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Everything posted by Ellorienne
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There's a known bug with that quest (see http://www.uesp.net/wiki/Skyrim:Infiltration), but supposedly fixed with the unofficial patch. You could try SetObjectiveCompleted <QuestID> <stage> <1 to set, 0 to unset>, or SetStage <quest id> <stage value>. The UESP has the quest code and stages. Failing that, there is a mod that removes quest from your journal, called Quest Eraser: http://www.nexusmods.com/skyrim/mods/26660/? If it's not a glitch, you may still need to wait until Stalleo comes into the fort after you pull the lever. Once the fighting has finished you can talk to him to complete the quest.
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I've had the same problem. I fixed the afflicted refugees for myself by changing the required level in the story nodes or something like that (or just complete the quest). I don't know how to fix the other ones. M'aiq often hangs around in one place for quite a while, and Balbus seems to stay where he spawns. You could increase the chances of encounters by getting the more encounters mod. That might help if you're looking for something in particular.
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I'm bumbling my way through copying the necessary details in the housepurchase quest to add my own custom house to the quest (and making use of various tutorials to get past the bits I get stuck on). However I cannot edit the response text for a topic in dialogue views or player dialogue. This means that I can't see what the original details are on the other responses in order to (hopefully) choose an existing sound file and match it to an NPC in the village who will sell the custom house. Nor can I edit my own created responses for the new custom house once they are initially created. I have tried restarting CK, and tried verifying the CK in Steam, but it still won't work. The tutorials say to double-click the response text in the Topic Info window, but nothing happens, not even loading, and there are no right-click options either. What do I do to make it work?
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Help with SMQN / fixing pickpocketing bug
Ellorienne replied to Ellorienne's topic in Skyrim's Skyrim LE
Looking carefully at specific instances of bandits that I can and cannot pickpocket, I found that (at least in 3 instances) the ones I cannot pickpocket are levelled characters. "Use Inventory" is ticked (weirdly that makes it inaccessible) and there is nothing in there, however the specific NPCs in the levelled list do have inventory items, and death items. So, when they are killed they drop the items from the specific level of the NPC (both inventory and death item), but these items are not available through pickpocket. 3 is not very many in the scheme of things though, so I'll keep making a note of specific NPCs I can't pickpocket and ones I can and see if this theory holds. -
One of the SMQNs is 'Player Remove Item'. Do any/all of these refer to the time delay after a failed pickpocket? I was hoping to remove the time delay to see if it would fix the problem of certain NPCs not being pickpocketable (x has already caught you bug). My other idea is to go through the NPC types. There seem to be specific NPCs that repeatedly give me this message, even in a brand new game (I even removed old saves to avoid possible memory leaks). I think perhaps it could be related to them not being assigned to factions, or some other box just not ticked in the main window. There are various discrepancies just looking at all the different types of bandits. The main thing that is consistent is that they are all outdoor NPCs (however, not all outdoor NPCs give me this bug, just some specific ones). Any help looking further into this, or other ways to go around it would be appreciated.
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I found another condition hidden away in the SQMNs. Changing that has successfully iradicated those pesky Afflicted. Now to keep helping myself to the pockets of the thieves, assassins and skooma dealers :D
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I looked further into how to add SQMNs and found them a little more expansive than they originally appeared. Digging deeper into the braches I found where the conditions were and changed them. Problem solved, though I was actually able to complete the quest without killing anyone or anything.
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Object placement in render window of CK
Ellorienne replied to Ellorienne's topic in Skyrim's Skyrim LE
I think I found the answer. I believe it may because they are considered part of a quest as they are part of BYOH, and since the decorations purchased for other player homes are via dialogue, would also be considered quest items, and quest items are persistent. -
I am trying to replace all of the mounted animal heads in player homes with paintings from a modders resource. I wanted the ones in the HF homes to still be craftable, so I found the individual instances, and replaced them. I adjusted them carefully in the render window until they sat how I wanted them to. However, when I go into the game, they are not sitting correctly on the walls. They are sitting too far under the plaster, or off-centre, or plain not visible. Why is it doing this? I have a clean save so that I can craft each one to make sure that they go up properly and are not effected by the saved game. I have opened the mod in CK again, and they still look fine in the CK.
