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Darkvalkyr

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    Whatever tickles my fancy.
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  1. Ohgod, that's the only way to do a recording from elsewhere to import it to the game? I knew of this possibility but I always thought 'there's gotta be an easier way right?' CK never ceases to amaze me. It's also why my current step is fixing up dialogue in the past - I'm also taking note of the filename numbers and what is the line in that file on excel. X.x;
  2. That function is actually very handy! This is good, yesssss.
  3. Oh it's definitely on my mind too. :P I do believe that the safest and least-stressful way from a modder's POV to have companion interactions across mods is just to have various versions of an ESP to make the interactions, like FK-Atvir.esp that triggers dialogue between Feres and Atvir if a player uses both mods. Another version would be like FK-X to trigger dialogue with Feres and X if a player uses those but not Atvir. A third one might be FK-X-Atvir to trigger all. It's a chaotic mess from a user's POV though. A single ESM that merges all follower mods (thus they wouldn't have to use the individual ones). Issue with that is, it just doesn't seem continuous as each follower tends to use different mechanics and systems. I'm sure if we do go down this route the discussion will follow in tow. In the meantime, it's on the 'down the line' list. ;)
  4. No problem. Lemme know if you do end up finding a workaround though - I'm quite stumped on that. SKSE did something to let people change CombatStyles by using formlists and a new command SetCombatStyle (but that always CTD's for me so I ended up just using Packages to define combat styles) maybe they can do something similar.
  5. Aaahh. That's the console command, you can add perks to NPCs via console, I believe. This is the papyrus script page.
  6. Huh. That's funny, because in the CK wiki it explicitly states that AddPerk does nothing for NPCs. Presumably, it works for players as intended.
  7. @JanusForbeare: Oooh, that sounds like a plan! I would love to see companions interact even if at first they were completely from unrelated mods. I'll get my mod up to speed to the point where I'll be ready to get a voice for him soon. You'll have to bear with me though - this is my first mod in any Bethesda game and a lot of it is fairly new (but I've gone down in the nitty gritty editing via FO3 editor in the FO3 days.) One thing though: How do you achieve this? Does the addperk script command work on NPCs now? Because right now Feres has perks from just about every tree from level 1, which is undeniably overpowered. I've been wanting the perks to be achieved based on skill/level for awhile just like his spells.
  8. I've had Warzone CTD me a couple of times myself - My PC was running the mod perfectly fine until I installed a few more combat/spawning/enemy mods. I think the additional calculations and everything kind of screwed everything up and the game couldn't handle it - did you do something similar?
  9. Wow! This seems like a very interesting mod that has aims similar to mine. I'll definitely keep watch on this - Skyrim needs more powerful companions! I'm still sorting out kinks with the fundamentals on mine before I go knee deep in dialogue and finally get that voice acting out of the way, while it looks like you've got a TON done already! Good luck with the project's development, look forward to this update of yours. :)
  10. That works too! I'm quite new to scripting and most of my territory hasn't touched things like leaving/being in areas or zones (still not sure how those work) in worldspace/interiors. I think I do remember some script commands and functions that do that. I mean, if the mod will end up causing a lot of people to be summoned and that leads to a ton of corpses, then deletion seems best - and even if it doesn't I think it'd be easier on peoples' PC's to not have to load an extra corpse. It makes things cleaner, I suppose.
  11. Lessee uhh. I recall UFO had Powers that made followers run to you, spread out or something like that. If you're looking for teleporting your followers, I'm not entirely sure. Sorry I'm not much help there. As for a store-all mod, I don't recall, but if Take All is already there when you want to take things out of a container, maybe one of those summoning container mods will do it? You could stash all your stuff in (not sure if it's one by one) after you summon the container/box/whatever, and just summon it and take all the things later in a push of a button.
  12. I think there could be a clean up routine if you want the mod to be aimed at people with lower-end PC's. Otherwise, I think it depends - if you're summoning humans with the spells being cast, it would break immersion to have them vanish/get cleaned up (short of the usual despawn cycles that happen regularly ingame). Otherwise if it's summoning spirits or something like that I think there is a death animation routine that causes people to disintegrate to nothing, right?
