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Kyman3

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  1. Hello, I would like to be able to freeze a quest from progressing to the next stage until 24 in game hours have past, but currently have no idea how that is done. I have my stages set up but don't know what sort of commands I would need or whether to put them in the Stage's papyrus fragment box, a dialogue fragment, or if I need some kind of Alias. Any advice or links to relevant tutorials would be greatly appreciated, thanks in advance!
  2. Recently I noticed about every 5 minutes every npc in the world will suddenly get the visual effect of having Ironflesh or a similar alteration spell cast on them all at once, creatures, townsfolk, everything. They dont do the casting animation themselves but they still suddenly get the effect. It looks really bad and they keep flashing green for a few seconds, like shor suddenly blessed everyone with a bit o divine protection or something. Typically after this happens I will get 0 weapon damage bug as well, but I haven't looked into that yet could just be a disease in game. I noticed others had similar bugs with the magic absorb effect but the fix didn't seem to work the same. This is on all my characters even a brand new one, I'm reinstalling Skyrim now so I will let you know if that works in case anyone is having a similar problem. Honestly this has to be the weirdest bug I only just noticed how ridiculous it sounds when I was writing it, but you have to believe me its infuriating, may as well flash the words "You are playing Skyrim" onscreen. Everyone, every five minutes. Like clockwork. Even the chickens and bears for goodness sakes.
  3. good idea! I was hoping a shieldwall mod would be made for skyrim and this sounds like the fallout equivalent
  4. Great Idea, I would really love to see something like this added to the game, I've always lamented that the player could rarely "lose" anything in the game, It would make settlements much more fun and meaningful if other factions could also wield the power the player does over them. I was disappointed that defending your settlements was usually easy/ rarely did any damage to them, it would make battles feel a lot more important for sure.
  5. Ive had a similar situation but in Cracked Tusk Keep. If it is an area that has been cleared and then modded, it may be getting the respawn and the spawn for the mod at the same time based on the previous log data. Although I wouldnt know how to go about fixing that if it is the case. Sorry I couldnt be more helpfull, hope you can get some more definate results.
  6. Hello, I am having some trouble with a particular quest arrangement. In my quest I have my main topic branching into two options; Spawn Imperial troops and Spawn Stormcloak Troops. The enable script for the Imperials is set to stage 10 and the StormCls to stage 20, each option is set to set the stage for the appropriate troop type. However, the Imperials work, and the Stormcloaks dont. Both Xmarkers are set to allow dissabled. I have made a test quest where the only option is to spawn the Stormcloaks (the same ones used in the first quest) and it works fine. My hypothesis was that setting the option to skip a stage to spawn the stormcloaks was a bad idea, however when I switched the stage values for the Imps to 20 and Strmcls to 10 the imperials still spawned at stage 20. I am trying to accomplish a quest where each option will offer the appropriate result. Another Idea is if I am able to somehow use the dialogue option from quest A to influence the stages in quest B, however I have not found out how to do this XO. I understand the "GetOwningQuest().SetStage()" function but not how to apply it to other quests. Any help is much appreciated and best of luck with your modding endeavors.
  7. Hello, having some trouble getting scripts to work when downloaded. I am taking both the PSC and PEX files (2 versions of the same scripts) and putting them under the scripts folder when I upload, and putting the PSC files in a folder called Source within my scripts folder, as I have seen in some other mods. Just wondering the proper way to package a script as I cant seem to get mine working. My scripts deal predominantly with .Enable functions.
  8. Hello everyone, Ive recently stumbled into an issue where I seem to be uploading my mods scripts wrong. I found my mods scripts in the /source scripts directory, not the basic scripts directory, they simply werent there. Ive currently been uploading them in the same .zip file as the esp under a folder called "scripts"
  9. Alrighty, so the dawnguard beta has been sent to some, what I'm wondering is, is the Dawnguard Fortress itself (not the Vampire one) location been revealed yet? Is it an entirely new area like the vampire fortress or is it placed into the pre existing Skyrim World. Im rather worried because a mod I'm working on is in an area that looks similar to the screenshots (the plateau east of Rift Watchtower.) If anyon could lend some insight I'd appreciate it.
  10. Thanks very much! I'll try this out now!
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