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How can I get rid of the afflicted refugees safely so that they are not diluting my pool of wilderness encounters? I have tried setting the global for the quest level to much higher, but they still appear at level 10. It is already unticked for 'start game enabled', and 'run once' doesn't seem to slow them down either. I don't plan on doing the Peryite quest, (nor do I want it cluttering up my quest log) because I'm playing a pacifist.
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I'm looking for a mod that displays anyone's health (in the usual place, not a floating healthbar) when the cross hairs are on them. It's really hard to see if someone is fully healed, or in fact nearly dead when I want to use healing hands. I don't use SkyUI (and don't like it) but I do have SKSE.
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I would like to change the minimum required player level for DA07 Pieces of the Past, but there is no global, so I'm guessing that it is scripted somewhere. I have combed through the quests and can't find where it is to change it. USKP has a script on WICourier quest topic info, but I can't access that to see if it is in there. Another mod that changes the quest requirements to level 1 adds SMQNs. Is this the best option? Or could I just add a player level requirement somewhere (I'm not sure of the best place to add it to delay the courier giving me the pamphlet and starting the quest).
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Nevermind, got it sorted. Facepalm moment.
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Problem with Vex's repeatable quests - Thieves Guild
Ellorienne replied to Ellorienne's topic in Skyrim's Skyrim LE
Thanks. At least I know it is related to that bug then, and not something I messed up. -
Is it Immersive Creatures? http://www.nexusmods.com/skyrim/mods/24913/? You should ask in the mod detectives thread though.
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Ok, one more question. Sorry for the multiple posts, but I've put them separately in case someone already read and dismissed the previous two because they don't know the answer. What condition checks the player's total skill level based on perks and potions and all other active effects? (rather than the base level). Is there a way in the CK to setitemhealthpercent for a tempering recipe? I know SKSE has this function - I would like to limit the amount that an item is improved each time so that it can only be improved by one level each time. Each level will require different tempering items. I have done this the hard way, making all the different quality armors, and all the different quality recipes using the forge instead of workbench/grindstone - and I've been giving it a lot of thought and looking for a way to make this simpler. I'm hoping that this function will achieve this. If it has to be done with a script, would the script be attached to the item that I want to improve incrementally? If that is the case (and if there's no way to do it in the creation kit), could someone write the script for me with the conditions (the syntax is all wrong, but I can't script, but you get the idea). if getitemhealthpercent >= 1.0 and <1.1 setitemhealthpercent = 1.1 elseif getitemhealthpercent >= 1.1 and <1.2 setitemhealthpercent = 1.2 elseif getitemhealthpercent >= 1.2 and <1.3 setitemhealthpercent = 1.3 elseif getitemhealthpercent >= 1.3 and <1.4 setitemhealthpercent = 1.4 elseif getitemhealthpercent >= 1.4 and <1.5 setitemhealthpercent = 1.5 elseif getitemhealthpercent >= 1.5 and <1.6 setitemhealthpercent = 1.6 endif I could add this to another script that I'm attaching to specific items, or I could add it as a separate script, so each item has two scripts. Which would be better (if scripting is indeed the only way to go?)? Edit: I've had plenty of time to keep thinking about how to implement this, and I think perhaps a scripted MGEF added via the perk. I used this method to alter the output quantity of food recipes, using the following script: Int Property NewAmount Auto FormList Property RecipeList Auto {A formlist of ConstructibleObject records aka Recipes} Event OnEffectStart(Actor akTarget, Actor akCaster) Int Index = 0 Int RLSize = RecipeList.GetSize() While Index < RLSize ConstructibleObject Entry = RecipeList.GetAt(Index) as ConstructibleObject Entry.SetResultQuantity(NewAmount) Index += 1 EndWhile EndEventWould that also work for altering the amount an item is tempered, so instead of having the line Entry.SetResultQuantity(NewAmount) It would have a line for setitemhealthpercent(NewAmount), along with all of the conditions? Plus a thing to say it's a decimal (float?)?
