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Wintermoon137

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Posts posted by Wintermoon137

  1. 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.

  2. 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.

  3. There are mods that cover this so well there is no need to add a horse to a follower. I understand what you are saying but I'm also sure that would conflict with them mods.

    That is most likely why no ones is doing this. It would be cool to see custom follower mounts however.

    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.

  4. 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.

  5. Open the Navmesh menu bar then click the 11th button from the right its got a triangle and a question mark on it. This opens up a Select Triangle Box, now select a triangle in the cell you want to check and click the Check Navmesh button in the box. If it finds any dodgy triangles it will find them and you can tell it to delete them.

    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.

  6. Everything looks ok from your pictures but its a set of pictures about navmesh so yeah, might not be the full story. I checked that area in the CK myself (without your mod of course) and there's nothing special about that location, just your typical wilderness navmeshing so it must be something you've done that is making this area act weirdly for the NPCs.

     

    Things to try or check:

     

    1. Change view modes in the navmesh toolbar and shift some of the vertices in the problem area by small amounts in order to check for doubled navmesh under some of the triangles. This can easily confuse NPCs if it exists in that location.

     

    2. Select any vertices that are on that sort of multi-level ground slab and and hit F to drop them to the ground. There are some floating verts in the vanilla navmesh in that area and those can sometimes confuse NPCs.

     

    3. Open up your mod in TES5Edit and do a normal cleaning pass - check for ITMs and deleted navmesh and make sure it comes up with no errors. Check your warnings.txt file for the CK if you've turned off warnings as it may pop up something regarding the navmesh.

     

    4. Make a copy of your mods esp file and open up the copy in TES5Edit. Navigate to the Worldspace section and delete any navmesh that is new - meaning any that isn't shaded in a color that would indicate its vanilla navmesh that has been edited. Test in game and see what if anything changes.

     

    5. Do as #4 above but delete ALL navmesh edits in your mod from the problem areas and recreate the navmesh from scratch. This is the most drastic step of course but I've had to do it a few times for some of my mods when all else fails and the navmesh simply will not behave for the NPCs.

     

    Just some things for you to try, good luck.

    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.

  7. 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.

  8. You could ask hothtrooper44 to use his pirate armor mod

    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.

  9. 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.

  10. 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

  11. 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.

  12. 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?

  13. 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:

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