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Everything posted by Ellorienne
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It worked after-all. Restarting the game a second time did the job. Chicken crafting!! :D
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Does anyone know where I can change the sound that the smelter and the cookpots make? I tried changing the sounds on the blacksmithing generic audio file (I changed it to injured chicken lol), but that didn't work. I just want to substitute the sound out for something else (out of the whole game, that crafting sound annoys him the most).
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I'm not sure if this is the best place to ask, but I need someone to write the text for a script for me, because the furthest I can get is defining the properties. I know what I want to do, but I just don't have the know-how to write it, despite all the best suggestions I've already received. I think it needs to extend magiceffect, so that when the spell is applied to the player (when they put points in ElloPerkScavenger50, ElloPerkScavenger70, ElloPerkScavenger90), they will craft 1 extra, 2 extra or 3 extra portions of a specific food (OnAddItem?). There needs to be a check that the player is at the cookpot (without the check, the player could put one down, and then pick it up again and gain extras). I have added all of the food in the list to a FormList ElloFoodList. Any help would be greatly appreciated and duly credited.
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I even tried creating the fragment, too, but it is still not working. The name of which script is wrong? It's all copy/pasted from the original, only replacing the word 'wheat' or 'gourd' or 'cabbage' with 'birdegg03'. * In the scripts tab on the quest it also refuses to add ''BirdEgg03" as a property, too. Am I missing a vital step somewhere? Do I need to compile the edited favorjobsgatherwheatscript? OK, answered my own question. I have it working now. I haven't had to compile a script yet, so I was missing that bit. I couldn't get Notepad++ to compile. Every time I tried it did nothing, no matter what I put in the compiler bat file. But I realised the mod came with a .pex file, and that meant that I had to compile it. So I compiled it inside the CK and it all works sweet now.
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I saw an interesting thing in the mods to download http://www.nexusmods.com/skyrim/mods/31151/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D31151&pUp=1 I wanted to be able to do the same kind of thing myself, improving my skills with the CK and scripting (though there couldn't be much to this one, surely). For some reason, whenever I compile my script it fails. I go to my FavorJobsGatherEggsBranch, and the Topic Info, and under the 'end' section I type "(GetOwningQuest() as FavorJobsGatherWheatScript).SellBirdEgg03(akSpeaker)", then click compile. I have already edited the favorjobsgatherwheat script, I added the line (with the rest of the properties) Ingredient Property Birdegg03 Auto and then above the rest of the, fragments functions: Initially I placed it right at the bottom, but the other modder had it at the top, so I tried it that way too, but it fails. The first time when the addition was at the bottom, when I tried to sell eggs in-game, nothing happened. The dialog was there, and the NPC responded, but the egg was not removed, and no gold was received. What am I missing?
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As far as I can tell, you need to create a duplicate perk of Experimenter perk (or whatever the perkus maximus equivalent is), and make it playable, not hidden, and not a trait. It needs a name and an ID. The ID should obviously be something different, but the name should remain the same. It should be level 0 and have 1 rank (regardless of how many ranks the perk actually has). It should have a condition of 'has perk' and the previous rank of the experimenter(or equivalent) perk. You should edit the condition which dictates the player level to the level you want this perk to be available. If you duplicated it, it should already have the other effects on it. Next go to the PREVIOUS perk, and in the drop down box on the right hand side, select your perk as the next perk.
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I apologise if this has already been mentioned, but this thread is growing faster than I can read it :D For horse levelling I would suggest several options: stamina, speed, carry capacity and/or armor rating. You could upgrade your horse by casting a spell upon it which permanently increases their stat by a certain amount each time. There would be a significant cool-down period, however. You could learn this spell by finding the book/scroll, which you could add to any number of leveled lists or merchants, and make it as rare or as readily available as you like. I would recommend you make it a slightly rare scroll. This way, there is also a level of control over how you level up your horse. I love the idea of more immersive horses. Horse armor would be nice, and you can create tempering recipes for already existing horse armor if you choose to use it, but just increasing the armor rating by spell is cool too.
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One mod works on one computer but not on another...
Ellorienne replied to duffman9465's topic in Skyrim's Skyrim LE
Does it rely on any other mods or updates? Mod load order is important, too. -
Val's Crating Meltdown had some scrolls and magic things. Paper from ruined and burned books, and magic essence (in varying strengths) from grinding up soul gems. If you're making scrolls use ink, you could increase the drop rate of ink and recolour it to make the various types. You could also have special quills, whether as treasure or craftable from different feathers. If you wanted to take it really far with crafting staves, you could add different types of wood to the game, higher quality woods available at higher levels, and use the wood chopping animation to 'harvest' it (I had already given this idea some thought before actually).
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If too many empty barrels becomes a problem, I could also change what's actually in the flour lists to not be simply flour, but the same as my lists, (then of course re-include flour in my own list) so that way I'd be getting exactly what I intend, and no empty barrels.