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Also, does anyone know what the values are for an item's tempering health to increase it to the next level? I'm guessing that the condition 'getitemhealthpercent' refers to the quality of the tempering. I need the numerical values for normal, fine, superior etc so that I can add a perk to a tempered item. Edit: I've discovered that 1.0 is normal and 1.6 is legendary. I am assuming that values in between are spaced evenly, so 1.1 would be fine, 1.2 superior and so forth. Is anyone able to confirm this?
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Is there a quick way of modifying certain item's $value? I'm looking at trying to reduce the amount of work involved in making my Traits for Skyrim mod. At the moment I am manually adjusting the $value and AR or weapon damage using the values from the page on smithing on UESP. I can modify the AR as part of the perk added via script, but need a way to do the same for the $value of the specific item.
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What does the associated item <skill>SkillAdvance modify? Example, LightArmorSkillAdvance. Does it modify how fast you learn the skill? I know that there is a perk entrypoint that does this, but I was hoping to apply the same effect as a spell, then I could mutliply the effect of the spell depending on keywords (or if possible, the temper health of an item). So, if i create the keywords temperhealthfine temperhealthsuperior temperhealthflawless etc and then have a perk that adds the base spell and then modifies the value of the spell based on the keywords. Alternatively, if there is a condition that I can use that specifies an item's temper health, that might help too. I'm looking for ways to reduce the amount of work I have to do for my Traits for Skyrim mod, preferably without much/any scripting, as I am a novice scripter.
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So if you drop it in mid-air it will stay in mid-air? I've replaced a few static objects with misc objects already, and was just wondering if it will create any issues. My guess about the static objects that are affected by havoc physics (I keep seeing that term and assume that it means the way objects move and bounce/roll around) is that they also have misc objects relying on the same model.
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Are there any differences in the models of static and non-static items? Would there be any problems in making static items non-static? If so, what would I need to adjust (and in what program)?
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Problem with Vex's repeatable quests - Thieves Guild
Ellorienne posted a topic in Skyrim's Skyrim LE
When I talk to Vex, all the side jobs are available, but only the 'heist' job will start. If I choose any of the others, she will tell me that she will give me the details, but the quest will not start. I got somewhere around the 40ish mark of Thieves Guild side-quests done when this happened, taking one at a time from both Vex and Delvin. It started happening after I burgled an item from Mjoll's house (which is actually Aerin's house). That quest completed just fine, but I couldn't start others after that. My system has never had any problems running things before, and I don't think it is related to that. It is built for gaming, and I don't have any permforance issues. My game is installed in the standard location (C:\Program Files (x86)\Steam\SteamApps\common\Skyrim) The game is fully patched, and I have all DLCs and unofficial patches. I am not using a mod manager. I am using SKSE I have very few mods. After the DLCs and unofficial patches and texture packs (in the recommended order), I have: Merged Theivery Skill Provisioning for Skyrim (my own WIP which replaces the lockpicking tree) Traits for Skryim (my own WIP adding new armors and perks to the smithing tree, as well as deconstruction recipes) Barenziah Quest Markers Chicken Crafting (a simple sound replacement for the general smithing/smelting/crafting sound) More Plants (all). -
Wow, you've got some talent!
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My 'Traits for Skryim' crafting overhaul mod adds a large number of armors and weapons with traits. They are not improved in the ordinary method, but by using the forge plus a recipe with increasing amounts of different tempers. This way, however, tempering bonuses gained through perks will not apply. What would be the best way to apply these bonuses to the crafted armors? My thoughts at this stage are to add an entry point to each perk with modify armor rating, with the corresponding multiplier, and an item condition of haskeyword, and giving all the new armors a unique keyword. Would this have the same effect mathematically speaking?
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Thank you EnaiSiaion. It's good to know, especially when I see other WIPs with a lot more interest. Today I finished adding the iron weapon recipes, finally! There was definitely some procrastination going on there. I polished up a few things, and have shared them with a close friend for a pre-pre-pre beta test of the basics. There will of course be more playtesting, and more edits, and then more armors will be added. Steel is next on the list.