Jump to content
⚠ Known Issue: Media on User Profiles ×

Risuun

Supporter
  • Posts

    42
  • Joined

  • Last visited

Everything posted by Risuun

  1. I've gone back to FNV to beat the last bit of content that I purchased and am unable to play it at all! I walk in the bunker, hit the first console, walk into the room with ED-E and unlock the pod... nothing happens. I've tried "moveto player" and nothing happens. When I do an NPC reset (disable, enable, kill, resurrect, moveto) I get him, but only have the "log off" dialogue option. I can't get anywhere in the DLC without him! Please help!
  2. Update, I have recovered my files for this mod, so I can make any fixes if you still have problems!
  3. How's everything going with testing? I just had hard drive failure combined with Windows 8 deleting every drive connected to my computer. I working hard to restore my data, so until then, I can't do any more updates.
  4. So, Kyonko, were you having the same missing dialogue issue? I found a tutorial to add a trigger to start the quest instead of messing with an SEQ file. This will be placed at the door inside the Temple of Mara. Would you be willing to test? I uploaded the new version under the misc section of files (v 0.9e).
  5. I've been having issues getting my Spouse Store Mod working for everyone. The dialogue simply isn't showing up reliably. Here is how I have it set up right now: Text: Would you help sell some of my belongings for me? Dialogue to initialize the spouse store that checks the following conditions (all set to AND): GetInFaction [ JobMerchant Faction == 1.00 ] GetRelationshipRank [ Reference: PlayerRef == 4.00 ] GetIsAliasRef [ Alias: LoveInterestRef == 1.00 ] Text: Let's talk about selling loot. Dialogue to use the Spouse Store that checks the following conditions (all set to AND): GetStage [ Quest: 'SSQ01' == 10.00 ] GetInFaction [ JobMerchantFaction == 1.00 ] GetRelationshipRank [ Reference: PlayerRef == 4.00 ] GetIsAliasRef [ Alias: LoveInterestRef == 1.00 ] So if the dialogue isn't showing up, then it should be because one of the conditions is failing, right? The LoveInterestRef is the reference created by the vanilla game when you get married. The vanilla "store" uses the GetInFaction and GetRelationshipRank conditions exactly as I entered them as well as LoveInterestRef. However, I get LoveInterestRef from the vanilla quest (RelationshipMarriageFIN) and store it as an alias in my quest. I spoke with one person having problems with the mod and I downloaded their clean (my mod only) save file and found that the dialogue would show up at random. Messing around the set stage and relationship rank in the console would sometimes work, but never all the time. Since nothing I tried made any reliable change, I have to assume there's something else going wrong somewhere. I am at a complete loss as to what that could be! Let me know if you need more information or maybe screenshots of various quest/dialogue settings in the Creation Kit. Thanks in advance for your help!
  6. I created a quest with an alias attached to it. The alias refers to the main alias of the RelationshipMarriageFIN quest. I haven't had any dialogue or quest problems until I started getting reports from people a few days ago. I've duplicated the missing dialogue in my testing, but have also seen it come and go at random on some chars, work fine on others, or even never. I wouldn't think the game would ever be that sporadic in how it deals with quests and dialogue. Has there been a change in the latest updates that I need to account for? Also, I don't modify anything in the vanilla game, and yet people report missing dialogue from the vanilla marriage quest (so far just the vanilla shop, but still get the 100g a day) that gets fixed by disabling my mod. Here's my mod: Spouse Store Mod
  7. I created the Spouse Store Mod and am looking for someone to team up with and break the mod out and away from in-game marriage. I'm looking for someone who would work on quests, NPCs, storyline, and all relevant dialogue. Scripting knowledge is helpful, but not required (some help writing routines would be nice, though.)
  8. I am trying to access information on items but am only getting the useless base item info. So an enchanted ebony sword only shows information on the base, un-enchanted ebony sword. I ask because SKSE is adding new functions to check out enchantments. I tested by using the functions on an equipped weapon and only got the base values (un-enchanted). This is totally useless as most items in game have special attributes/enchantments applied to them. How in the world do I get the scripting to show its specific stats and not the base ones?
