Jump to content

zazusha

Members
  • Posts

    5
  • Joined

  • Last visited

About zazusha

zazusha's Achievements

Rookie

Rookie (2/14)

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

Recent Badges

0

Reputation

  1. So, Master of Disguise needs a compatibility patch for any mod that adds new variants to vanilla armors (like Book of UUNP). I'm having trouble figuring out how to add such armors to MoD's factions. I can see where the armors for the factions are listed using SSEEdit, but do not know where to go from there, or if that's the right angle to go from. Any help or advice would be very helpful.
  2. First things first. I KNOW there have been various mods allready made that allow the player to attack and kill the dark brotherhood members. I HAVEN'T seen it done the way I would like. The ones I've found Either: Had no quest or logical premise for it. OR had a ridiculous reward system. I've attempted to make this quest mod myself (had dialogue planned out, and everything), but I'm inexperienced, and had difficulties with the scripting and quest progression. Thus I'm making a request. Spoiler Warning Skyrim's Alternative DB quest line, and Oblivion's (if you can call it that :/). The Mod I would be requesting, would give Oblivion a quest line similar to Skyrim's. One that has lore-Friendly means to attacking the Cheydinhal sanctuary after killing Lucien with worth-while, but not overpowered, rewards. Quest Stage/Log Progression: Quest Reward Details: For Specific Quest Dialogue details, you can message me if needed. If anyone willing to take up such a mod request, I am completely comfortable with helping any way I can. Just message me.
  3. I appreciate the help, but I cant get any new topics to work. not just this Guard Specific one. I've tried adding via Greeting topic, Quest item Script, quest results, dialogue results. and console commands (didn't expect anything to come of that). None of which came back with errors. I'm considering scrapping it and just posting the concept as a Request thread. Because i do like the quest idea. Just seems I lack the mental patience to get it worked out.
  4. could u show me where the AddTopic function would go in the example Object script? and would the condition for the guard faction, the imperial legion, be the only condition i would need? or would i have to have GetStage below/above that?
  5. Okay, the rundown is: I'm making a quest mod. The quest begins upon looting a specific item from a NPC after completing a vanilla quest. Quest log updates and suggests you talk to a guard. the guard sends you off to continue, etc.. My issue is with adding a topic for all Guard npcs when looting the item. I've read a few quest making guides/tutorials, i have the Quest log update working on looting the item. I've put 'addtopic (topic id)' function in the Result Script for the initial quest stage. I'm wondering if the addtopic function should be in the script for the looted item, but i'm not sure where to put it in the script. the object script for the item looks like this: Also what would be the right conditions to set so that any Town Guards could have the topic? Any advice would be appreciated. Also advice for future methods of adding topics through topics would probably help. The quest will have a number of topics throughout.
×
×
  • Create New...