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I like your line of thinking. I might remove the additions that I made and see if it balances out (seeing as how I do in fact want flour to be available at all levels as I have made it a base ingredient). If not, then I may edit the BYOHLItemFoodFlour and BYOHLItemFoodFlourSmall and make them empty, then make my own versions. I might end up with more empty barrels, but that would hardly be a shame. There are already quite sufficient supplies, I think. I'll see once I've leveled up my skill how it balances out. Thanks for you input :)
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I have just written 3 books to add to the Provisioning Skill mod that I am creating (two already in the game suffice). I would be happy for them to be included once it is released. I have kept them fairly lore friendly, and I think they fit in well with the current writing style of the various books. They are called 'The Choicest Cut' (a book about meat preparation), 'Out of the Fry pan!' (an amusing tale) and 'A Fine Whine' (a short ramble by a Nord woman who quite prefers wine over men). They were well-recieved by my test audience of 1.
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Ah yes, thank you. Yes, that is indeed the culprit! ; add flour to food containers LItemBarrelFoodSame70.AddForm(BYOHLItemFoodFlour, 1, 1) LItemBarrelFoodSameSmall.AddForm(BYOHLItemFoodFlourSmall, 1, 1) Can I remove those lines from the script? Or what would the previous way be better, removing the quest (to which the script is attached) from the barrels? I need it to be a part of the mod I'm creating.
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I decided to extract all of the HF scripts and look through them with Notepad++ to see if I could find the culprit. The only script I can find is attached to the house building quest (scripts\byoh_qf_byohhousebuilding_0100305d.pex) though I can't read the script properly (notepad++)- there are a lot of nuls in it, and I can't copy the text. There are six mentions of flour in there, and a couple of mentions of the food barrels, though I couldn't say if they are specific instances of the barrels inside the houses, or whether that is how the game is adding the extra flour everywhere. If it is, is there a way to counter it (and do I need an addon for Notepad++ for the pex files?)? This script uses the LitemBarrelFoodSame70 via quest. Could I remove it from the use list without any repercussions?
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Hmm, well I can't imagine why it's appearing so much, then. I already checked all the users, and none of them contribute to the barrels, but the ones I added myself - 1 Litem per barrel (containing 1 definite item, and four 75% items - the same as all of the other ingredients that I have added). I may just have some really obscure 'luck' in often receiving flour over other ingredients, though they are all leveled the same (except those that are a higher level and not meant to show, and do not as yet).
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I've been making my own leveled loot barrels of food so that the ingredients for recipes are levelled to match the recipes, and for some reason, I am picking up an exhorbitant amount of flour. There is only the one in my loot table, but I get the feeling that they have added it somewhere else. I have followed the user trail from the flour and cannot find where it could be being added. Does Hearthfires BYOH have a script that could be sneaking it in somehow? How do I find this flour and remove it?!
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I already have the bsa unpacker and PS with a .dds plugin. I don't yet have nifskope, but I'm guessing that's for applying textures to meshes? I'm not sure what directory the file is hiding in, or what it is called, but it doesn't appear to be in misc, interface or textures (under any obvious naming convention anyway).
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Where do I find the image files (.dds I'm guessing) with the pictures for the perk trees? I'm using a merged skill tree mod, and would like to edit the one that is freed up to match my perk tree (It's supposed to look like a sweetroll). Once I've edited the image to my own version, how then do I make the game use it?
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Need help modding a perk in Creation Kit
Ellorienne replied to rahneon's topic in Skyrim's Skyrim LE
Go into the perks' conditions, under item 'haskeyword' 'amorshield' and change the value to 1.00 instead of 0. See if that works. -
According to this article, no there is not. I wondered the same thing barely a day ago. http://skyrimmw.weebly.com/skyrim-modding/naming-conventions-skyrim-modding-article
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If I create a leveled list for a container, and the items are available at level 1, 10, 20, 30 etc. Will the level 1 items still be available later on, or should I add more of them at the higher levels to ensure that enough of them are generated?
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This is the last bit of coding that I need to do in order to test everything out as a replacement for the lockpicking tree (Merged Theivery Skill mod), before moving onto researching making it into a scripting skill. Any additional help in writing the script, or at least the pieces that I need to put together would be greatly appreciated.
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Ok, I checked that and the post I found the information on must have already had USKP installed, so I'm all good there. Thanks for the tip. It looks like ESO style traited armor and weapons will be achievable :D Combining my two favourite TES games = bliss. Will these effects stack if wearing two of the same type?
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Haha no worries Matthias :smile: I think I may have found something that could work, based on the sliver sword effect. Add a script to the new weapon - Then create the perk with Entry Point Mod Target Damage Resist with a multiplier of 0.94 (Sharpened trait increases armor [and spell, but I'm only doing a test run, so only added the one] penetration by 6% ie ignores 6% of damage resistance). Is there a way I can see that perk is working when I equip the weapon?
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I suppose that I could just adjust the number of enchantments possible, but I was more going for 'traits'.... Find a book, research trait (timed quest), recieve spell/ability, use new recipe to smith traited armor/weapons (which have the spell/ability as a condition), apply enchantment.