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batuace

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  1. i forgot to mention the game!!! skyrim se... :sweat:
  2. hi guys, i just wanted to ask for some help... (SKYRIM SE) is something very simple indeed... im making a dwarven ballista follower, ive done a lot of followers for myself but never a creature follower, so ive watched a lot of tutorials and stuff... and i got it working... make the race, make the npc from scratch, choose a follower voice, put the factions, make the relationship... and everyting works fine, i have a ballista follower with dialogue and combat and all that stuff... but when it talks... there is no audio, just subtitles... ive seen example mods and they are very simple and works... a creature race with the npc with a follower voice and you get a dwarven sphere with nord voice and dialogue... but man this ballista doesnt want to talk aloud!! is there some step im missing? do i have to fiddle with dialogue? audio files? please guys this is driving me nuts! (sorry for my english) and i know is not a lot of information, but i downloaded "dwarven lug follower" and is just so simple, is a new dwarven sphere race, and a npc with the drunk voice, a relationship... and everything works!!
  3. [its aplied to a magic effect, then to an enchantment, its just like the wooden mask script, i've checked and the other script applied to the mask it's only for havok, so if you take a look at the original script, that one alone it's the one that makes you teleport, so it should... i think.... work for what i want... there are two X markers in the safehouse, one that i tried to make it move to the player when you put the amulet, so you can travel back when you unequip the amulet... and the other marker"home" that stays in the house, it compiles and no errors, but also i doesn't work, it's a ugly copy of the wooden mask script] Scriptname aaaxteleportmagicscript extends ActiveMagicEffect {magic script} objectReference property aaateleportmarker auto {where the player should return after unequip the amulet} objectReference property aaateleportmarkerhome auto {Where to put the player when the amulet is used} location property WindhelmLosthouse auto {The safehouse Cell} imageSpaceModifier property AzuraFadeToBlack auto {Use a basic fade-to-black for the transition} imageSpaceModifier property FadeToBlackBackImod auto Sound Property TransitionSFX Auto objectReference property amuletActual auto {Point explicity to the unique, placed reference of the amulet in the world} ObjectReference selfRef EVENT OnEffectStart(Actor Target, Actor Caster) selfRef = caster if caster == game.getPlayer() aaateleportmarker.moveto(Caster) AzuraFadeToBlack.apply() TransitionSFX.play(caster) utility.wait(2.5) caster.moveTo(aaateleportmarkerhome) FadeToBlackBackImod.apply() AzuraFadeToBlack.remove() endif endEVENT EVENT onEffectFinish(Actor Target, Actor Caster) if Caster == game.getPlayer() && game.getPlayer() .isInLocation(WindhelmLosthouse) == TRUE ;when player removes the amulet in the safehouse, return to Skyrim AzuraFadeToBlack.apply() TransitionSFX.play(caster) utility.wait(2.5) game.getPlayer().moveTo(aaateleportmarker) FadeToBlackBackImod.apply() AzuraFadeToBlack.remove() if caster.getItemCount(amuletActual) < 1 ; safety catch - if the player dropped the amulet in the safehouse, add it to inventory so it doesn't get lost. caster.addItem(amuletActual) endif endif endEVENT
  4. so, i have almost everything done to make an amulet that teleports you to a safehouse (hjerim copy) with more functional mannequins and racks and all, with no entrance of course, its a lost house, and when you unnequip it sends you back to your last location, i have the markers, enchantment, the magic effect, the script (based on the dragon priests wood mask)... but i can't make it work damn it!! some little bit of the script it's wrong so it doesn't work, someone care to help me so we can upload it to the nexus? it could be very useful to be able to explore a dungeon then... overencumbered! no problem... teleport, store, get back to the dungeon! mmm maybe i'll add a forge, workbech and all that to make it complete.
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