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dastrokes

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  1. http://www.creationkit.com/GetPlayersLastRiddenHorse_-_Game
  2. This list on Reddit surely will help: http://www.reddit.com/r/skyrimmods/comments/2bd43r/alternatives_to_hjerim_a_list_of_windhelm_house/ Btw, my ship home can dock at Windhelm dock if you are interested.
  3. From what I read its pretty straight-forward using ForceRefTo http://www.creationkit.com/ForceRefTo_-_ReferenceAlias
  4. Open SkyrimEditor.ini, the ini file that you modified for allowing multiple masters, search for "SResourceArchiveList2", add bsa file to the list, you may also wnat to add Hearthfire and Dragonborn bsa if you have them, here want it looks like in my file: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa
  5. I would still recommend you to use the multiple adoption mod, it's easy to implement and works without any issue, and a very important point that it offers compatibility between all the house mods, if you change the scripts just for your house mod, people cannot move their family elsewhere, and even after removing your mod, there may be remaining issues. For the visiter, here is just an idea: Create a new quest that resets say every week, in the quest alias, use conditional reference, add conditions such as relationships with the player, you can check the wedding quest to see how its done. Then you can set the AI package for the quest alias, you can set the day of the week and the times of the package so that maybe the npc will only visit your home on Sunday afternoons, you may also need to add the player faction to the alias so that they wont be considered as trespassers. Since the quest resets between certains times, npc for the quest alias will change after resetting. Overall I think this should be able to implement without much problem.
  6. I haven't tried it yet but I think without SKSE, I guess you can use message+text replacement+quest alias to print the name, probably not worth it to create a quest for it since you dont need it that badly.
  7. ActorRef.GetActorBase().GetName(), it requires SKSE.
  8. Use text replacement, details here: http://www.creationkit.com/Text_Replacement
  9. I think SKSE is supposed to be backwards compatible.
  10. Use this mod http://www.nexusmods.com/skyrim/mods/44596/?
  11. I think the poll can't tell the whole story, most people will vote their own versions for obvious reasons, the problem is, while the legendary edition owners can use individual patches, it's not true the other way around.
  12. The naming convention for script fragments is very useful, been thinking about it lately.
  13. I see a few downloads, any feedback will be great.
  14. This is a ship player home mod called Northern Cardinal, with a quest, fast travel system and crew system. Since its my first proper mod and its rather complex for my standard, in order to avoid major issue, I figure I'd better have it tested before the initial release. I post some pics of the mod a while ago on reddit, link: http://redd.it/24bg7g There are many changes such then, however the location are basically the same. Where to start: http://i.imgur.com/L3SaMSe.jpg A merchant named Marcian is in the building shown in the pic (new dock area, under the Solitude arch), he will start the quest. The quest it pretty straightforward (and boring perhaps), around 30min of gameplay, difficulty feedback is needed here. Main Features: After completing the quest and getting the ship, you can talk to the aforementioned merchant for ship upgrades. After purchasing the lower deck for crew, you can recruit yoru crew, up to 9 slots. There are three ways to recruit your crew: 1. Simply take your follower on the ship, talk to them about joining the crew, when you dismiss them, they will stay on the ship. 2. For followers who are not in the vanilla follower system (Serana, Interesting NPCs, other mod followers), there is a crew journal available in the captains cabin, give it to the follower and the dialogue option will be available. 3. You can get blacksmith, mage and alchemist vendors to work on the ship by talking to them about working on the ship. There are new npcs near the docks if you dont want to use vanilla npcs. You can also appoint first mate, they are only for fast travel dialogue for now. Fast travel can also be done by activating the map in the front or steering the wheel. Other Features: To unlock the option to travel to Solstheim, talk to captain Gjalund in Windhelm docks. In the captains cabin, there is a ship model for you to change the banners and figurehead for the ship. And there's a crew book that you can view your crew list (requires SKSE). Activate the tallest mast to the crews nest. Rope ladder by the side of the ship to get out of the water quickly. If you are stuck during the quest or simply want to skip it, type in console "setstage 0shipquest 200" Compatibity: I'm not able to extensively test this one myself, here are some results: Not compatible with Solitude Docks District Minor incompatible with Expanded Towns and Cities and Better Docks, load this mod after them may solve the issue. Mods that modify areas around Solitude Docks District, outside Dawnstar Sanctuary, outside Windhelm near Hlaalu Farm are most likely to be incompatible. All the feedbacks and suggestions are welcomed, I'm also considering adding more quests and npcs, so ideas are welcomed as well. Download here (dont distribute it I guess): Dragonborn esp and bsa are required if you have Dragonborn dlc, if not just delete them. https://www.dropbox.com/s/lml89lb7a0bj5ep/NorthernCardinal.rar or http://www.mediafire.com/download/mknoe8i6yyyktks/NorthernCardinal.rar
  15. Check this out: http://www.nexusmods.com/skyrim/mods/41279/?
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