Jump to content

Tsewe

Premium Member
  • Posts

    116
  • Joined

  • Last visited

Everything posted by Tsewe

  1. Hi everyone I see fit to enter a small request in this thread: I am trying to do the opposite; my NPC follower is set as an Ally, and I want him to become an enemy when the player tells him something. what could be the script for such action?
  2. TWarrior, don't forget to make backups, and to use them (the CK does 10 backups of your mod by its own, do you know where they are?) It's really important because it happens a lot to mess things around. You can press "M" to show or hide Markers, which is EXTREMELY useful!!! for placing clutter especially The view - collision geometry - can also be really helpful when trying to add stuff upon vanilla clutter. Sometimes, the collision is set higher than the clutter actually appears - and you can't walk on it ingame. By seing the collision geometry, you can know these collision boundaries. Please do not hesitate if you have questions! There are many little tricks that will help you avoiding annoying mistakes.
  3. Are you serious? I don't think slavery is forbidden under imperial ruel, you should check out the TES wiki to make sure. I think it would be a nice idea, but i have no idea how you could make this happen... -Anyway, I had thought of putting a school in Whiterun once, but i thought it did not really fit. however, I think that a school, for children of course, in Solitude, would be excellent. It is IMO a really nice idea. -the expanded market is must have indeed. -If possible, it would be nice to add smaller stone houses (or simply the same houses but which could contain more than only 1 interior cells) to create a "crowded" town atmosphere (a little more than it is in vanilla) -embassies should be those of Thalmor and Imperials or Redguards since they are all highly regarded by imperial skyrim power. -nicer defensive structures? It's hard because Solitude doesn't have a lot of empty space imo, i personnally had no urgent desire to improve it comparing to Whiterun, Falkreath, winterhold, Ivarstead, etc... good luck!
  4. I've found the dialogues, but I have another problem... My big problem is that it creates a new script everytime I type in a vendor line. I wish I could create only one script that does the same thing for all vendorws with custom voices... but I can''t find any info on that.
  5. I still haven't received any answer from fLokii. anyone has other ideas?? Please!!!
  6. but Is it possible to 1- create a vendor, and create a new voice type especially for him 2- record lines for my vendor 3 - give him everything that he needs to open the "Vendore Menu" when the player clicks "what have you got for sale?" In other words, what are the precise requirements for a dialogue to open the vendor menu? Is it a "Hello" or "Idle" in Misc dialogues? Or is it more specific type? Is there something to "tick", or some lines to paste in "script" section? And where do I dfind those lines?
  7. ha! funny tests indeed I'm the Color White btw, but don't know how to link the image haha so good for the "tactician"
  8. Yet, a year later, it ain't I have tried and don't know how this could be done. And I really hope it will, because it think it's a huge lack in thi game - non human children that is. Please someone, do a non human children mod!!
  9. I agree with all of you, such a mod should really be made. I also think there should be Dark Elven children, and Wood elven too - entire dark elven families have fled their country, but they lost their children on their way to Skyrim??? come one I mean, this game literally tells me : non humans do not have any children. Weird. And unreal.
  10. nice you say? I say it's a crucial mistake to have omitted non human children, and could even be seen as racist lol It's impossible that, considering the lore of Dark Elves coming to Skyrim in masses, there are no Dark Elven children - nor orcs. I hope someone will make a non human children mod because it's a really lacking. I'm working on an overhaul of settlements (such as Whiterun) and want to add some elven or orc children but it's really hard - they don't look credible.
  11. Too bad this mod seems to have been abandonned. It would be a really nice mod (the aging mod) I'd surely play with it
  12. Ok glad to see i'm not the only one having this problem. However i'm not glad this problem exists, it's a really important detail. I'm going to ask UFO modder. Thanks for your comments guys. Please leave any other suggestions! there must be a workaround!!
  13. Hello everyone, I'm having a terrible and unforgivebale issue here - for my mod that is... I have tried an Argonian, a Dark Elf and an Orc to use the "Drunk Idle Marker" (from CK) and... nothing happens!!! the NPC just stands and stay still at the idle marker's place!!! Can that even be possible?? I need to put those guys drunk, please help :)
  14. Well thank you for your elaborate answer. honestly, I thought it would be as simple as it is with making fully voiced NPCs. I don't want to work on this, I just wanted to see if the idea was possible and if some people might be interested on working on it. Alas, my Dovahkiin will always feel a bit retarded, that's too bad. hopefully Bethesda will make voice choices for the next TES... Anyway, thanks again Btw, I love Atvir Dres!!
  15. Yes it does actually. That is why you can find many good NPCs or Follower mods fully voiced
