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ocloki

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Everything posted by ocloki

  1. Not sure if this is what you mean, but I saw this one. https://www.nexusmods.com/skyrimspecialedition/mods/54061?tab=description
  2. Doesn't Proteus work on Serana ? I haven't tried it on her but it might be the easiest way to set her to killable. But do it after her quests are done or it will most likely break her AI I'm sure. https://www.nexusmods.com/skyrimspecialedition/mods/62934
  3. I think it is in the dwemer museum in markarth. Its been a bit since I had that mod installed. I will double check. UPDATE: Nope sorry that was the mithril armor I was thinking about. Another update. yea it is there. As you come into the museum turn right and right next to the stand with the spider on it, it is setting there. https://ibb.co/PhqJB27
  4. Mine rarely crashes on AE. Just make sure you add the fixes.
  5. For the bound bow I found out after being confused for a while. I forgot to put bound arrows in their inventory which I really wasnt aware they were needed until I looked at the ammo section. I just thought they were created. But it worked as soon as I added them. LOL. If you want to open my follower esp file in CK to see how i set it up. here it is. The actor name in the esp is called aaMani01. The follower's name is Mari and she is by the bridge just outside of Riverwood if you want to test it out to verify it works. https://rapidgator.net/file/9e83c5f0ff7ae35972a7897f378e0a01/aaMani01.zip.html
  6. Yes thanks to your advice, I figured it out without affecting the stock dialogue. I duplicated a couple of the guard lines they used for the razor and Skull of corruption and pointed it to the sword and it works great now. :thumbsup:
  7. Thanks for the response. Yes I figured it would involve custom dialogue for random comments. I am just learning how this stuff works. Mainly I was wondering if I could use the already existing dialogue that NPC's use when they see you have Mehrunes Razor equipped. You know the 'Who did you have to kill to get that blade?' At least until I figure out how exactly it all works. I was mainly just trying to find what part of the razor's script triggers the dialogue. I didn't think to look in the actual dialogue lines like you said. I was thinking it would have been in the razor script itself. I will check out the dialogueguardgeneral quest responses. I was trying to avoid changing the stock game script, but it's mainly just to learn. I mainly wanted to know if it was possible to use the dialogue run on 'target' if custom weapon is equipped in the custom weapon file only without effecting stock script. If that makes sense. Thanks for your help.
  8. Ok so I am new to this so bear with me. I created a custom Daedric Sword and added the effects similar to the Mace of Molag Bal and made it craftable at a forge. All that works fine. What I can't figure out is how to trigger NPC's near me to recognize the weapon when it is equipped like how they do with Molag's mace. I want to just test out using the responses they give when you have Mehrunes Razor installed, but after going through all the Razor and molag's mace id's I can't find out where it is triggered from. Do I have to create a custom weapon owner faction and add anyone who is neutral to the player and within a certain distance get triggered to initiate the response or is there a simpler way? I see the Razor has a RazorOwnerFaction which I am assuming that is required, but what confused me is I don't see one for Molag's mace. Hopefully that made sense.
  9. Thanks 7531Leonidas. I will check it out. I was doing something similar to this by carrying a tcl cheat ring that I put on to go through npcs when they get in my way, but this would work also.
  10. Personally, I have to say the majority of mod creators have done an excellent job on updating their mods to work on AE. Yea I agree with you on the survival mode. Kinda silly so I never use it. Other than that. pretty much every mod lately that I have tested has worked on AE so I really don't have an issue with it. I have a feeling though when Skyrim 6 is released we are going to have major problems with past mods. My guess is the engine will be more updated and incompatible with old scripting. Just a guess though, but advancements in game engines would force them to update theirs to be able to compete with other games. Who knows though..... hopefully I am wrong.
  11. With all the advanced mods I have found, I have yet to find the most important one. Has anyone made a mod that prevents NPC's from standing near doors? I mean causing them to only stand like 6 feet away from it. I have found ones to push them or even throw them but why not just prevent them from being there? Is it that hard to do? This is the most annoying thing I have found which is why I don't usually have followers continually.
  12. Ok good, that is what I have it set to and I launch through MO2 with SKSE so should be good then. Thanks
  13. Yea I see that but I don't see an option to disable. here is the options I get.
  14. Ok I must be blind but where are the options to turn off auto updates?
  15. Anyone have a link to a dummy's guide to making my follower also a trainer? I found one but it's not explaining it simple enough I guess because it never seems to work. First question is does the Trainer have to be a merchant also? UPDATE: nevermind. I figured it out.
  16. It is an armor mod. I had the same thing happen. Mine was a bikini armor mod that caused it.
  17. Not sure if this is what you mean but I found this one if you haven't seen it. Double Beds for spooning-SE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
  18. Hey, I just started messing with mods and I followed a tutorial on how to add your own NPC follower to the game. I managed to make a nord one work, but I tried to make one from a manakin, but I am not sure if I did something wrong because I cannot get the follower dialog to show. If anyone has time, can you look at it and see what i did wrong? Thanks for any assistance you can offer. The follower's name is Snarkie and he is in the Sleeping Giant Inn in Riverwood. I do not know how to make it auto install with a mod manager, but it's just the one file. There is no mods or anything custom to it. Thanks. EDIT: Sorry never mind. The problem was another mod conflict. It works fine. :dance:
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