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Mujuro

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  1. @ambergypsy You can configure Ceri's speech/banter through her dialogue configuration, ranging from frequency, probability, duration between comments, etc. Instructions on how to do so are in the Quest and Dialogue/Banter FAQ section. Note that Ceri already "checks" for others speaking around her (e.g., player is in dialogue already); if it's not triggering, there may be some performance/script delay going on. This detection can also be toggled in Ceri's configuration, details are also in the link above. Also, please post questions on Ceri's main thread, I check there much more often than here. :)
  2. @playtryout Please post questions and issues into Ceri's main support thread. What it sounds like you have going on here is either a bad install (possibly bad download missing asset files) or load order. Try redownloading and doing the install again off a baseline/minimal save. Also, verify your load order is OK.
  3. AlberichMX is correct, it's Cerwiden that adds the door. The door is part of her backstory quest installment. If you'd like more information about Ceri's backstory quest installments, please take a look at the Spoiler Guide (in the Optional Files download area). There's also a map of the various plot locations used in her backstory quest in the Images area.
  4. Create a property (let's call it "nextQuest" for now) and bind it to the new quest you want. Then at the desired quest stage add: nextQuest.Start() For quest clean-up purposes, you can either add clean-up (e.g., stopping the current quest) along with this or do it at one of the early/initialization stages of the new quest.
  5. These are typically handled inside quests. In your specific example, the line is handled by the DialogueFavorGeneric quest; you then (re)do the associated dialogue fragment into your spell's magic effect script.
  6. I may be misunderstanding what you're trying to do, but I believe you may be overcomplicating things. If your "activated" actor is an NPC, you can handle what you mention in the CK's quest interface as a script fragment without attaching a script to an object (your actor). You'd simply create your dialogue, and either bind the fragment to the dialogue fragment itself (e.g., in the box for after a line is spoken) or, alternatively, use the dialogue fragment to SetStage() and have your trigger actions in the stage fragment. Without knowing more about exactly what you're trying to do when the dialogue ends, this is the only general advice I can give.
  7. It should be possible, but how to implement would in large part depend on how the spell effect/script is done to begin with. For example, if the effect is handled via a script that extends ActiveMagicEffect, you could include a condition to do your check, e.g., to extend your example, something like: Event OnEffectStart(Actor akTarget, Actor akCaster) If !akTarget.IsPlayerTeammate() ... Whatever kill script/sweetroll effect you want here ... endIf endEvent
  8. What Georgiegril suggested is a great place to start diagnosis, as it will help narrow down potential causes (and for CTDs generally, there are many potentials ... that and your immediate CTD cause may not necessarily be the proximate cause). Also, remember that your RAM (and associated utilization) isn't the same as VRAM ... If you really are getting a VRAM issue, as Georgiegril mentioned, you could very well be running out of VRAM (of which you mentioned having 1GB, not 8GB) *OR* you could have one or more invalid/messed up textures. Having you tried a console "PCB" (purge cell buffer)? While this won't solve issues relating to invalid textures, if there's a memory issue, this would clear out other cells you may have cached.
  9. Did you try setting ownership on the bed you're trying to use? Also, do you have any sort of active/unpaid bounty? From what I understand, this glitch does tend to happen a bit, and you may have to load up an earlier save and see if it still occurs. :( Regarding it not showing in the CK, it's probably because the house is "built" dynamically.
  10. Hmm, if you were trespassing, I'd imagine the value would be 1 rather than 0. Check one of the follower NPCs and see what value they return. If I remember accurately, in order for the trespass line to be said, the player must be trespassing and the (speaking) NPC *not* trespassing. Did you verify the bed you're trying to use is player-owned?
  11. I'm assuming you verified ownership of the cell itself as the player/faction (including in the CK)? Assuming ownership checks out, you may be running into an age-old Skyrim issue relating to trespassing. You can try using the console with 'IsTrespassing' and see what comes up.
  12. Love your work.. Why doesn't your profile has love? :I Thanks for such a great mod :3
  13. This is an excellent addition, thanks much!
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