probably be tomorrow evening because of work. Thanks gasti89.
  10. Hi all, I am in the middle of creating the Mystery of the Dwelmer quest, but I have no scripting experience at all. I was wondering if any of you quest guru's would give me a crash course one on one, so I can get this up and running quickly. I have experience with all sorts of gaming editors, so navigation and familiarization of the creation engine will not be a problem. Please help. Thanks, Lee
  11. I am running into snags with the questing of the story. If anyone that is decent with scripting and quests would like to help, PM me here, and I will get back to you soon. Thanks.
  12. Thanks, but I figured it out. It was quite simple really. After you drag the NPC into the editor window, double click on them and the Objects dialog box will appear. there is a check box at the bottom that says "Starts Dead". I just checked it, and that solved the problem. Thanks for the help.
  13. I posted this in the wrong Forum, can a MOD please move this to the Troubleshooting forum. Thanks,
  14. Hello, I am creating the Mystery of the Dwemer and I am running into a little snag. I have created a NPC to help start the quest. I need the NPC to come into the game dead, so the Player can loot the body of a Journal to start the quest line. The quest, NPC, and Journal are created,but, I cannot get the NPC to spawn dead. Can someone please help me out with this? Thanks, Lee
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