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TheWormpie

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Everything posted by TheWormpie

  1. ...5 YEARS LATER So, for whoever is interested, I finally got around to releasing this as a mod! :whistling: :laugh: It ended up with around 80+ different combinations of mostly simple lore-friendly models and textures, although I had to scrap a few in the process as well, to make it work and get it out in a acceptable state. I hope someone is still around in the modded Skyrim community to appreciate it, haha You can find the Oldrim version here: https://www.nexusmods.com/skyrim/mods/115417/ The SSE version will be released ASAP (which means maybe in a few months, since I need a friend of mine that is out of the country right now).
  2. Once again, thanks for the interest and the reminder ;) Same situation as last year. But yes, if I ever get around to publishing this (and as long as a new Elder Scrolls game hasn't been released yet, there's a chance that I will), I will publish for both Oldrim and SSE. No way I will even try to make anything work for Anniversary Edition, though, since that introduced so many new bugs, it's crazy.
  3. Real life unfortunately came in the way, so this project has been at a standstill for quite a while now. But it's actually pretty close to being publishable, as far as I remember, so I still hope to get it out. Perhaps during the summer :) Thanks for the interest and the reminder.
  4. Forsworn The Movie: Return of the Hagturkey :laugh: Yes, actually I had been mixing elements of the turkey into a hagraven, although rather discreetly. (Almost done with textures at this point.)
  5. Well, it's all a bit unclear right now -- perhaps there will be no problems with most of the assets I've used. But an example is the Turkey asset, which he doesn't allow to be used unless implemented as is, as per my interpretation of his permission notes at least (which means I am unable to use it as part of my own customised hagraven models). That one is not so important to me anyway, though, so I'm fine in any case. Currently working on hagraven textures with Breton/Forsworn tattoos/symbols. I also think some of your ideas (the deathbell one especially) are really cool, so if I find the time, I will try to work on a few more models, but there are other things that are more important to complete first, if I want to get the mod ready for publishing :)
  6. I haven't modded for quite some time, and I had a minor setback caused by changes in the permission notes of Mihail's assets that I had formerly used. But I have just started working on it again, so hopefully it comes along fine :) Thanks for the interest! At this point, I mainly need to have a variety of different retextures done for common hagravens -- I'm done with 3D modeling for now.
  7. Thanks for your kind words, and thanks for the suggestions :D I've had a little break from modding, but I'm probably going back to finish this project soon enough. I'm done with the Handmaid, and an ancient nordic hagraven variation is almost finished. I don't know how many more I'll do from there, but it's definitely my ambition to create common hagraven variations with different skin colors, hair colors and also a few different weights and hair styles. I really don't know how to use MCM and would rather not have people be dependant on downloading it to use my mod, but I'm trying to be as lore-friendly as possible with all my variations.
  8. Two aliases not marking the reference as reserved = no issues at all. If one alias is marked as reserved, the other one must be marked as "allow reserved", or otherwise it will fail to fill. Meaning that if you mark the second one as reserved too, then the first one would need to be marked "allow reserved". So in your Sebastian Lort example, don't mark your alias as reserved - unless you plan to edit the original Clavicus Vile alias too. I don't know about your Movarth example - that depends on how the quest in question handles the situation. If Movarth is a reference that gets enabled, while the generic vampire boss gets disabled, then it will cause issues, because you won't be able to use a disabled reference for much in your own quest. On the other hand, if "Movarth" is just a name that gets assigned to the generic vampire boss, so that the actual reference is still the same, then the alias in your own quest will still point at that reference, Movarth or not. I hope I made any sense :)
  9. I'm not experiencing the reference bar ever becoming greyed out. But it seems you can't choose any reference unless its parent cell has the location in question chosen in its cell settings.
  10. List looks fine. Are you absolutely sure that all of your chosen locations even contain boss type references? And sure that they are not already marked as reserved for other quests? If not, a way to test it: Instead of random locations, check your locations one at a time, and see if there's one specific location that prevents its boss alias from filling.
