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Cheyron

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  1. Why did these guys ban you?
  2. Hey, just wondering if an update for Garrison Do Something mod is in the works. I think it's a really cool concept and I'd really like to try it out, but unfortunately it doesn't work with 1.70 (I've tried it both with mods and solo). If it still works and I'm missing something, I'd appreciate any pointers. Thanks
  3. низкий поклон за работу над модами, можешь поправить мод для версии 1.7.0 https://www.nexusmods.com/mountandblade2bannerlord/mods/2304 . На к...
  4. Couldn't find a way of post in the mod itself, but would it be possible to make so that in your "Garrison Do Something" mod for Bannerlord, to disable the formation of patrols only for the player's fiefs? Using improved garrisons, there's already that functionality, with finer control for size and composition of guard parties, so it doesn't pull and risk troops you don't want it to. But the AIs don't get those guard parties, so I'd rather they still could f...
    1. Felius

      Felius

      (Post apparently got cut off, so here's the last bit:)

      - So I'd rather they still could form the guard parties from your mod.

  5. Hey, I've found an issue with player switcher. When your caravan leaders get captured, the game crashes.
  6. just fyi, nothing you mentioned is why it happens as i have my game setup with vsync, usleep, capped at 60 fps etc and i still get that bug.
  7. Well I decided to attach scripts to all of his packages to notify me when they start, end or change and none of his packages attached to his actor print messages when they are supposed to start. It makes me feel like all the package changes I am making are not being reflected in game. And I even checked with TES5Edit to make sure all the Skyrim stuff I edited like the Terek actor is not being overwritten by another esp. So i know my changes are updated in the load order but they do not seem to be reflected in game. I was able to use a scene to get him to first activate the breeze home door, then to activate the bannered mare door and then when the scene ends to evaluate his packages and lo and behold he goes to the bannered mare and i find him leaning up against a wall in there... so it appears the only way i could get it done was with a scene. I just wonder why not using conditions on packages would not evaluate correctly. Anyways I guess I am over it but if anyone knows or wants to test out what I am doing I wouldn't mind knowing what I did wrong. I didn't think I would have had to instruct him how to get to the bannered mare. Thanks.
  8. So anyways, I can get the dialogue from my quest to show up in game and it runs the code seen above so shouldnt it result in him going to the bannered mare? The example above shows the package for when he sleeps but the package for sandboxing is identical it just uses the sandboxing template... i still tell him to sandbox in the bannered mare. In my game he just stands there and does nothing.
  9. Uses of the Actor: Me kicking him out: Original Sleep Package: Original Sleep Package Updated Conditions: The added package to replace the above one when the global variable = 1: And the condition for the "streets" version of the sleep package:
  10. im not sure what COC means... iirc it is a console command but i never have used it. I am walking into Breezehome through the front door and I am trying to update Terek's package stack after I update a global variable that his packages consider in their conditions. Check my images below I just added... you can see when I update their packages in the topic response.
  11. I have Don't know why I never replied but I am working on this again now after so many months. I gave up trying to make this stupid NPC do what I want. It is the NPC Terek. When you first buy Breezehome he is in there saying you have to kill him. I'm not going to do that so I wanted to make a quest where I threaten him and then he backs down and leaves. So his original packages have him sandboxing or sleeping near his editor location... so i made a global variable to act as a flag when i had kicked him out... and then on the conditions for his original packages i made sure the flag = 0 in order for his original packages to run and i set the variable to 1 in a topic on end script. And then I have the actor evaluate his packages. I also made new packages which tell him to sandbox in the bannered mare cell if the global variable is set to 1. So shouldn't all his original packages be blocked and only the ones that have conditions where my global = 1 would run. I don't know maybe i will take some screenshots and show you cause this problem is annoying... this guy just stands there after I do the dialogue that runs the script to edit the global and evaluate his packages even though no package telling him to do stuff near the editor location should be running. The guy actually does nothing... just stands there. Does he not know how to leave the house or something? 1. Terek NPC has 3 original packages, DefaultSandboxEditorLoc, DefaultSleepEditorLoc, SandboxBreezehome. These 3 packages have no conditions other than a schedule attached. I then edited them to only allow them to run if my global variable = 0. Then I duplicated the sleep and sandbox editor loc package (not the breezehom one, that one i just block). Then in these new packages i tell him to sleep and sandbox in the bannered mare cell. So he will follow the same schedule as his orginal packages but now the condition for these 2 duplicated packages are when my global variable = 1. 2. I searched in creation kit and he does not get used in any alias references. This is a very basic npc who does literally nothing but sandbox around breezehome and keeps repeating dialogues. He is only referenced ever in the topic infos for the WhiterunDialogue quest. 3. I would hope the package configuration is fine since all i did was duplicate the two editor location packages and added conditions to run either the original or the edited ones based on if i selected the dialogue to threaten him. I will post screenshots but if you want you can open creation kit (if you have installed) and just filter for Terek under Actors. I can post screenshots... is that what you mean? 4. Yeah possibly but all i did was add two new packages... set a condition for original packages to run on when global variable = 0 ... then i have dialogue with npc that runs a script on end of topic info dialogue to set the global variable to 1 and then for akSpeaker "Terek" to EvaluatePackage(). Which will now block all his original packages and run the two duplicated packages which have the condition global = 1 and instead of editor location in the duplicated packages it is now location = in cell bannered mare.
  12. Try to uninstall the high res textures and test if it avoids the crashes... when i was using high res textures i always would get random crashes
  13. Is this Skyrim default behavior because I need to come to a complete stop in order to sheath a weapon. I am using combat mods so i am wondering if something is bugged... relevant mods I use are... Ultimate Combat TKDodge Archery Gameplay Overhaul Equipping Overhaul Because I use equipping overhaul, you need to sheath a weapon before switching to another weapon or else you drop your weapon so it forces me to come to a stand still to sheath my bow for example. Is this a bug or does anyone know if I can use creation kit or tes5edit to fix?
  14. i guess using quest aliases and starting quests is not the way to go... i was able to search formlists using this if anyone cares... Game.FindClosestReferenceOfAnyTypeInListFromRef
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