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AlexP4

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  1. Yeah I know they are different topics, but it seems like whenever he exits the bleedout state instead of saying his Bleedout topic he says one from the Taunt... And what screen do you want ? Thank you. :)
  2. Hey :) So for my mod I created a custom NPC, which is voiced. I don't have any problem with his voice, made the SEQ file... My only problem is that he never say his BleedOut line, instead he says the Taunt lines... :( So is there anything specific I need to do i order to make him talk ? Like conditions or flags ? Another way I could do it is with scripts : there is the "Say" command (http://www.creationkit.com/Say_-_ObjectReference) and those : Debug.SendAnimationEvent(victim , "bleedOutStart") Debug.SendAnimationEvent(victim , "bleedOutStop") Unfortunately I can't find a way to get it working... :( Can anyone help me on this ? :) Thank you A LOT in advance. Alex
  3. Hey, your companion is from a mod or vanilla ? If it's a mod, you can take a lighter skyrim.esm, only 16mo (be sure to save the right one), so you can work with the ck with other heavy mods. Here's the link : http://www.sureai.de/development/resources/?lang=en Hope this helps :)
  4. Yeah, in the ck, there is a chance if you are unlucky that the mod you are doing won't work... This happens a lot of time, even if you followed every steps... :( So for the first question, no, I don't think it's even possible to "corrupt" the skyrim master :wink: I had this error one time, and the language line fixed that, it's weird for you... What version of skyrim are you using and what's the version of the CK ? This error shows up only if you load your esp or even with skyrim.esm alone ? And are you sure to set your esp as active file when loading it ? The seq file is really important, but I don't think it matter if you created it before or after... How did you generate the seq file ? With cmd, steam or tes5edit ? Maybe try to disable your mod, make a new save and re-enable it. Also there was a trick where you put yourself in front of the npc,and then quickly save and load; sometimes it makes the dialogue work. Maybe you can send your esp and we'll see if it's corrupt or if it works... Good luck ! :smile:
  5. Hey all :) So for the mod I'm making, I want a custom follower to be a "coward", I mean having his confidence sets to 0. In game, when I use the getav command, his confidence is 3! The mod isn't applying in game... :( Does anyone has a suggestion? I tried making a script while he's saying a sentence, but I don't know much about papyrus... :( Also, I created a custom voicetype for him, but I've never heard him saying its "BleedOut" lines; is there something special to do on these topics? Thank you very much for your help in advance! :)
  6. Thank you very much. After many hours of tweaking, I finally managed to do what I wanted! :) Thanks a lot ;)
  7. Hey all! :) So for a mod I'm making I want to create a custom follower with a custom voice. So far, everything works like charm, but I can't manage to make the "Follow me" dialogue to show up... :( With some research, apparently it will be because my custom voice doesn't contains follower dialogue. Is that right ? Because I've made all the steps a dozen of time and nothing seems to work.. So my question is; how do you create custom follower dialogue for a custom npc ? It is just adding basic topics or there is a lot of scripting to do ? Thank you very much for your help! :) Cheer
  8. Hello :) So, I was editing some exteriors cells, adding doors etc... in the ck, everything is fine, and then I saved it as esp. Few hours ago, I load as active in the ck, my editing cell are here (I renamed wilderness, there is as star beside the name) but all the objects I added, all the doors, everything disappeared! If I put the Detail button when loading the plugins, I can see everything, but there is nothing left in the cell/render window... Is that a known problem on the ck ? I'll be very thankful for any help :)
  9. Yeah, I was dreaming for this for a long time now, but that will be a s#*!-ton of work... Just for the tree climbing thing, it will need new animations, a lot of scripting I think, I don't even know if it's possible that if you face any tree, a " press E to climb" shows up... Too bad :confused:
  10. Yep, looks very cool! :) But one thing I'd like is the new top bar to be more transparent, and maybe a little bit more short...
  11. Yup definitely. Sadly I don't have the knowledge on landscape/cells in the ck to do that... Hopefully someone skilled enough will see this post ;)
  12. You mean like making whole separate room for the new wings? With loading screen. Still you'd need to copy and place all the items all over again, and make the crafting system work. (Unless you'd simply bypass the crafting thing) It's what I meant: bypass the crafting system, and just place the finished room ;)
  13. I don't understand, here there is no code to change or add, just copy paste armory or whatever and add a door, am I right ?
  14. Yeah, it would be too difficult in the ck, but is that possible to just make a mod that add the different part of the house instead of removing the restriction? It would be a lot easier right?
  15. Deadly Dragons has an option in the MCM to set a timer until a dragon assault and another slider to create variable from the timer. The assault will occur wherever you are. Thanks, but unfortunately I don't have Dawnguard so I can't install it... Other idea ?
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