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chain83

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  1. Just want to add that when I had this bug it was for a quest with 0 dialogue. The closest thing was a quest item placed in the inventory of a dead npc (starts dead). So my quest wasn't entirely npc free i guess...
  2. To make my lava definitely kill people I really upped the damage. It triggers over and over (most people should die on 1-3 hits), and it knocks you down so you're just crawling on all fours in lava with no hope of getting up... yay :P Doesn't look as good as I'd like (would have liked it to be more of a continuous burn that continues after death), but serves the purpose. I had it spawn a fire with smoke, but when triggering over-and-over it ended up as too much if I pushed my invincible follower into it... :P
  3. By copying existing code I found in the game, I attached the following script on a triggerbox (i rerouted the properties to more damaging copies of the references). Scriptname LFQLavaTriggerScript extends ObjectReference {Actor enters trigger, he gets hurt} keyword property dunCGMagicHeavyFire auto explosion property dunCGTrapFireTriggerExplosion01 auto event onTrigger(objectReference triggerRef) if triggerRef as actor ;If the actor does not already have this fire effect on them if !(triggerRef as actor).HasMagicEffectWithKeyword(dunCGMagicHeavyFire) triggerRef.placeAtMe(dunCGTrapFireTriggerExplosion01) endif endif endEvent This made my character catch on fire and receive damage.
  4. I'm guessing some sort of trigger box with a script on it that causes fire damage? My papyrus skills == 0; :confused:
  5. Hi I have a dungeon where there are some lava (and a large forge). I need the player to receive (serious) damage per second if they are foolish enough to jump into it. Is there a good way to deal damage to the player as long as they are in a certain location? :psyduck:
  6. I have no idea, but I would have a look at what alpha blending options are available to you in the nif? Just a thought...
  7. As a test, try to disable the HD texture packs temporarily. If that solves it, you know where to start... :)
  8. Found it. Open CK (don't open your file). Under Open, choose your data file and Details... Find the items marked with "D", and hit delete. They will be marked with an "I" that means "ignore this when opening". For me I had to ignore all the DweFurnitureHighBench01 items (the one i had deleted), as well as a blank entry that just said "FURN". After that the *D was gone from the object window.
  9. I have the same problem. Accidentally deleted an object from the object window instead of cell window. Effectively removing benches from all of skyrim... :facepalm: The item shows up in the Object Windows with *D now. Undo (ctrl-z) did not work on such a delete operation. How do I tell my mod not to remove this object?
  10. The "create archive" (bsa) in the CK is bugged (doesn't create package). However if you choose the option to publish for steam workshop it successfully creates the package (.bsa, in your data folder). It sometimes skips some files, so make sure you check that it adds everything (and manually add missing things). Then all you need is to do is cancel the steam upload, and zip it all up (esp+bsa) for easy distribution.
  11. Great! Thank you, I will try this at once.
  12. More people (and me) have encountered this as well. No solution as far as I know yet. Some people are speculating it has to do with some LOD calculation or something. Personally my cave entrance fixed itself when I recreated it in another location. It's all a bit strange.
  13. The "Create Archive" function in Creation Kit seems broken at the moment. However, if you choose to upload to the Steam Workshop, it WILL create a working bsa-package (and you can then cancel the actual upload to steam if you want). Just be aware that it tend to forget some files (at least for me), so go through and drag-drop the (missing) files you need into the archive window. It will ignore unknown file types (i think) and files that are already added.
  14. To help people rule out problems; my quest did not involve any dialogue. Mainly pieces of paper that would trigger the next stage when read... Super basic, did it while following the tutorial on the Creation Kit wiki.
  15. When creating my mod, I have accidentally edited some parts I do not want to edit. For example, moving an object in an interior cell not relating to my mod. That cell then shows up with a * in the list, and the change will be distributed with my mod (making it more likely to conflict with others). How do I remove/undo this?
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