  16. Yes I am one of those who think that having a voiceless main character makes him look retarded or without life. Since RPG games usually include voiced characters, I still wonder why recent games such as Skyrim did not do the same. Too many voices to do? Too many lines? Come on. Saints Row 2, without an enormous budget, made 6 fully voiced scripts (3 males and 3 females). And then of course you have the Mass Effect games series, and others. Maybe you think having a voiced created character removes his authenticity or breaks immersion because the proposed voices do not fit with what you have in mind? Seriously, I totally disagree with that. I think, on the opposite, that having a voiceless character totally breaks the immersion. You're the goddamn dovahkiin, the supreme hero of all time, but you are mute. I don't have anything against mutes, at least Bethesda could have put a voiceless option for those who like it that way. But still, personnally, I feel like a nobody without a voice - having a voice changes everything. I don't feel part of the world anymore without a voice since other RPGs started doing it. So here's what I suggest for voice actors who are motivated: of course you could start with 1 male and 1 female voice, but ideally i see it that way: 3 males voices: one tough guy (could be used as Orc, Nord Barbarian etc), one mysterious guy (assassin, thief or hunter), one wise guy (mage) 3 female voices: one tough girl, one mysterious girl, and one wise girl too Of course there loooots of dialogues out there. I think it would be interesting if some voice actor available out here could begin with only the main quest's dialogues. Please discuss! I am dead serious about this!! I want to see if some voice actors are willing to start working on this project! PS: Anynone knows if this is the right place for voice actors to see the request, or should I send my idea somewhere else more appropriate?
  17. thank you fror sharing your problems. I have one somewhat similar: I'm still playing with 1.7.7 but the CK doesnt work normally. If i open my mod and modify it in CK, it wont work ingame (as if it doesnt exist - which means the game works perfectly but the mod is absent)). So Kings Gambit, could you please share how you managed to rollback to the previous CK version? I can't find out how to do that.
  18. Hello everyone I'm making a mod which modifies Whiterun. I have a little problem which i can't figure out. Vanilla whiterun Guards get stuck when patrolling around teh Big Tree (ingame). They just stand at a certain Patrol Idle Marker. When I opened CK, i checked those Patrol Idle Markers and found nothing wrong at first glance. I have tried a few tweaks, such as ticking the "patrol" box in "patrol data" window, and add 1 second as patrolling time - but it was unsuccessful. I have also optimized Navmesh in that area, without success. It seems to only happen in that same area, around the Big Tree, particularly with those patrol idle markers... Does anyone have any idea?
  19. thank you both for your replies, it helps a lot Unfortunately, we're making a big project. We're currently working on an overhaul of Whiterun (and eventually other towns). I have worked on the town itself (adding NPCs, Merchants, Factions, Cells etc....) and the other modder has beenw orking on whiterun's exterior. Gasti, what is that tool you're talking about? Version Control, is that it? It seems quite complicated - for me at least, I'm not a very experienced modder. I've started modding since CK came out (never modded on a previous Elder Scrolls) But still, even if we were able to merge our 2 files now, we would continue to work on our own esp file separately... so we would have to merge everything again. I think for now we're better off to simply separate tasks and work on our side... and just make sure our mods are compatible. It may be best just to wait for a TESVGecko or something.
  20. Hello everyone I have recently decided with another modder, 93Max93, to work together on the same mod. However, we do not know how this can be done. We searched on the forums and found no satisfying answers on how to merge 2 .esp files. The problem is: if we work on the same .esp file each one on our side, we will have to merge each .esp file together. Is there a way (simple one if possible) to do this efficiently? thank you
  21. Well thanks for your reply, but as soon as I added a shield and replaced the vanilla one with it (it was the only armor set piece I had missing), all the items appeared ingame... before adding the shield, all the vanilla pieces were still there...
  22. Hi I am making mod by adding stuff to Whiterun. I have never changed anything to Jorrvaskr, especially not to existing NPCs such as Vilkas, yet I encounter the same problem. Turning my mod off for this joining companion fight seems to be the only way now. I really really don't understand this one. Anyone has an idea to fix it? *EDIT: it seems to happen even with Vanilla Skyrim with my other savefiles
  23. Hi Does any of you know a breakable weapon mod, where weapons' state condition would degrade, and the player would need to repair them at the forge? A bit like there was in Oblivion, you know. ?
  24. i'm having a similar problem I've create a store for my new NPC (which isnt his home). He has his store key, the door has the lock ref, the cell has the right faction and locklist set... In his work package, "unlock at package start" is ticked. This doesnt always work, usually it doesnt; its locked during the day (during his work packagE). I do not see anywhere an option such as "at position unlock" where is it?? thanks
  25. so guys have you found a way? I'm tired to patch it every time i release a new version of my mod
×
×
  • Create New...