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Cryptdick

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    Crypt#8870
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  1. Dan, please check out my work! I'd love to become a professional level designer and have been practicing it in hopes to do so. https://www.nexusmods.com/skyrimspecialedition/mods/25080
  2. Hey, I'm making my first worldspace but I've got a question: How do I move the location of the worldspace on the world map? It appears to be a grey box floating above the Whiterun area on the world map as of now. I read in the CK docs (linked below) that I should be looking at the "World Map Offset Data" section of the worldspace tab, but I'm not sure how to figure out what to put in it depending on where I want the worldspace to show up. Any tips on how to set this up? Thanks! https://www.creationkit.com/index.php?title=World_Spaces
  3. So I'm using a small FX light to illuminate an item I want the player to notice and pick up. I want the light to disable upon pickup, so I went with a 2-stage quest (0 -> 10 where stage 10 disables the light) I have a script on the item (an amulet) with this in the source and a propertyname linking it to the quest: Scriptname CryptGroveCursedAmuletScript extends ObjectReference Quest Property CryptGroveCursedAmuletQuestProperty Auto Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) CryptGroveCursedAmuletQuestProperty.SetStage(10) endif EndEvent Then I have this placed in the Papyrus Fragment section of the second quest stage using the RefID: 0100A0A6.Disable(true) However, I get the following Papyrus error: Starting 1 compile threads for 1 files... Compiling "QF_0crypt_Grove_CursedAmulet_0100A0A3"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_0crypt_Grove_CursedAmulet_0100A0A3.psc(8,4): required (...)+ loop did not match anything at input 'A0A6' No output generated for QF_0crypt_Grove_CursedAmulet_0100A0A3, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_0crypt_Grove_CursedAmulet_0100A0A3 Am I doing this correctly, and how do I fix this error and make it work?
  4. Thx for the help! After a few frustrating attempts I finally got it working how I want it. You rock.
  5. Hey fellow modders, I'm attempting to set up the following: Player enters room, takes item off of pedestal trap -> Spikes close off doorway (activated by pedestal) behind player and ambushing actor activates -> Ambushing Actor is killed -> Activates TrapLinker -> Opens spike traps blocking doorway So from what I've got, I have an ambushing Wispmother that is activated by a pedestal trap and the spikes block the doorway behind the player, that's working fine. But, since I'm using the defaultActivateLinkedRefOnceOnDeath script that will activate a trapLinker, I can't set up a second linked ref to the TrapLinker that opens the "spike door" on their death since it replaces the Linked Ref to the ambush furniture. Any suggestions are greatly appreciated! Source: http://tesalliance.org/forums/index.php?/topic/4867-how-do-you-make-a-door-open-when-when-you-kill-an-enemy/
  6. I do believe that was the video too, thanks! Bookmarked it for future reference.
  7. Ahh yis, it was this part that I was looking for: (-) minus key to group select. In the batch window add LinkedRef for keyword WorkshopStackedItemParentKEYWORD referencing the WoodCrate_Empty name PREFIX_WorkshopStackedItemParentKEYWORDHub. This will exclude items from regenerated precombine and make scrappable. Thanks a bunch SKK50!
  8. I saw this on a youtube video tutorial before, but I couldn't find it again. How do I link together objects in a custom settlement so that they can be scrapped as a group? (i.e. bookcase with boxes on shelves scrapping together) I swear it was with done with linked references and a certain keyword, but I might be wrong since it was months ago I saw the video explaining it...
