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FlahoShi

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  1. (Sry for my english, I'm Swiss) Hi, I'm actually working on a quest for my housemod and I try to make a script that SetStage of the running Quest to the next stage after completing three QuestObjectives The stages are: 0 10 find the place 20 buy some stuff 30 find guards 40 .. 50 ... 60 .... Questobjectives: 20 finde a way to the House 31 buy furniture 32 buy alchemie stuff 31 buy stable stuff 40 finde guards 50 ... And now my problem: At Stage 20, the player has to buy ALL three Questobjectives (31, 32, 33). After that, stage 30 should be active. When the player found the house, stage 20 is active with this script: SetObjectiveCompleted(20)SetObjectiveDisplayed(31)SetObjectiveDisplayed(32)SetObjectiveDisplayed(33) if (questName.IsObjectiveCompleted(31)) && (questName.IsObjectiveCompleted(32)) && (questName.IsObjectiveCompleted(33))questName.SetStage(StageToSet)endif Prooerties: questName -> Name of the Quest, StageToSet -> 30 The Questobjectives are getting completed in the Questdialogue with the Seller. But after that, nothing happens. I started scripting, but I'm still a newbie... Maybe someone can help me. Thx FlahoShi PS: Here is a WIP Picture of the Housemod:http://skyrim.nexusmods.com/images/183881
  2. I have the same problem since the last skyrim Update...
  3. Hi, I am currently working on an update for my Mod "Flaho_Shi_Wassersturz". Maybe you have already seen the Mod on workshop. The Mod is about a dwemer inspired fort, which is very detailed designed I think. For those who are interested here is the link to the Workshop Page: http://s1.directupload.net/images/120724/temp/s2fdpolp.jpg http://steamcommunity.com/sharedfiles/filedetails/?id=82579952&searchtext= (I’ll also release with the coming update a version for Nexus and an English translation) But I have a problem with the NPC’s. The most NPC’s are nords and trade the player (especially races like elves or argoniers) not with respect. Is there a possibility that they trade the player more like the master of the fort? I already tried some relationship options (ally, friend…) but that hasn’t work till yet. Thx for help Flaho Shi
  4. First of all sry for my bad english Currently I'm working on my first own mod. "The project is about a dwemer inspired fort. The fort is located southeastern of Markarth. Once there lived one of the last “real falmer”... The fort has a “house” for the player, a separate blacksmith, three towers included rooms for guards, a house for some other NPC’s and a small prison." (For those who are interested here is a picture: http://s14.directupload.net/images/120517/v4yq3ia3.jpg) I also try to add a wolf companion. I followed this tutorial "Skyrim Tutorial: Animal Companion" and it works fine. But it would be great, if the wolf use dog animations and idle markers like "DogLayingDownMarker". As I see, the wolf would have those animations, but never use it. If i change the Race to dog it works, but the wolf NPC has then the "dog-voice". Is there any possibility that the wolf NPC use those animations and still have the wolf voice? thx
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