Jump to content

Wintermoon137

Members
  • Posts

    44
  • Joined

  • Last visited

Everything posted by Wintermoon137

  1. Actually I haven't, maybe I should take a look at that, see if I find anything useful there, thanks.
  2. Hello. So, I know that through packages I can make NPC Y follow NPC X. My question is, can I make that package trigger only when NPC X is following me? Basicly, both NPCs would each be doing their own stuff with their sandbox package etc, but as soon as I recruit X as my follower then Y would automatically follow X aswell, by triggering said package. How can I achieve that? I have been checking the conditions tab but I can't figure out any that would make it work like that. Or does that only work with a script? If so, which one and how would I apply it? I'm still very noob with this part of modding.
  3. I am updating one of my mods (Chrestyan Follower) and one of the features I want to add is for the dog going along to be optional. By this I mean you can either ask Chrestyan to follow you by himself or him plus the dog. What I had in mind was something like add an extra line when talking to him where the player tells him to bring the dog with him and/or dismiss the dog. Like when you ask Chrestyan to follow you it will be only him, and then the extra line would be a command that would make Sandokan (the dog) be a follower of Chrestyan. Basicly Sandokan would be Chrestyan's own follower and he would follow or not through Chrestyan's dialogue. Is this possible? And if so, how can I do that? Thanks in advance.
  4. Now I just have to figure out how to do it. Still have no idea how to achieve that... xD
  5. True, but I can make it like an optional file, like that people who don't use any of those mods, or use one that doesn't conflict ca get it, and people who use mods that conflict get the version without the horse.
  6. Hello. So, I am a relatively newby modder. I started a long time ago but it's very on an off, my first ever mod (Pirate Hideout) still has room for improvement, despite being done long ago for example, and I started a similar one (big house with several followers) some years ago and it's still in progress, it's also more complex and not posted yet. Anyway, the kind of mods I like to do are followers mostly, and one of the things I was never able to figure out is this: Can we make a follower that has his own horse? Like, the horse belongs to him and he will ride him when you ride yours etc, be it by summoning or any other way? Because one of the things I wanna add to my Chrestyan Follower mod is that. I'd like to give him his own customized horse that he will use when following the player. I know the player can just give him one if he wishes it, with any of the mods out there that provide that option, but him having his own customized horse would give him more character/personality.
  7. Nevermind, I figured it out by myself and I reverted it, did the changes I had to do without touching the borders again and ta-daaaa problem solved, just have some little problem but it is inside the same cell so I might be able to solve it without a problem, the real pain in the ass was the borders and that is solved now. Thank you for your help guys :)
  8. But now I have a problem, I can't figure out how to restore the navmesh in both those cells to the vanilla version, with TES5Edit. I have been searching on the internet but I can't find exactly what I am looking for. Found some stuff about fixing, but I don't want fixing I want a complete undo of all the changes I did. How do I do that?
  9. Ok so I did what you said and didn't work, I tried also re-doing all the navmesh in cell -2,-15 and didn't work, only made it worse I guess my last option is just to restore the navmesh on those 2 cells to vanilla and start over and avoid touching on the borders again.
  10. run check? what do you mean? (sorry I am obviously noobish at this, first time editing exterior navmesh)
  11. Thank you for your reply, I will try the stuff you said. I already did nr.1 several times and I don't find any doubled navmesh, and I also did nr.2 while doing the original changes. I guess I will have to try the other options. About the error messages it shows yeah, it says that I must refinalize the navmesh in both those cells (-2,-14 and -2,-15) because some bounds are missing and I have done it several times aswell but doesn't fix the problem. I guess I will have to get TES5Edit. Never used it before so let's see how it goes.
  12. Hello, I am working on a mod that changes a bit of an exterior cell, and as a result I had to change a bit of the Navmesh so that NPC's wouldn't bump into objects/buildings. After changing what I needed, finalzing the Navmesh and all connecting borders showing green I went into game and noticed that the NPC's wouldn't go across one place in specific of the border, I tried again and again doing little tweaks here and there, do completely new triangles, and nothing solved the problem, the rest of the border between these 2 cells work, they go across no problem (sometimes in another specific place they might behave weird and either go or don't go, but apart from these 2 zones the rest if completely fine). I will post prints below showing the area. The cells are Wilderness -2,-14 and -2,-15. http://imgur.com/4ygJt3M Below is a print showing the complete border between those 2 cells (and another one) with blue representing the borders working, yellow the one that behaves weird and purple the problematic one. http://imgur.com/kX8mYYM Print showing the pathing working on Creation Kit despite no working in game. http://imgur.com/j2I89eg If anyone knows what's wrong and/or how to solve this I would appreciate some help, thank you. Edit: after some more testing I noticed that SOMETIMES some NPC's might go across it when they are sandboxing, but not always, and if I tell any follower to wait on the other cell, or sit in the chair or bench I put there, they never go, neither they will follow me to the other side. I have an NPC that is supposed to exit the house and sit on a chair there for a period of time, sometimes he goes and does it, other times he doesn't.
  13. No disrespect intended but I honestly don't like much of the armor, at least the body part, the hat and the eye patch are cool, I have downloaded the mod to use it yes, but only use the hat and the eye patch, the body part is not so attractive, in my opinion.
  14. Thanks ^^ Well I can try, tell me what you need and I will see what I can do. :)
  15. I could try and help, I have some experience with interiors, but the thing is I am busy now with other thinks, I don't know if I could do much, I haven't even updated my mod yet, that I want to update for some time now xD
  16. Ow ok, just wondering, since there wasn't news here for months. Well, good ^^
  17. Well I wasn't able to create the cave at least not yet so I finished everything and made a little pier instead of the cave, to release it and use it, then one day later I might try and make a cave there. If you want to take a look, here it is: http://www.nexusmods.com/skyrim/mods/54640/?
  18. Wow, well thanks for the help guys :) I will give it a try, when it is finished I will post here the link for it so that you can take a look at the concluded work :)
  19. well or I could just make my own cliff... Haven't thougt about it this way... hmmm... maybe I'll give it a try, choose a nice spot and make it.
  20. The thing is I want to make it in an already existing cliff without changing the land over it, because it has some stuff on top and I want to keep it has it is, also there is a house I made over it xP I want to do something like pushing the cliff inside itself but keep the top part untouched, just push the middle and lower part inside, is it possible? I never used the landscape tool, afraid of doing some crap xD
  21. I decide to put here a link of a picture that shows what it is that I want to do. It would be something like that, carve a cave into a cliff. http://s0.geograph.org.uk/photos/40/91/409131_d1000be0.jpg
  22. Ow but I don't want to make a large cave, no. The thing is I am using a mod called Sailable Ships of Skyrim, pretty good mod actually still in development that allows the player to sail a boat, and I want to make a cave just big enought to fit the boat inside and "park" it, since I am role-playing as a pirate, it would make sense to have a secret place to hide the boat and the treasures. And obviously it can not be done with loading doors, if has to be in the world space.
  23. Hello again, I am having another difficulty with my mod xP I want to edit a part of the world space and make a large cave, like the idea is in a coastal area that I have already chosen, in the cliffs by the water make a cave on it, is it possible to do? And if so, how can I do it?
  24. But I am using the Farm House architecture, wich is the Riverwood/Delphine's Room architecture, but I already found a way to do it, I can use a normal wall with a doorway entrance and just cover it with 3 cabinets, being the one in the middle the secret door. When it is done I will share it here in the Nexus :smile:
×
×
  • Create New...