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  1. Wow this is a pretty old post. I can't remember what I did. I think I made a giant switch statement using 100 individual actor variables. It sounds ludicrous I know, but apparently Papyrus doesn't like storing actors in arrays so I basically made an array function using a switch statement
  2. My Suggestions: 1 - make the newscaster sound kinda unstable 2 - make some meta jokes about the raider AI 3 - have talk show interviews with hostages 4 - pick old songs as they work with the game's theme and you usually don't have to worry about copyright infringement unless the song is still pretty popular.
  3. So for Fallout 4, I was hoping to make a mod, as soon as after release as possible. The mod would do 2 things: 1 - It would slow down leveling by some set percentage. 2 - It would allow the player to have a level cap, which as far as I understand, is not in the game. But with skyrim, they didn't let the CK out for a while, so my question is this: Does anybody know of a way that I can make a mod to do either of these things, without the CK for FO4? Obviously the game isn't out yet so we don't have the code to look at, but I think theory crafting a solution could be really helpful. -Thanks
  4. So my follower mod I'm working on seems to work fine up to a critical part in the quest where you fight the boss. After said fight, the quest updates to a new stage with the objective "talk to -follower name here-" However, talking to her gives you a list of the dialogue options, as it should, but attempting to select an option results in nothing happening. No dialogue is spoken, and the game does not seem to acknowledge your dialogue selection, you simply remain on that same dialogue menu where you can attempt to choose a dialogue choice (again, to failure) or you can back out of the dialogue menu entirely. Punching the NPC and then withdrawing weapons seems to knock her out of this state, as does waiting and then finding her will sometimes work. She also seems to enter this state when you ask the follower to move somewhere. Any advice?
  5. Hey, it worked! Thank you so much! luckily there are no changes to the head. I personally am considering making a version of the mod that has all body types so the Downloaders only have to download one file and then pick the body type they want. Alternatively, they could change the body type used dynamically.
  6. Can you tell me where to find this in the CK? I went to where I assumed it would be (which is in the actor editor under the "Character Gen Parts" tab) and started messing around and realized it was listing "textures" and said nothing about meshes. I have also been able to find some mentionings of skins there but none of them let you set to "none" which leads me to believe that I am looking in the wrong place. Your help is appreciated!
  7. Hi, I just recently took over for mod ownership for another modder and I am trying to push his last update out to the downloaders, but here is the problem. This mod is a follower mod and the default version uses a CBBE body for the follower. There is also a UNP and a vanilla version. I managed to convert the new updated version over to UNP by simply replacing the CBBE files with the similarly named files from an older version that used UNP. To restate what I just said there, I replaced the CBBE meshes and textures with UNP meshes and textures to make the UNP version, and that UNP version works. My problem now is that I need to get a vanilla version working. Think version does not use any special body meshes or textures that come with the mod just whatever version the user is using on his copy of Skyrim (so if the user is using Vanilla for all their female npcs the body type is vanilla, if they are using CBBE for all their female body types, the body type is CBBE). My first though was to delete all the body meshes and textures to see if that would force her to load whatever generic body meshes and textures are available to all female characters, but this just resulted in her body turning a horrid purple color :p. I understand why that's happening but I just mention it to say that that is something I've tried already. So to rephrase the question: How can I force an npc that refrences some special body meshes and textures to use whatever the generic meshes and textures are. If your interested the mod is called Loraine and is in my Sig (You can download the loose files there). The NPC is "AALoraine". If the mod is enabled you can find her in Old Hroldan inn to see how she looks (Console command: "coc oldhroldaninn")
  8. My game, which I have had my character for a very long time, has an issue where npcs don't attack the player on sight. They simply seem to ignore the player. They will also not attack other npcs they consider hostile. However, attacking a hostile npc will knock cause them to fight back, but having to walk up and attack every npc to get them to start a fight ruins the verisimilitude and makes fights a cake walk compared to before. I've tried turning off all mods, but no luck. It is probably the result of a mod because I have installed a lot before. Any advice or troubleshooting tips?
  9. So basically you want a spell that you can cast on an actor and if that actor dies before the spell ends, then they come back as an undead? Spell Property OnDeathSpell Auto Event OnEffectFinish(Actor Target, Actor Caster) If(Target.isDead() && !Caster.isDead()) OnDeathSpell.cast(Caster,Target) endIf EndEvent should work. It might try to shoot the spell from the player to the corpse, which would look weird. i don't have time to test it. If it doesn't work you can PM me, and I'll try to take some time to make a version that works.
  10. Generally I just check my download history every once in a while and endorse and files that I "like". Since I only do it once in a while, I have a chance to try out the mod for a while before I think about endorsing it.
  11. DId you have any other body mods installed before you put this mod in?
  12. I have a quest mod I made, and I set it up so that it would display a quest marker when the game starts, to show the player where to go to start the quest. The first quest marker says "Talk to (so and so) to start the quest". It was pretty easy to implement, but I never see any other quest modders do this, even popular quest mods. I'm always frustrated when I download a new quest mod and I cannot find where to go to start the quest. I wonder though, since having a starting marker for a quest mod isn't very common, if there is some reasoning that I'm overlooking. It seems to me that if the view is that it is somewhat un-immersive to suddenly know where to start a quest, then you can just turn the quest to 'inactive'. What do you guys think about the idea of quest starting markers?
  13. Hi everyone, this is my first mod. This mod is a short quest mod that is centered around a script that sets the game up to do wave style fights against large numbers of enemies. Here is my blurb on it: When an alchemist's son has run off to attempt a dangerous experiment in the middle of an old nordic burial ground, it's up to the dragonborn to save the day! This mod features "wave" style fights where you'll be facing off tons of enemies spawned in "waves", including boss fights! Can the dragon born help complete the experiment, or will the son become victim to the draugr who live in the ancient tomb of Voljund? - Quest is voice acted Here's the link: http://www.nexusmods.com/skyrim/mods/50020/?
  14. lemme explain. At certain points IN TIME, I need the enemies to not cross the room, but at other points IN TIME I need the navmesh to be there so that the AI CAN cross through the navmesh.
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