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mrclint

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  1. Alright, so as a fun way to learn modding I tried to make the mannequins as mannequins should be - silent, deadly and non-movable while looking at them. Works actually okay. There are some kinks to work out with regards to the original mannequins script (which I want there so you unknowningly can dress them upp before they kill you), and othjer stuff. But overall they are cool. First is that they turn enemy. Not a problem per se, but the problem is the red dot on my map marker. I want it gone for only this type of enemy. Since I use a magic effect with a script on the mannequin, distributed with Spell Perk Item Distributor, I can change packages and the lot on the fly, if that helps me. Is that possible? My other solution to the above problem is to actually make them enemies to everyone but the player. But if I put them and me in a faction allied to the player and the bandits (since I thought bandits are enemies to almost everyone) everyone else turns enemy for me. My thinking is that I load it with a package that makes it follow me and kill everyone it sees. First of all I havent been able to load it with a package that makes it follows me (loading it with a M'aiq wander package, which works fine for now). Second I havent been able to make it kill everyone but me without all other npc:s turn enemies. Thoughts on it? I also really don't think it would be fun with A) an unkillable, unmovable enemy or B) an easily killable enemy because it can't move. The second problem is the activation of it. Right now, as soon as it loads in, it searches for LOS from me. As soon as I see it, the real action starts. But I have read that it is cpu hungry, and a I havent found any other way to activate it. In my mind an event that fires as soon as something sees something should really exist. Any tips?
  2. Since it's a very special year for all of us; a long time lurker wishes you all a merry Christmas however you decide celebrate it.
  3. Wow. That worked so well. Now every NPC wears the jester outfit. Thank you!
  4. Maybe not dynamically, but all the NPCs gets the perk. [12:53:00:869] [info] Perks [12:53:00:869] [info] UOFUC_killher [0x28000D62] added to 27102/27103 NPCs
  5. So, I've tried to make a mod which uses 'Spell Perk Item Distribution' to assign perks to NPC:s in the purpose of assigning them outfits (essentially I want to make a mod that uses other armor mods to clothe up my Skyrim). The perk gets assigned perfectly to everyone, but they don't fire of the script I've put on the perk: Scriptname UOFUC_newscript extends Perk Actor Property MyActor Auto Outfit Property NewOutfit Auto {Link Ref the Actor} Event OnStart( ) ;akActor.SetOutfit(NewOutfit) Debug.Notification("MyMod Initializing") EndEvent Right now I am only trying to make the debug message appear. I have a feeling from reading about perk scripts that this isn't possible. Am i right?
  6. No, but maybe the extension did it somehow.
  7. So I had mods installed for Skyrim SE. Worked perfectly, but then I found an extension (comparing conflicts) that I wanted. Downloaded it and restarted as requested. Everything gone. It was like a new installation of Vortex, except that under 'unmanaged' SSE wasn't greyed out. So I clicked on it in hopes of restoring the mod list, but it was futile. Now i have a long, greyed out, list of every mod I have installed where none are properly recognised, as in no update info, no nexusmods links, etc. Same with plugins. Also, the latest backup was of course from when I restarted it. It there a way to restore everything back to normal again?
  8. Try this one out: https://www.nexusmods.com/skyrimspecialedition/mods/21294 If you do get in the game and it crashes it will produce a crash log (that's actually useful). With this I found out that a horse from a mod made SSE crash and I could remove the mod in question, for example.
  9. I came here to suggest the same feature. Good to see it's already on the list.
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