Jump to content

drewbuck96

Members
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About drewbuck96

drewbuck96's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Once more I discovered the problem before an answer. For any of you wondering how I fixed this, it's simple and I don't know how I missed this. When you are finished nav-meshing a cell, be sure to finalize it. Once you finalize it, look at all your load doors and make sure there is a green nav-mesh triangle(this allows npc's to use the doors from that triangle).
  2. I'm trying to make an NPC execute a travel package. He starts out in a custom cell and is suppose to travel outside of it to a certain location in Tamriel (or Skyrim). The only issue I am having is just getting the NPC to exit the interior. I typed "moveto player" in the console when I was outside and he started running to the destination... so there's nothing wrong with the package/scripting. Once his package starts, he just stands there..... Unless I move him out of the cell. Any advice?
  3. Alrighty then! Well I've managed to figure it out. If any of you are wondering you go to the "Scene" tab then go to "Edit Actor Flags". Once the window opens be sure to check "No Player Activation". This will make the NPC's busy and unable to be interrupted.
  4. For example, when you try to talk to Jarl Balgruuf during a scene it says "this person is busy". That's what I'm trying to do with my scene so the player doesn't interrupt it. The "Interruptible" checkbox has nothing to do with the NPC being interruptible.
  5. Just a quick question about an fx which I know exists, but I can't seem to find it. It looks like a bunch of float dust particles so I type in things like the following:fx*particles, fxdustparticles, and fx*dust. I know it exists because I've seen it before but can't remember the cell... Thanks for your time! :)
  6. With all those mods it is possible that some of them could contain more content than it says. Some mod authors will dink around in the CK during their creation. They could adjust the carry weight and a whole bunch of other things... Even change some objects from the master file. I keep it simple to having around 3 or 4 mods at a time; but having that many mods there is a high chance of your game to bug like crazy.
  7. Okay, so I've been trying to find a solution for this problem I have. The problem is that my custom quests in the creation kit won't function properly. Before I go any further let me say that I've tried the SEQ file multiple times, recompiling all quest scripts, and even loading up a fresh save that my esp was not included in. Now back to the problem. First of all, my quest dialogue won't operate as it should. My NPC only displays a few of the topics I have for him. Second, my log entry and quest marker won't display. Third, my "add item" scripts won't function right either; yet in the creation kit it says the compilation was a success. I could list a few more but I'll stop there. The only answer I found to this was to completely erase your quest and re-write it everytime the bug occurs, which would be extremely annoying and time consuming. Have any of you guys encountered this bug? What did you do about it? If there isn't a way to fix this then I'm going to have to give up. It's a shame because I had so much going for this mod. Anyways, please reply back! Thanks
  8. 4 years later and your post helped me fix this issue. THANKS
×
×
  • Create New...