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Aykani

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  1. I find myself needing to use several collision boxes (L_NAVCUT) to negate some parts of the navmesh. That is all fine and dandy and works the way I need it to. However, I would also like to modify a collision box on the fly. I'd like to change it's size (normally changed from the Primitive tab) dynamically via a script. Is it possible to modify the size of a primitive, or at least clone/duplicate a primitive via a script?
  2. I fixed the issue I was having. It seems that, when using a leveled actor list as the actor base, the actors don't quite get their AI Data set up properly, but by making an actor dummy in between the level list and the real actor, it worked.
  3. I set it to very aggressive, but I will double check to verify if the player made it into the player faction. I'll also try the relationship update as well -EDIT- Doesn't seem to be a faction issue. They want to attack me because they circle around me with their weapons drawn as if they are going to swing, but they never do. They even taunt me so they are definitely marked as enemy. They seem to attack other NPCs within my faction, just not the player in particular.
  4. Been having some issues recently where the actors that I create will not attack the player. Quick facts here: The actors are in a faction that is set to an enemy of the player. The actors are spawned via the PlaceActorAtMe (also tried just PlaceAtMe) The actors use a leveled character list as a base. The actors will attack the player with ranged weapons and magic, but never melee weapons. The actors engage the player and circle around him/her, but never swings their weapon. StartCombat didn't force the actor to hit the player. Any ideas?
  5. Beta released: http://skyrim.nexusmods.com/mods/22330 I'm going to go around and make a real outpost now for the screenshots, but if anybody would like to provide some shots of their outpost I'd be happy to put those up as well.
  6. Guard system is in place and functional. All that is left for an initial release is the market system. I should have that done within the next hour. Beta release imminent.
  7. There will be stone castles, but you won't be able to build fully fledged castles with interiors and everything. The amount of bloat on your save game would be pretty big. However, there will be stone walls and some watch towers that you can fashion into a nice fort. Player house is done, all that's left before an initial release is the guard system and the market system.
  8. Boundary system is in place. Guards will be done by tomorrow evening. Might get a beta version out the door by Sunday.
  9. Bingo. There isn't really a good way to combat this, but if you keep your outpost size reasonable it shouldn't be a problem. That's why I limit the construction range so you can't go placement crazy.
  10. For those of you who are unfamiliar with Wasteland Defense, you might understand the concept a bit more by reading up on the mod and watching the videos here. Now that Skyrim's Creation Kit has had some time to mature, I began work last night to bring my Wasteland Defense mod over to Skyrim and transitioning to Papyrus. After giving my computer shifty looks for the past eight hours, I've managed to come up with a solid and re-usable framework for Tundra Defense (Wasteland->Tundra, see what I did there?) I hope to get a first version of it out the door next week that sports the construction system, market, basic guard patrol system, and at least 10-15 core Plans that can be constructed so that you can start getting your outposts off the ground. After that point I will begin to roll out a raiding system similar to the one found in Wasteland Defense. The end result will hopefully allow people to enjoy the same thrills they experienced playing Wasteland Defense on Fallout: New Vegas in Skyrim (hopefully with a few less glitches) For now, I'll leave you with a few screenshots of my progress thus far, and I look forward to hearing your feedback and suggestions! Outpost in Mammoth Territory (It demonstrates four of the core objects I have added so far) http://i45.tinypic.com/kap0h.jpg http://i49.tinypic.com/2z6z5h5.jpg http://i50.tinypic.com/f0d6yg.jpg
  11. Looks like your running it on a laptop if I'm not mistaken The 540m isn't meant for high-end gaming (it's middle end tech), and benchmarks show it playing on low at slightly over 30fps, with every increase in graphics dropping the FPS If you haven't already, disable your anti aliasing. Otherwise, you're probably going to be playing with those settings from this machine
  12. Something I have thought about on various occasions while using the Nexus system is: What is the best way to let people know something? It seems that not everybody reads the comments, therefore questions that have been answered countless times are continuously asked. So from there, I decided to answer all these questions in the Description section. However, not everybody reads the file description either, and once it has been read once, few glance at it again My suggestion would be to add a new content box underneath the Information section (above the tabbed container) that displays a message/announcement that can be set by the author of the mod. That way the author can quickly announce important things and readers don't have to navigate far to see it Just a thought
  13. Technically the goal of the two mods are two different things, the similarity being object placement. They do work together, and both do what they say they will do. One lets you run/manage a settlement, the other lets you construct and defend a fort
  14. Got the issue solved via Bethesda forums: Issue was with Ultramon adding extra buttons to the top of each window (Move to other monitor button, etc). Turn those off and it works fine
  15. I'm just moving over to New Vegas from Fallout 3 modding, and I am running into an issue regarding the G.E.C.K When I open the G.E.C.K., load the master file, and then click the save button, I get the popup: "You must close all open Dialog Boxes before saving." After finding no open dialog box, I decided to look it up. I saw a few people mention having this issue with Fallout 3, with no real clear fixes mentioned. I've already tried deleting both geck ini files in my documents, redownloading the G.E.C.K., and opening and closing various windows within the G.E.C.K. to see if I could find the trouble window. So far I've had no luck. I can't even edit other people's mods, so it isn't just an issue with making a new ESP file Any ideas?
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