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Windwhistle

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  1. I would love a mod where you can tell Preston to send Minutemen to do it. I don't even need to see the Minutemen, just have the quest be completed or failed based on a percent chance. The percent chance could come from how many settlements are currently under Minutemen control, main quest progression, The Castle being conquered. idk something
  2. http://fallout.wikia.com/wiki/Commonwealth_Provisional_Government
  3. It would only make sense, lore-wise at least, to have the player character restart the CPG when they're the Director of the Institute. The Institute tried to start/support the CPG, but the Commonwealth didn't really play nice. That's why the Institute turned into a more secretive organization.
  4. It doesn't work. Why couldn't bethesda just be like "HEY THIS WOULD BE A GOOD IDEA TO ADD" .-.
  5. I'm a little new with scripting, so if I did something terribly wrong please forgive me. I attached the script below to my spell, which is a power that makes your sight green until you cast it again, and it's not changing my player's eye color at all. Scriptname RobynGreenSightGlowingEyesStart extends ActiveMagicEffect Function SetEyeTexture(TextureSet akTexture) native Event OnEffectStart(Actor akTarget, Actor akCaster) debug.notification("Green Sight started.") TextureSet EyesMaleHumanDawnguard akCaster.SetEyeTexture(EyesMaleHumanDawnguard) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) debug.notification("Green Sight finished.") EndEvent EyesMaleHumanDawnguard IS the eye color name that I want it to change to.
  6. Yes, I know there are many topics on this, but they all have no answers. Can anyone tell me how to change the eye color of your player character using a spell, and then back to the original eye color using the same spell. So kind of like Night Eye, it can be dispelled.
  7. Where can I find the playerteammate flag? I'm sorry, I'm a bit new to actors in the CK. :P
  8. So, I made an NPC, I made him able to be summoned, everything is working. I just need some help on how to get these three things fixed/added. 1.) The NPC has the zombie dialogue. As in, he constantly says "uhhhh" and moans when attacking. Anyway to make him say the normal dialogue when attacking and stuff? 2.) Add the "Sovngarde" effect on him. By this I mean the effect that the NPCs in Sovngarde have around them, the kind of golden glow, I guess. 3.) Finally, how can I make him unsheathe his weapon when I unsheathe mine? Is this possible if he's a summoned NPC?
  9. So, I made a trigger for "Food and Drinks", put the container/chest under the table and the static objects itself. Linked the trigger to the chest, etc. It all worked perfectly fine. Now I tried to do the same thing with a "Wardrobe". I did everything properly... - Checked player activation in primitive. - Linked the trigger to the proper chest. - Added the "ActivateLinkedDummyChest" to the scrips in the trigger. It's just not showing up when I put my crosshair over where the trigger is though. Why does the first one work, but the second one doesn't?
  10. I meant for the weapon to only appear if the PLAYER's name was "Bob".
  11. Is there any way to have a weapon appear ONLY if the character's name is...let's say..."Bob"?
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