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ZunaSW

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  1. I had the same problem until I did this: Create a new .ini file called CreationKitCustom.ini Pase this in it: [Audio] bEnableAudio=0Save it. I had this same problem with the old CK, doing this fixed it for me. Now I've been having the same problem with the new, and it -seems- to have worked. I haven't done many things with the CK for now, but other people say it worked for them.
  2. http://box.jisko.net/i/705f7497.png (First of all, sorry my english, I'm spanish) The original Bethesda's Skyrim: Civil War was very short and repetitive, this mod will extend the Civil War. A legend, a sword, two sides, a war to fight for an ancient power.... Years before of the Oblivion Crisis a nord got a sword by defeating a dragon priest, a sword which has an incredible power, a sword which with only raising it, can destroy an entire army. Adventurers of all Tamriel slaughtered each other to get the sword, that was a chaos... But, Is it really a legend? No one knows if that sword really exists... http://www.youtube.com/watch?v=xE1-nfggf1M New weapons New armors for imperials and stormcloaks New quests New places New voiced NPCs If you were a imperial: after the Battle of Windhelm, some stormcloaks soldiers escaped, they will try to defeat the Empire in Skyrim with the help of their officers. You have to know their plans and defeat them with the help of new NPCs. If you were a stormcloak: after the Battle of Solitude, some imperials escaped, they will try to defeat the rebels with the help of their legates. You have to know their plans and defeat them with the help of new NPCs. http://www.youtube.com/watch?v=IIzu-uFN3cc Screenshots: Will I have to finish the original Civil War of Skyrim to play this mod? Yes, It will be necessary to play the quests of the mod. But if you want, you can first play the original Civil War wearing the armors of this mod and using the weapons. Also, the NPCs of this mod will be enabled, but they won't do anything. How long you were working in this mod? I started alone to do this mod one year ago. The last summer I started to do it, but I lost the archives thanks to Steam when I reinstalled Skyrim in October, I hadn't backups of the mod, and I didn't like how the mod was going, so I started it again that month, October, and now it is looking really good. When the mod will be launched? Be patient, the quests are finished, the weapons and the armors too, but I have to put the voices and fix some problems. Maybe I'll upload it in September. Where can I download this mod? The mod will be uploaded to this webs: Skyrim Nexus ModDB Steam Workshop (if the mod not exceed the 100 MB, I'm not sure about this) There will be a spanish version? We are a spanish group, (there are also two english guys working with us). So, yes, there will be a spanish version. The spanish version will have subtitles and voices in spanish, but for me, the english voices are better than the spanish. Will I need DLCs or a specific Skyrim version? No, you won't need DLCs. About the Skyrim version, it should work with all Skyrim versions, but to make sure it works perfectly, it will be better to use the last Skyrim version. How long will be the quests? There are like three hours for each side. Gameplay: http://www.youtube.com/watch?v=3UoVS7bc3jY Credits: Bethesda: Skyrim, Creation Kit and original Civil War. ZunaSW: me, director of Bearclaw Studios. All the mod except one fort and some small things. Voice actress. Skully: voice actor, quest 3 fort. Some ideas. Jp_b46, drawings. Neta, voice actress. Mayorcete, voice actor. Kane, voice actor. Thanks to him, he corrected the english texts like dialogues or things like that. DragonEye, the same as Kane, thanks. Hakha, voice actor. Some ideas.
  3. Hi. I'm having some troubles with this. My NPC is sleeping in a bed, I used a package to make him sleep. But when I talk to him he wakes up and speaks me, I need him can't talk. The player can interact with him, but he will never wake up or speak to me. How can I do this? Thanks.
  4. Hi. I'm making a mod which have new quests, and I'm having problems: First I changed the name of the .esp and I noticed that one quest have the quest script, log entry and quest objectives not working (before I changed the name it worked very well). I don't know why it don't work, but I know the quest script doesn't work because I set some be enabled when the quest starts, and when I teleport the character to the cell, they aren't there, so the quest script is not working, and this make the log entry not work. Something I'm not sure is why the quest objective doesn't work. I open the quest log, and the quest is there, with the name, the objective has also Display Text, but there are not markers of the quest, and the Log entry isn't there. Screenshot: http://box.jisko.net/i/1496275f.jpg As you can see, the display text of the objective is there, but I can't open the map to watch where is it, the M is in gray. And the Log Entry isn't there. This doesn't happened me only one time... I repeated that quest six times, and it didn't work, only worked before change the .esp name. I was tired of that, so I started the mod again, and it is happening to me again but in other quest. I don't know how can I solve it. Please, help. Thanks.
