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xunderxdosedx

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    Skyrim, New Vegas
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    Morrowind, Halo 2, Skyrim, New Vegas

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  1. Self-explanatory. I was wondering if anybody had any insights into making dog followers that can shout and/or use ranged magic. I'm working on this player home that comes with its own resident Death Hound follower, and everything works like a charm except I want to add some kind of ranged attack to him to make him just a little more useful. I realize I might have to create a custom NPC race to pull this off but I've never done that before and any pointers would be useful Thanks :)
  2. Also, I wanted to upload the file in this post so people could take a peek at it but apparently that's not gonna work.
  3. Okay so, I took a break from modding for a couple years [my old computer died and there were personal issues] and I'm looking to get back into it. I recently dusted off a half-finished house mod I started back in the day but never finished. I just realized I'm in over my head and might have gotten too ambitious so I figured I'd ask for help. Basically it's a Castle Volkihar-style player home with some Nordic Ruin, Fort Dawnguard, and Windhelm architecture thrown in. The backstory is that it's the former home of a First Era vampire clan who were rivals to the Volkihar before they were wiped out. It's changed owners several times over the centuries, been renovated a few times, and now it's technically the domain of the Jarl but the upkeep is expensive so it's been neglected for years. I was gonna have this all neatly be explained in a "letter from the Winterhold historical society". My goals are basically - Make it a reward for becoming Thane of Winterhold, [the only hold that didn't have a buyable piece of property] along with its own housecarl. - Make it so you can hire a steward who can hire additional help [guards, a bartender, a bard, a blacksmith, etc] and buy livestock. - Adoption/Spouse friendly and compatible with Hearthfire Multiple Adoptions - All crafting stations from the base game and its expansions - A stable for horses, and a boat which can take the player to Solitude, Castle Volkihar, Dawnstar, Windhelm, and Raven Rock. - Lots of storage/display space with a hidden vault and a huge library. - "Greenhouse" area with lots of planters - Some scripted "automatic" doors and a few things like that. - A hidden "escape tunnel" which connects the keep to a secret entrance on the shore nearby. Is this too ambitious or is it possible? It seems like if I could just figure a few little things out it would all come together. Or if maybe I could find someone who wanted to co-author the mod.
  4. Is there any way to make a creature summoned via Conjuration magic ignore friendly fire from the player? I can't seem to find anything on Google so I figured I'd ask here.
  5. Whoops, I ended up in the general forum by mistake, my bad. It was Skyrim.
  6. A few of my mods feature summoned creatures, and one of the more frequent complaints I get about them is that the summonings turn hostile when the player attacks them [i can get them to ignore one or two hits but after that they still turn hostile]. I was wondering if anyone else has managed to figure out a solution to this problem. When I Google it I only find console commands for calming NPC's in-game, which isn't what I need.
  7. That's not a bad idea, thanks! I'll try that shortly. I'm pretty sure getting him to use most summoning spells isn't a big deal, he uses all the ones from the vanilla game and the DLC's just fine, I'm pretty sure there's something wrong with my spell but I don't know what. I could upload screen caps of what it looks like in the CK but I've been very careful to stay close to the vanilla Conjuration spells so I don't know what the problem might be aside from your idea about putting the Corrupted Shade in his own cell.
  8. Hi, I'm working on this spell and I'm having some trouble. I was hoping someone here might be able to help. Basically, I made a Conjuration spell which summons a unique Dragon Priest variant with custom spells. My intention was to replace the Dragon Priest's default Summon Storm Atronach spell with a spell which summoned one of the Corrupted Shades from the Kilkreath temple and Vahlok's Tomb. The problem is he won't use the custom spell. The new NPC is created with the appropriate spell and magical effects pointing towards it, and I used the console to add the spell to my own character as well as Jenassa, and we both can use it just fine. The Dragon Priest summoning I created won't touch the spell to summon a Corrupted Shade. I have no idea what to do. I lowered the spell cost repeatedly, made sure the new spell emulated Conjure Storm Atronach very closely, tried giving the Priest 1,000 Magicka and all the Conjuration perks, but he won't use the new spell no matter what. I can get him to use any of the regular Conjuration spells like Conjure Boneman or even the spell to summon Karstaag, but for some reason I haven't figured out he won't cast a spell which summons a customized Actor. I'm at a loss for what to do except maybe put the spell on a staff and put the staff in the Dragon Priest's inventory. That seems like a "quick and dirty" solution to my problem though, so I was hoping there might be something else I haven't thought of.
  9. That actually helps a lot. I'm going to start playing with some ideas and see if any of them work. Thanks!
  10. Thanks for the quick reply, I'm looking into it but as I said my own skills with Papyrus are sub-par at best. I've tried reverse-engineering the teleport effects added in some other mods, but so far I haven't had a whole lot of luck in figuring out what to do because as far as I can tell nobody has done what I'm trying to do before, and they all work with their own scripts so I'm assuming that I can't simply re-purpose an existing in-game script. There are a few mods which allow a player to teleport behind an NPC, and I think that maybe causing your follower to teleport behind their attacker might be a quick and easy solution, I'm just not sure how to execute it.
  11. Hi, I'm relatively new to modding, and I have no experience at all with Papyrus, so I was hoping to get a question or two answered here. I'm trying to come up with ability that can be applied to NPC's which mimics Orchendor's teleport. If you're not immediately familiar, Orchendor from the Spellbreaker quest has a unique ability; essentially a 100% magic resistance with a scripted effect that causes him to teleport to one of the strategically placed X markers in the room where you fight him if he gets attacked in melee several times. Lots of people know that. It's often cited as a major reason for using Orchendor as a Dead Thrall, except it doesn't seem to work outside of the room in Bthardamz where the fight takes place. He appears to teleport, but only blinks invisible for a second and runs away, for example he can't teleport out of a corner when a Forsworn has him backed into it because he's not actually teleporting. To experiment, I took Orchendor's teleport ability [it's just called "abTeleportation"] and put it on Serana. Just like a thralled Orchendor, she would take several hits then blink away and reappear nearby, invariably just going invisible for a second rather than teleporting. Just to check, I took her all the way back to the boss room in Bthardamz and console-spawned a bunch of Draugr to fight her. Sure enough, the effect worked like a charm in that particular room. Long story short, I figured out that the teleport effect only works when it's moving an NPC from one predetermined "pad" to another, if there isn't one close by then it doesn't work, and there aren't very many in-game. Barring the solution which immediately comes to mind [hand-placing teleport markers in every nook and cranny of the vanilla game, no thank you], is there some way to edit the script so that it uses some other criteria as the teleport destination? For example, behind the attacker, to a nearby idle marker, or some randomly-selected point within a limited radius? Ultimately what I'm trying to accomplish is a little script which I can add to any follower NPC that teleports them out of tight spots [possibly with the bat visuals that Harkon uses when he teleports, I don't know how to change the visual/audio effect in the vanilla script either]. The immediate thing I want to use it for is a tiny Serana overhaul, but the script itself would probably be handy to a lot of modders that make custom followers too. Any help at all would be appreciated, I'm sorry if this is tl;dr, I figured it was best to be specific about my questions.
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