  13. I was testing out my mod, Fair Khajiit and discovered something weird with the system I came up with him. Pretty much the follower is able to learn spells when his stat meets the required skill level. Players can make him learn spells by initiating dialogue and that starts a function which would lead to him learning the spells/skills all in one go. I'll post the complete code at the end of the post, I put this snippet here to highlight the problem. I wrote the Restoration section/Alteration section a long time ago, and it works perfectly - Script checks the function, if he meets the conditions, it adds the spells, and removes any older spells from his spell list. Also when he learns a spell, a message will come up. (At the time I didn't know you can use Debug Trace to make a message appear, so Alteration/Restoration used Message Boxes.) Now when I revamped the mod, I added in Destruction/Conjuration/Illusion magic to the fray. I used the exact same format of code, only replacing things to the relevant spell school (Destruction, would have Destruction spells, etc.) I also used debug.trace this time. The issue is, for some reason or another the NPC isn't learning any spell from Destruction/Conjuration/Illusion properly, so everytime I ask him to learn spells in the function, I get the message that he learns X spell every time, but he doesn't get it added at all. However, Restoration/Alteration works as intended. I wonder if anyone can take a look and see what's wrong? This is the snippet - this Restoration check is the segment of the function that comes before the next spell school where the problems start, Destruction. SpeakerReference is essentially the Follower who's going to learn spells. CurrentStat is the current Actor Value of the NPC being checked. LearnedSomething is a variable used to simply say that the NPC did not learn anything if nothing was learned at all. CurrentStat = SpeakerReference.GetAV("Restoration") as int If CurrentStat >= 90 If(SpeakerReference.HasSpell(GrandHealing)) else (SpeakerReference.AddSpell(GrandHealing)) FKLearnedGrandHealing.show() LearnedSomething = 1 Endif Endif If CurrentStat >= 70 If(SpeakerReference.HasSpell(HealOther)) else (SpeakerReference.AddSpell(HealOther)) (SpeakerReference.RemoveSpell (HealingHands)) FKLearnedHealOther.show() LearnedSomething = 1 Endif Elseif CurrentStat >= 25 If(SpeakerReference.HasSpell(HealingHands)) else (SpeakerReference.AddSpell(HealingHands)) FKlearnedHealingHands.Show() LearnedSomething = 1 Endif Endif If CurrentStat >=50 If(SpeakerReference.HasSpell(CloseWounds)) else (SpeakerReference.AddSpell(CloseWounds)) (SpeakerReference.RemoveSpell(FastHealing)) (SpeakerReference.RemoveSpell(Healing)) FKLearnedCloseWounds.Show() LearnedSomething = 1 Endif Elseif CurrentStat >=30 If(SpeakerReference.HasSpell(FastHealing)) else (SpeakerReference.AddSpell(FastHealing)) (SpeakerReference.RemoveSpell(Healing)) FKLearnedFastHealing.Show() LearnedSomething = 1 endif Else If (SpeakerReference.HasSpell(Healing)) Else (SpeakerReference.AddSpell(Healing)) FKLearnedHealing.Show() LearnedSomething = 1 Endif Endif CurrentStat = SpeakerReference.GetAV("Destruction") as int If CurrentStat >= 75 If(SpeakerReference.HasSpell(Incinerate)) else (SpeakerReference.AddSpell(Incinerate)) (SpeakerReference.RemoveSpell (Fireball)) (SpeakerReference.RemoveSpell (Firebolt)) Debug.Notification("Feres has learned Incinerate.") LearnedSomething = 1 Endif ElseIf CurrentStat >= 55 If(SpeakerReference.HasSpell(Fireball)) else (SpeakerReference.AddSpell(Fireball)) (SpeakerReference.RemoveSpell (Firebolt)) Debug.Notification("Feres has learned Fireball.") LearnedSomething = 1 Endif ElseIf CurrentStat >= 35 If(SpeakerReference.HasSpell(Firebolt)) else (SpeakerReference.AddSpell(Firebolt)) Debug.Notification("Feres has learned Firebolt.") LearnedSomething = 1 Endif Endif If CurrentStat >= 70 If(SpeakerReference.HasSpell(WallOfFrost)) else (SpeakerReference.AddSpell(WallOfFrost)) (SpeakerReference.RemoveSpell(IceStorm)) (SpeakerReference.RemoveSpell(Frostbite)) Debug.Notification("Feres has learned Wall of Frost.") LearnedSomething = 1 Endif ElseIf CurrentStat >= 50 If(SpeakerReference.HasSpell(IceStorm)) else (SpeakerReference.AddSpell(IceStorm)) (SpeakerReference.RemoveSpell(Frostbite)) Debug.Notification("Feres has learned Ice Storm.") LearnedSomething = 1 Endif ElseIf CurrentStat >= 20 If(SpeakerReference.HasSpell(Frostbite)) else (SpeakerReference.AddSpell(Frostbite)) Debug.Notification("Feres has learned Frostbite.") LearnedSomething = 1 Endif Endif If CurrentStat >= 60 If(SpeakerReference.HasSpell(LightningCloak)) else (SpeakerReference.AddSpell(LightningCloak)) (SpeakerReference.RemoveSpell(LightningBolt)) Debug.Notification("Feres has learned Lightning Cloak.") LearnedSomething = 1 Endif ElseIf CurrentStat >= 25 If(SpeakerReference.HasSpell(LightningBolt)) else (SpeakerReference.AddSpell(LightningBolt)) Debug.Notification("Feres has learned Lightning Bolt.") LearnedSomething = 1 Endif Endif ========== Complete script:
  14. True enough, I'll check it out, just remembered that that feature exists in CK. :) EDIT: Just as Kryptopyr said, it's to do with some location references and Followers...so it triggers the dialogue for caves and such, but then Kryptopyr said even without it the follower says the lines. I'm not sure. Hmmm.
  15. Interesting! Thank you for clarifying this.
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