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Shadohz

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  1. @dybill Yeah it'll work. I tested it by going to Stumpy in Riverwood, Vigilante in Markarth, then Meeko at the shack. I had plans on building a hunter follower that went after non-hostiles. I was going to work in the "kill da wabbit" song as a response. :laugh: @maxaturo No problem. The follower I tested this with is designed the same way. She uses a Follower AI package and a main quest with repeated stages rather than what you see with other followers that use vanilla framework system. I would use the game's Commnentary mechanic to fire off the scene if that's what you're trying to do. Although I could try seeing if I can get a scene to repeat in the same manner. Shouldn't be difficult to set up. You learn, we learn.
  2. I accomplished this with a dog like so: Create an alias. Mark as Optional. Find Matching Reference, InLoadedArea, Closest Target: Subj GetIsRace, Race: DogRace == 1.00 Create Misc/Idle dialog Create line of dialog ex: "Shut up mutt!" Subj GetDistance Alias dog < 25 (10 or 15 will be much more precise) GetIsID Actor (name of follower) GetStage Quest: (NameOfFollowerQuest) == ## (number of stage follower is in follow mode) Set your Hours until reset if you want.
  3. I need feedback on the exterior part of cathedral that's going to be part of a larger mod. The purpose for the cathedral is it being an alternate location for marriage. For the time being I've only moved it to its perspective location. I'm not 100% firm on it. Download it from the link below. I need back on things like location, lag/fps (with high res mods and whatnot). I wanted to move it by Solitude or Windhelm where it would blend in with the stone architecture more but there's no space near those cities. I can't use the Solitude or Windhelm worldspace because I didn't want to have to deal with a bunch of compatibility packs. I need honest feedback. "Move it <here> but add more homes around it./Move it around the back of Whiterun where the farms are./Move it to XYZ location but slide it into the mountainside". Critique away. Just remember this is a cathedral for marriage so it has to be in a place where there you'd see traffic coming through. It's currently located in Whiterun exterior by the stables. Thanks https://drive.google.com/file/d/16Gtt6TDx9g9Y-v9ZjJqiW-gTjxLcHhyJ/view?usp=sharing
  4. This is just a general question. Do you typically ride mounts while on Solstheim? Yes, no, only in certain areas?
  5. I ran across another suggestion someone made to selectively debuff the player using a custom perk but for the life of me I can't remember where I saw. One of the downsides of a privacy browser. No history. Sorry I couldn't help.
  6. *shrug* Explosion-on-hit is a rather finicky feature. I was looking at Auriel's special arrows to figure out why my throwing potion bottles kept failing to explode unless they hit human instead of any impact type. I ended up just copying an existing Impact data set. I suppose he could set the bolt damage to 0 and mod the damage via script. Throwing out ideas might help him come up with a workaround.
  7. Capture the current HP of the initial target then limit the projectile's damage to not exceed that value. It's a cheaty workaround but the player won't notice because the secondary explosive will finish the kill. Worth a shot at least.
  8. View/Object Window Magic (left panel)/Spell You can adjust the magnitude of spells. If there is an an actual script attached then you can right-click and select UseInfo to the Magic Effect. The magic effect is in the left panel above Spell. The Pap script is on the bottom left. You normally wouldn't need to edit scripts though (depends on the changes).
  9. You don't have to requote everytime that you respond. If you need to quote someone you're conversing with then just use a snippet of whatever pertinent part you're discussing. You're being too vague with your problem to get good assistance. Part of that is because it's probably your first mod so you don't know the right questions to ask, so that's okay. What type of mod are you trying to make? What exactly are you trying to do with the scene (explain the plot)? Why are you trying control someone else's mod? Why are you making it more difficult trying to get compatibility out of EFF? What companion are you using (there may be a problem specific to that mod)? Your problem could be something as simple as changing the quest priority.
  10. Let's start from scratch and work our way forward. True or false: 1. The scene works fine if EFF is not installed? 2. The scene works fine if EFF is installed but the follower is not under its control? 3. The scene fails to work if EFF is installed and he follower is under its control? If EFF is responsible for the scene failure, you have two options. 1) put a post that you will not support EFF due to a compatibility issue. 2) you will have to forcefully dismiss the follower from that framework. Noone ever does #2 that I've seen. Look at all the more popular companion quest mods and somewhere you will notice they mention not using follower mods while doing their corresponding quests. PITA. On your scene create a new starting Phase. On the Completion tab select End On Conditions. Add a new conditions: 1. GetDistance. Alias to NPC. Comparison is <. Value is 512. Run on Player. 2. GetDistance. Alias to Follower. Comparison is <. Value is 512. Run on Player. 3. GInSameCell. Alias to NPC. Comparison is ==. Value is 1. Run on Player. This will make it so that scene will not fire off unless the player, NPC, and your custom follower (who are all alias) are grouped in the same cell in a 512 m radius. This will be Phase 1. Phase 2 is where your Action and Dialogue will start working. If no dialogue starts then you know there's something screwy in your Alias setup (possibly not being filled). To test whether an Action is working you can a) extend the move-to-marker Action for your follower to Phase 1 OR 2) create a new test AI pack that moves the follower to the marker. If the follower fails to move then you know you have an issue with something higher in the hierarchy controlling your follower. I suggest making a new copy of your mod first to test out the problem.
  11. They won't work that way. Forcegreet for example will fail while you are in follow mode unless you run it as a scene. At one point I just flat out told players I will no address any bugs reported if they were using a follower framework mod to control the character. I had to change the scene triggers to GetDistance so the follower would get to their assigned marker. Without knowing more specifications it would be difficult to tell you precisely why your scenes are failing? Are they not starting, are they not hitting their markers, are they not speaking, are they drawing weapons when they should (because you have your weapons in ready position), are they wondering off? What scene trigger conditions are you using?
  12. Disregard. Just now realized why this particular key was persistent.
  13. This isn't a request for help but more of an observation. I was working on a script to restore the player's environment so they can safely remove a mod I created. I noticed that the items I set up as quest items deleted successfully except for lock keys. My question is are there other items besides keys that require special attention if you mark them as an alias quest item? Thanks
  14. I always use the same clean/unmodded test saves. Use them for years. Consistency is a requirement. I created an SEQ file originally with TES5 because I had to make an edit to Hert. The "Change Location" build wouldn't make it of course. Anyway after you mentioned it I noticed the SEQ folder no longer existed where I had the Scripts folder. I may have deleted with an earlier build re-test or by another process. Not sure. I recreated it and the second issue no longer reproduces. The first issue however I can reproduce consistently. I even added an aliasRef.disable and aliasRef.enable at Stage 0 (start up stage) to force this particular actor to disable and re-enable to see perhaps that can act as a failsafe. His default state is already enabled. Since the secondary issue is resolved I'll ignore the first, though this behavior is curious. Thanks.
  15. @algol75686 Search Nexus again. Your mod request has been uploaded. https://www.nexusmods.com/skyrimspecialedition/mods/42515?tab=description
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