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tcain99

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  1. you need to register it to quest setage so only on that quest stage will it play. use the conditions to choose your quest and set the stage required for the dialogue so when your quest advances the dialogue no longer shows up unless the quest stage resets to the stage in the conditions
  2. https://www.nexusmods.com/skyrim/mods/99605?tab=description use this mod as reference
  3. heres the files you wanted there might be a few bugs let me know https://drive.google.com/file/d/1imyvVSnsKJysnU8BCyikhLrXjzQfCHAH/view?usp=sharing
  4. https://www.nexusmods.com/skyrimspecialedition/mods/85102?tab=description essentially i would like this but more like the bethesda game jam fusion spells (aka conjure familiar and flames summon's a flame atronach and so on but without skse can anyone help me with a working script
  5. look at the voice of the sky spell it has a script that adds you to a faction for x amount of time just duplicate this magic effect and spell create a faction with hostile or not to player and then change the script to your faction and then make the script a constant effect and remove duration in the magic effects then make it either an enchantment or use the built in dragonborn dlc script used by the ring of arcana azhidal rings and add the spell to that script after attaching it to you armor weapon or what have you then whenever you equip that item you get that faction applied to you and when unequipped it does not
  6. only thing i ca figure out from what you ahve written is epmagic_HasSkill - Alteration + 1 to epmagic_HasSkill - Alteration >= 60
  7. hey could you write a tutorial for this i would like to use it in a mod for custom farmers in my buildable homes serires
  8. thanks fopr the help ill credit you when im finished with the mod. it is a complete remake of my werebeast expansion mod but it has many bug fixes and improvements this was the last piece to complete the bloodlines with minimal compatibility issues
  9. ok its not compiling for me. 2 questions 1 does it require skse cause im looking for a non skse option 2 does it require ae or can i use the 1.5.97 version cause i refuse to upgrade till all mods i require are updated and currently still missing 4 major framework mods that are still 1.5.97
  10. Look at my Dragonling rookery mod it uses a custom ai package that works for perm hover also you might want to set the size to 0.1000 in the npc not race. You can fiddle with size yourself You can use xedit to copy my ai package and Dragonling npc template to work on
  11. 0k ill try to give more information the scrip[ above is a modified script from my dragonize mod which has a set of sequences to work 1 - add a custom ring with unique slot that when equpped changes your race to designated race 2- custom dragon aspect script is used to equip ring as a constant effect that is activated through the add ability feature on a second fire and forget script and is permanent until you use the revert spell which is a dispell type spell the posted script is a modified script that does all that but instead of race it is armor problem it is a constant effect and it is and armor equip script but it interferes with the body of your race when not in werewolf form what i really am wanting to create is a script that adds a perk instead which is simpler and should have no mesh problems that 1- when gain the perk if player becomes werewolf form equips the custom skin and removes the skin effect when not in werewolf form problem i made a working one but it still has a bug skin changeds to custom skin but does not last as long as werewolf form if you extend time as werewolf by feasting on hearts please help with a solution to the perk problem that makes it so the perk is constant but only works as a werewolf form and lasts as long as you are in werewolf form and then when not in werewolf form is dormant and not in effect
  12. now to make it give you quarried ston try Scriptname RockRemoveScript extends ObjectReference ObjectReference Property RubbleXMarker Auto MiscObjectReference Property QaurriedStone Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() Game.GetPlayer().AddItem(QaurriedStone, 50) EndIf EndEvent}
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