  9. I am hunting for a way to determine if an item is enchanted through scripting. I tried keywords, but the game seems to only use those on the magic effects. I've seen no way so far to "see" those magic effects on items since they're buried several levels deep (ie. the object has an enchantment, the enchantment has a magic effect, and the magic effect has the keyword). Does anyone know the progress of SKSE beyond the UI scripting? I'm hoping that if there is no vanilla solution, that SKSE may have what we need in the future.
  10. Problem solved! There are two different log locations. \SteamApps\common\skyrim\Logs - where I was originally looking \Users\Username\Documents\My Games\Skyrim\Logs - where the trace logs are written
  11. I'd love to know how to use reference globals in dialogue as well!
  12. The mod isn't currently available, but I am working on it and would like testers if you're interested.
  13. The store idea sounds cool. I think I could get something started for that. I'm not sure if I'd want to try travelling merchants/ambushes right now because I figure I'm slow-going enough on modding that I'd never release if I took on too many features at once! To get things started though, I'd like to get what I have now up and running well. Then just build the rest in pieces where people can choose what to install. So, do you want to help me? What modding skills do you have so far?
  14. I just tried Control + Tab and it worked for me.
  15. @Scripts18 I am new to modding, so sorry about the lengthy explainations; just tried to get as much out there so another modder would know what I'm up to. So, the way I play the game, I just want to dive in and mess with quests, exploration, and just plain killing. I feel so pulled out of the game when I have to sell my loot. With limits like merchant gold caps, 24hr refreshes, etc., I felt like I had to micro-manage my loot sales and make sure to sell on schedule or cheat with the quick-save, kill merchant, reload trick. I wanted one place to put my junk and never have to worry about it any more and have some peace of mind that I am staying reasonably within the setting/lore of the game. With this mod, you talk to your spouse about the store and the container dialogue is opened up for you to put stuff in (or take out if it hasn't been a day). Then, after a day, everything is emptied and the spouse has the pay ready for you. With a regular store, I figured that you'd have to jack up their gold cap and then you'd have all that money right up front and it just wouldn't feel balanced to me. I wanted to keep this simple, yet functional, while I try to learn a few things. The spouse store had dialogue and scripting for me to plug into and get started modifying without creating something from the ground up (a lot harder for me since I'm new). Plus, the spouse is right there in your home already. I love Honeyside in Riften, but I can't just limit others on that... so doing it this way allows someone else to enjoy the same features in the comfort of their own player home! I like your ideas and I would love to visit those at a later stage, but it's beyond my current abilities. So what do you mean by 'player owned store?' Not sure about the toggle and buying stuff yet. Thanks for the reply!
  16. Update I though that I would give a status update of this mod-in-progress. Right now, I am doing all the modding and testing myself, but would like for others to test and give feedback before I release the mod. New changes: Mod now reads Spouse's barter level and calculates sales multiplier (ranges from 35% of item value at 1 speechcraft to around 57% at 100 speechcraft - uses rough polynomial formula of observed player sales) Altered spouse dialogue to ask about the store. This gives the options to open up the store chest or the vanilla dialogue to ask if the store made any money) Items added to the chest remain in the chest until the game does its next day event - all tallies are then cleared and items removed with total money added to what the spouse gives daily To do list: Spouse barter level will increase as the amount of loot sold increases. Possibility of 'training' your spouse based on your Barter level (that brings up a cool idea: wouldn't it be a cool for another mod to have NPC's ask you to show you a few things for some income? Would be a cool way to allow NPCs and followers to keep up with your power!) Find some way to upgrade spouse sales abilities with enchanted items Your paycheck will have a daily cap that will be based on the spouse's barter level (currently all items are sold at the calculated percentage and given to you the next day) Find a way to limit items to non-stolen so the spouse starts normal and levels up to fencing abilities (not sure how yet) Find a way to use existing NPC dialogue/voices even if generic to avoid silent dialogue.