  11. Optional aliases should be allowed by the quest no matter if they fill or not, and no matter where in the list they are. I recommend setting all of them to Forced fill type though, just pointing at no references at all. Otherwise, they might fill with something you don't want them to fill with. Without knowing more details about your aliases and how they are all conditioned and placed, I can't help you much more. One thing: For mods with start-enabled quests in particular, it is even more important than usual that one generates an SEQ-file for the mod. Whenever you create a new start-enabled quest or edits the start-enabled flag for a quest, you should generate SEQ. This primarily fixes dialogue issues, but it might help out with more than that. You can generate SEQ through TES5Edit, and if you don't use that, follow these instructions.
  12. If you want to use Location Alias Reference fill type for the boss, then you need to make sure that the location alias itself is filled from the start as well, because aliases will only attempt to fill automatically once: When the quest starts. So it is not good enough to fill the location alias via script. Use a unique location or use conditions to fill it. The same is true for any other aliases above the location alias and the boss alias. If they fail filling as the quest loads up, everything below them will also fail to fill. If you fill them via script, make sure to check the Optional setting for all of them. This marks for the quest that they don't need to fill immediately for the quest to run. The << and >> symbols in the quest alias tab are used to move any selected alias up or down in the list.
  13. 1. OnDeath cares about what form the event is attached to, since it only triggers when that reference dies. With OnGainLOS, it's different, I think. As far as I understand by reading on the wiki, you can register any script for LOS gain no matter what it is attached to, since the event doesn't care about what the "self" is at any point, but rather uses two variables (akViewer and akTarget) to define which references will actually trigger the event. So, because you've already defined what viewer and target you're interested in as you registered, you will not need to check what akViewer and akTarget refers to in the OnGainLOS event, unless you have registered "self" more than once using the same viewer or target. The wiki probably explains these things better than me, though, so take a look at the pages I linked you to. 2. Yes, the keyword "self" can be used to refer to the form or reference that the script is attached to (or more correctly stated; the instance of the script).
  14. 1. Use the "SQV myQuest" console command to check whether your quest starts at all, and check which aliases fill and which do not. Be aware that if any alias in your quest fails to fill, all aliases below it in the list will automatically fail to fill too. 2. What are your exact fill type settings and conditions on your aliases?
  15. The Shader Flags can still be found under the BSLightingShaderProperty settings.
  16. Making the GodricsOrders branch Normal instead of Top-Level should do it.
  17. I'm trying to upload a mod from the CK to Steam Workshop, but I keep receiving an error: Then on my workshop page on Steam, a new mod appears but with absolutely no information and no content... I seem to recall to have experienced this before, but can't remember any way to fix it. Can anyone help? Thanks in advance :)
  18. French translation is now available. Merry Christmas :)
  19. Have a custom trade topic that opens an external merchant container via script. Then add a script to the container that checks everything being added and removed from the container. In the case of something being removed, either remove an amount of your custom currency from the player, or if the player doesn't have enough to pay the price, just throw the removed item back into the container, perhaps show a message that says you couldn't afford it or something.
  20. Start over. Remove your earlier script, delete it. You never need to edit the topic info script anywhere else than in the script fragments. Don't make properties manually, don't use an OnInit event, etc., etc. The only thing you need to do, is create the two properties, fill them, and write that one single line of code in the end fragment field.
  21. NPC_B.Say(yourTopic) is all you need. :) Create a taunt topic info. Put the above snippet in the script fragment of that topic info. Create a script property for "yourTopic" and another for NPC_B. Fill the properties. Done.
  22. Just have a look at the wiki page for Say(). If you don't know how to script in general, make sure to read some tutorials on the subject. There's quite a few available if you google it. akSpeaker.Say(myResponseTopicProperty) Also, if that doesn't work out, you could make a mixture of both my ideas. Create a scene only consisting of NPC_B saying the response, and make that scene play in the Taunt info fragment of NPC_A: myResponseSceneProperty.Start()
  23. Hi there community. I'm creating a hagraven replacer mod, but am for several reasons looking for other ways to replace the hags than the obvious solutions: editing the many different Hagraven base objects (is not good among other things because EncHagraven can't have scripts added since it's used in leveled lists.)or placing my custom hagravens in the game by hand. (will cause lots and lots of cell edits, possibly making my mod incompatible with a good number of things otherwise not related to hagravens.)I want to be able to take every EncHagraven reference and place another variation of hagraven at its position, effectively replacing them. Any good ideas out there?
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