Jump to content

jedijosh920

Premium Member
  • Posts

    9
  • Joined

  • Last visited

Nexus Mods Profile

About jedijosh920

Profile Fields

  • Country
    United States

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

jedijosh920's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. I am currently fixing and making a Follow spell mod where the NPC follows you through an Alias/Package and the Quest gives the specific NPC casted on a Faction and some dialogue: "Wait here" "Trade items" "Favor" What I need help is, is for the NPC to respond generically like "Hmm" or "I understand". Now you may think I'm crazy or that this doesn't work, but I've tried this mod before: http://www.nexusmods.com/skyrim/mods/33002/? and when you use the "Communication Between Species" spell which is basically a follower spell and ask them certain things through dialogue they say generic things. Even guards and non followers can say generic things. How would I do this? I tried leaving the response blank and stuff in Creation Kit but am lost, thank you.
  2. Hello, I am currently creating a mod based on the console command "Resurrect". First of all here is my current script: ScriptName ResurrectHumanOrAnimal extends ActiveMagicEffect Keyword Property ActorTypeAnimal auto Keyword Property ActorTypeNPC auto Keyword Property ActorTypeCreature auto Keyword Property ActorTypeHorse auto Faction Property DunPlayerAllyFaction auto Faction Property PotentialFollowerFaction auto Faction Property CurrentFollowerFaction auto Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Messagebox ("You have brought the dead back to life!") akTarget.SetRelationShipRank (Game.GetPlayer (), 3) If (akTarget.HasKeyword(ActorTypeAnimal) || akTarget.HasKeyword(ActorTypeNPC) || akTarget.HasKeyword(ActorTypeCreature) || akTarget.HasKeyword(ActorTypeHorse)) akTarget.Resurrect() EndIf akTarget.AddToFaction (PotentialFollowerFaction) akTarget.SetFactionRank (PotentialFollowerFaction, 1) akTarget.SetAV ("Aggression", 1) akTarget.SetAV ("Morality", 0) EndEvent Now everything works great, the NPC gets resurrected and unhostile. But what I want my mod to do is, after they get resurrected, to join the Potential Follower Faction so you can get them as follower. Now, I added the akTarget.SetRelationShipRank (Game.GetPlayer (), 3) part which makes them ally with the player and works great. I've read other tutorials out there saying I need to extend my script or something like that and that ActiveMagicEffect won't work. I've tried SetFactionRank and all those other Actor Commands which are referenced to ObjectReference, but I don't know how to do that. Will someone please help me add the faction in the script and thank you.
  3. I am currently creating a Resurrection Mod for Skyrim using the Creation Kit. My Script: ScriptName ResurrectHumanOrAnimal extends ActiveMagicEffect Keyword Property ActorTypeAnimal auto Keyword Property ActorTypeNPC auto Keyword Property ActorTypeCreature auto Keyword Property ActorTypeHorse auto Faction Property DunPlayerAllyFaction auto Faction Property PotentialFollowerFaction auto Faction Property CurrentFollowerFaction auto Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Messagebox ("You have brought the dead back to life!") akTarget.SetRelationShipRank (Game.GetPlayer (), 3) If (akTarget.HasKeyword(ActorTypeAnimal) || akTarget.HasKeyword(ActorTypeNPC) || akTarget.HasKeyword(ActorTypeCreature) || akTarget.HasKeyword(ActorTypeHorse)) akTarget.Resurrect() EndIf akTarget.AddToFaction (PotentialFollowerFaction) akTarget.SetFactionRank (PotentialFollowerFaction, 1) akTarget.SetAV ("Aggression", 1) akTarget.SetAV ("Morality", 0) EndEvent Everything is working great, the NPC revives and I used it on a Bandit and they are turned friendly. But I have a problem, with my mod I want them to turn into Followers, I added them to the faction "PotentialFollowerFaction" since in the console if you do "addtofaction 5c84d 1" they have "Follow Me, I need Your Help. Do I have to set a faction rank, I added 1 but it still doesn't add it. Thanks
  4. I got it fixed lol I used GECK and went into Paul's AI Packages and added "FollowersButchFollowPlayerDefault" and it worked like a charm. They follow me inside now! TUNNEL SNAKES RULE!
  5. i also found something really weird when i spawn in wally mack from trouble on the homefront he follows me INSIDE the future imperfect one doesn't now to figure out paul hannon lol
  6. Btw I'm using the Sharing and Caring Companions mod. I basically have 3 companions: Butch, Paul Hannon Jr., and Wally Mack. Whenever I go into a building, city, etc. (Megaton), only Butch follows me inside but Wally Mack and Paul just stay outside for some reason. Any fixes? All the other NPCs that I have hired in the mod always follow me inside except these 2 lol here's a video ive made http://www.youtube.com/watch?v=SZYUvdGGtMM
×
×
  • Create New...