  17. Spouse Store upgrade The idea of this mod is to transfer the tedium of selling countless items and running all the way around the continent to find vendors who have enough gold. This mod extends the existing scripting of spouse stores and adds a daily 'paycheck' to you in addition to the standard 100 gold per day. I will need feedback to find the most believable balances possible and people to test it all. The ideas I have for the mod so far are: Spouse will have a barter level - this affects what percentage of item value is generated in sales. Spouse barter level will increase as the amount of loot sold increases. Your paycheck will have a daily cap that will be based on the spouse's barter level. Possibility of 'training' your spouse based on your Barter level. Find a way to limit items to non-stolen so the spouse starts normal and levels up to fencing abilities (not sure how yet) Please comment if you are interested in contributing with ideas, by participating in beta versions, or helping with scripting/dialogue.
  18. Cool. I do plan on using the script only for a specific container (not the player). I'll start running some tests! Thanks!
  19. I am looking for some script help to look through entire container contents and gather info/stats on items inside. Is this possible? If so, could someone lend me a hand?
  20. My plan is to make a quick and dirty mod where I put items in a "store" container. Then, instead of having to manually sell stuff, I'll have my merchant of a wife take care of it for me! Of course, I want to set it up where I get a paycheck to give the money out over time so it's balanced. This won't net as much money as 100 barter with 29 enchanted gear, but it'll save my sanity and time!
  21. Ah, Aliases! Found LoveInterestFINScript! ScriptName LoveInterestFINScript extends ReferenceAlias LocationAlias Property CurrentMarriageHouse Auto Spell Property MarriageSleepAbility Auto Faction Property JobMerchantFaction Auto MiscObject Property Gold001 Auto GlobalVariable Property MarriageGoldEarned Auto ;how much gold spouse earns each day Int GoldEarnedAmount = 100 Event OnSleepStop(bool abInterrupted) if (abInterrupted == False) && (CurrentMarriageHouse.GetLocation() == Game.GetPlayer().GetCurrentLocation()) ; Debug.Trace(self + "Player has slept in the same location as the spouse. Apply Bonus.") MarriageSleepAbility.Cast(Game.GetPlayer(), Game.GetPlayer()) Else ; Debug.Trace(self + "Player is married, but hasn't slept in the same location as the spouse, or was woken up by something.") EndIf endEvent Event OnUpdateGameTime() ; debug.trace(self + "OnUpdate event to calculate spouse store gold") If Self.GetActorRef().IsInFaction(JobMerchantFaction) ; debug.trace(self + "Adding gold to spouse for store") MarriageGoldEarned.SetValue(MarriageGoldEarned.Value + GoldEarnedAmount) EndIf EndEvent Function GiveGold() ; debug.trace(self + "spouse gives gold") Game.GetPlayer().AddItem(Gold001, MarriageGoldEarned.GetValueInt()) MarriageGoldEarned.SetValue(0) EndFunction
  22. Found it! The quest is: RelationshipMarriageFIN Here's how I found it: Opened up the creation kit and loaded Skyrim.esm At the top, I hit 'Character' -> 'Export Dialogue...' This exports all the dialogue into a text file in the main skyrim directory. Then I just used Notepad++ to open that file and search (regular notepad isn't good with large files) for the dialogue text that I knew. After the search is complete, scroll to the left and look at the entry right next to the voice type Write down that quest name and find it in the Creation Kit! Lol! Now I just need to learn scripting! Because, unless I'm missing something, the only code is: "LoveInterest.GiveGold()" I'll keep digging to see how the game keeps track of how much gold to give (as I've noticed it increases as days pass without asking for money)
  23. Does anyone know where the dialogue and scripts are for spouse's stores? The dialogue starts with, "Has the store made any money?" With the spouse reply, "We have a cozy little profit. This is your share, love." I really want to get into those scripts and dialogues and see if I can add some more functionality. Thanks in advance!
  24. I'm having issues with texture sets used by playable characters and NPC's. So far, I've gone through many NPC entries in the creation kit and traced all texture references back to the texture sets that I'm editing. I change them, and the NPC's only show up with the correct diffuse textures in the creation kit previews, but are showing the default normal maps. However, launching the game shows that only playable characters seem to use the new diffuse texture but ignore the new normal map. I am trying to change diffuse and normal maps for the eyes of different races. All of my textures have unique names and are clearly changed in the texture sets in the .esp file.
×
×
  • Create New...