  5. Hello. I'm trying to get three npcs attack the player after take one object, a book. But I can't get it. I tryied with StartCombat and change the factions in the stages, but nothing... I think it is thing of the factions, but I'm not sure. How can I make the three npcs attack the player after take the book? Thanks.
  6. I have a npc who can ride a horse. But I want when I attack him, he attacks me while ride a horse. Now when I attack him, he dismount the horse and attacks me. How can I make it? Using a script?
  7. Hello. I made a custom quest, and then an other custom quest, and now I want to bind them. I know I can make it with conditions, but I tried using the GetQuestCompleted condition and GetStageDone (my quest and the final stage of my quest here), but it doesn't work. How can I make it to work?
  8. Thanks, it is solved. And the scripts works perfectly. Thanks :)
  9. I think this is simply, but I can't make it work. I have two custom quests and I want link them. When the player finish the first quest, the second quest will be displayed. I put the condition "GetQuestCompleted" and I selected my quest, but it doesn't work. Then I tried in the first quest in the final stage put Next Quest: My Second Quest, but nothing, it doesn't work. How can I make it to work? Thanks.
  10. Guys, I solved it. It is very easy to solve. Simply open steam, go to tools and right clic in Creation Kit. Clic on properties and then in avanced launch options (I think is like this in english, I have Steam in spanish) write this: -generateSEQ:nameofyourpluging.esp nameofyourplugin.esp is the name of your .esp, for example: -generateSEQ:MyNewQuest.esp Then open Creation Kit. CK will generate a new archive .seq in skyrim/data/SEQ. Creation Kit will close when the archives are generated, and then you can open Skyrim and the dialogue will work. You have to make this every time when you edit your dialogue. Hope this works.
  11. Ok!!!! Solved guys!!! It was a very very very simple problem. I explain it if anyone have the same problems. Simply I saw the problem was in the scripts and then I have a error with my psc archive called CWE02.psc located in skyrim/data/scripts/source. I deleted all scripts which have the "CWE02" word in his name. And then I compile the script and it works!! :D Thank you guys!! you helped me a lot!! Really, thank you :)
  12. Then I need to create a property in the script. If I understand that you say, I have to add a property in the script. I called NewPropertyCWE, type: quest and pick object CWE02. Ok I created it, and now the script is like this: Scriptname CWEScript02 extends ObjectReference Quest Property NewPropertyCWE Auto Event OnCellLoad() if CWE02.IsRunning() enable() endIf EndEvent But I'm still geting errors: Starting 1 compile threads for 1 files... Compiling "CWEScript02"... e:\steam\steamapps\common\skyrim\Data\Scripts\Source\CWE02.psc(3,15): cannot name a variable or property the same as a known type or script e:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CWEScript02.psc(6,15): IsRunning is not a function or does not exist e:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\CWEScript02.psc(6,15): cannot call the member function IsRunning alone or on a type, must call it on a variable No output generated for CWEScript02, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on CWEScript02 For details: My script is called CWEScript02. Quest property NewPropertyCWE. Quest CWE02.
  13. When I made Zabrak Race I made like this: In the Race, go to Tinting. Make a new Tint Layer, select it and choose your texture. Put the Mask Type to "Paint" and put this presets: ColorAverage 0.00 black 1.00 black 0.76 WHITE 0.70 WHITE 0.44 WHITE 0.28 WarpaintRed01 1.00 (more warpaints color you want) 1.00 This will work as a warpaint, but if you want to it work as dirt only select in Mask Type "Dirt". You have to put the warpaint or dirt in the race will be the npc first. Now you have to make this: Open your NPC and go to Character Gen Parts. In Face Tint Layers, select the name of the warpaint or dirt you created. In Interpolation value change it to 1.00 and clic in Set. Now it have to work. Good luck!
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