  9. South of the Sea Nexus Mods Page Visit us at our Discord to see screen-shots of upcoming content in the sots_public channel! https://discord.gg/qeGxj9D http://gamechems.com/images/fanatics.gif Strange sounds and horrible monsters creep into the Glowing Sea from parts unknown; are you brave enough to crawl into the depths of the Earth and go beyond and below the Glowing Sea to face the madness and horror that is HADES itself?! Poison gas, vile Ghouls, Fanatical Atomites and crazed beasts crave your flesh in the dark underground world that lives beneath the surface of the Glowing Sea. The world of Hades is not for the faint of heart. Are you strong and brave enough to reach the end of the Underworld itself and find the grand city of Elysium? Adds over 30+ new Locations in and below the glowing sea. More Loot! More Fun! More Thrills! This mod is still in production and not all content is established. SOTS is a large mod created by a handful of persons seeking to make the Glowing Sea great. So far this mod consists of many new points of interest to explore and find lots of loot and things to do. The new content we are aiming to add to this larger mod are: New Dungeons and Locations, New Quests and a Main Quest, A New Companion, A Wolf Companion, a New Faction, A huge new City, New underground settlement, some new Items with or without new meshes, Roughly 20ish hours of new gameplay, almost DLC sized. This mod is still in production, however everything we release is 100% content complete and ready to play, and we have finished a good chunk of it, about barely 1/3rd of what we want; this is because the mod is growing out of two other mods: Ad Mortem and Glowing Sea: Expanded. We will update this mod regularly with additional content as we finish major sections. Though we won't be 100% done anytime soon, we will be done when it is done! This all means MORE LOOT, MORE DUNGEONS, MORE LOCATIONS, MORE STUFF TO DO IN THE GLOWING SEA!
  10. South of the Sea Nexus Mods Page Visit us at our Discord to see screen-shots of upcoming content in the sots_public channel! https://discord.gg/qeGxj9D http://gamechems.com/images/fanatics.gif Strange sounds and horrible monsters creep into the Glowing Sea from parts unknown; are you brave enough to crawl into the depths of the Earth and go beyond and below the Glowing Sea to face the madness and horror that is HADES itself?! Poison gas, vile Ghouls, Fanatical Atomites and crazed beasts crave your flesh in the dark underground world that lives beneath the surface of the Glowing Sea. The world of Hades is not for the faint of heart. Are you strong and brave enough to reach the end of the Underworld itself and find the grand city of Elysium? Adds over 30+ new Locations in and below the glowing sea. More Loot! More Fun! More Thrills! This mod is still in production and not all content is established. SOTS is a large mod created by a handful of persons seeking to make the Glowing Sea great. So far this mod consists of many new points of interest to explore and find lots of loot and things to do. The new content we are aiming to add to this larger mod are: New Dungeons and Locations, New Quests and a Main Quest, A New Companion, A Wolf Companion, a New Faction, A huge new City, New underground settlement, some new Items with or without new meshes, Roughly 20ish hours of new gameplay, almost DLC sized. This mod is still in production, however everything we release is 100% content complete and ready to play, and we have finished a good chunk of it, about barely 1/3rd of what we want; this is because the mod is growing out of two other mods: Ad Mortem and Glowing Sea: Expanded. We will update this mod regularly with additional content as we finish major sections. Though we won't be 100% done anytime soon, we will be done when it is done! This all means MORE LOOT, MORE DUNGEONS, MORE LOCATIONS, MORE STUFF TO DO IN THE GLOWING SEA!
  11. https://www.nexusmods.com/fallout4/mods/27870?tab=description Enter South of the Sea, a large and growing mod for Fallout 4 set in the Glowing Sea area. We have just released a major update that bumps the amount of new locations from 16 to 22 with more on the way. SOTS includes new dungeons, enemy variants (not yet implemented but some are done with custom skins and all) and soon to add a new storyline, faction and accompanying city! Try it out and bring new life to the Glowing Sea to survive against!
  12. Will try this, but is this how the vanilla game does it? I'm interested in figuring out how they make it work in a simple matter. Either its part of the AI Packages for each trader in the game or there is something I'm missing, but there has to be a way to replicate the way they did in in vanilla.
  13. How do I go about forcing my custom vendor NPC to stay in that generic trader animation at a specific surface? I have the "NPCBarInvShopKeep" marker for the NPC to use, but while using the "DefaultSandboxExteriorEditorLocation" AI package the NPC will randomly choose a marker nearby instead of only going to the one. Besides that I want to be able to make NPCs sit in a specific chair until combat starts, for example. I've looked into IdleMarkers a little, but I've noticed that most vendor NPCs in the game use the marker I have placed. Also looking at vanilla merchant set-ups hasn't lead me to the answer. Any help is appreciated!
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