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drholson

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About drholson

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    Skyrim, League of Legends, XBox 360
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    Skyrim

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  1. Yay! Fixing the Navmesh fixed the problem. Thanks for the help gentlemen.
  2. I checked the navmesh, I think that balancing for optimization messed up her path out of the cage. I will test it in a bit and update with what happens.
  3. That didn't fix it either. At this point I think it's something I'm overlooking somewhere. Thanks for your input...hopefully I can find it soon because it's due tomorrow.
  4. Alright, I didn't know that function existed. I called it on both the lever that advances the quest stage, and the quest stage itself and she still stood still. So I possibly have the AI package set up incorrectly. http://i.imgur.com/SpyRNYn.jpg http://i.imgur.com/J3ceUX6.jpg Those images show the AI package where she should run off. The other AI package I have her on is just a copy of the Default Sandbox AI Package.
  5. I am creating a quest for Skyrim for class, and I have everything completed to a point that I'm satisfied with except for this one thing. I have an NPC in a cage that players have the option to free as part of the side quest and I want her to run to a location after being freed. The only way I can think of to get this to work is through AI packages so I have an AI package set up to get her to use sandbox behavior while in the cage. There are conditions set on this AI package so that it should run as long as the side quest is on a stage lower than 80 (GetStage < 80) and I have another AI package set to the Travel template that is supposed to operate when the quest stage reaches 80 (GetStage == 80). The travel AI package is linked to an XMarkerHeading so that she knows where to run, yet when I test the quest she just stays inside of her cage using the sandbox AI package. Any ideas on how to get her to move?
  6. Can anyone help with this? Production on my dungeon has slowed down while trying to figure this out
  7. I got the first issue worked out, but I am still having problems with the second issue that I posted about. I have no idea how to get this ambush to work and I have tried several different things. I am still not able to drag a defaultActivateSelfTRIG into the Render Window and have it show up so I can edit it. Any ideas?
  8. Cool, should have tried searching first D: I'll try those things listed and see what happens.
  9. I'm interested in this DLC because even though I haven't gotten around to getting Dawnguard yet the latest DLC just seemed like such a waste of time that I don't know why anyone would be interested in it. Regardless of what they do with this one if it affords several hours of content then I'm sure it will be pretty good.
  10. drholson

    Howdy ya'll

    Just wanted to post in this forum to start what will hopefully be a long lasting involvement in the Skyrim Nexus community. I won't spend a lot of time writing a miniature bio since one is available on my profile for anyone that interested in reading it. Just stopping by to say hello! And yes, I'm from Texas so I am allowed to use both "Howdy" and "ya'll" in one sentence
  11. Hey guys, been around the Nexus since Oblivion but have only just now started to get involved in the community because I am creating my first questline for Skyrim as a means to get a portfolio built up because I want to pursue a career in video gaming. But enough about me...I have an area in the first half of a dungeon in my quest line that I have a couple of large cages in (MetalCageLongDouble01) and I want to put a few werewolves in there as captives. However, when I load in the game the werewolves are inexplicably located outside of the cages. I have tried several things, including increasing the scale of the cages themselves to account for the larger size of the bodies hoping that would solve the issue. I also tried putting NavMesh triangles inside the cages even though normally you are supposed to avoid putting NavMesh under static objects. Any ideas on this? Also, while I'm on the subject of actors not playing nicely, I created a Draugr ambush which is supposed to have the Draugr get out of their chairs when the player activates the trigger. When I say create, I really mean that I used the prefab created in the WarehouseAmbushes cell, and yet when I test it in game the Draugr continues to sit on the throne like a lazy sack of bones. I then tried creating the whole ambush myself, using the exact same parts as in the prefab but for some reason when I drag the defaultActivateSelfTRIG into the Render Window nothing shows up besides the gizmo allowing me to rotate the invisible box. I ensured that I had markers visible and still no success. Any help on either subject will be very much appreciated.
  12. Bump. Anyone know the solution to my most recent question?
  13. Now I'm going to sound helpless, but how do I get it to allow me to dual wield? And also, the animations look the same but I got the mod to work and I go through the process of setting up buttons when I start it.
  14. Oh ok, guess I should have looked all the way through the readme. Thanks!
  15. Alright, I read in the description for UV that I need OBSE, NifScript (NifSE + NifScript DUMMY), Pluggy, and Unofficial Oblivion Patch. The OBSE has been installed (and I already know it works because I got Oblivion XP to work), UOP was easy because I got the OMOD version and enabled it using OBMM. The only problem is I am having trouble with is getting NifSE to work because when I create a new character it tells me that "Functionality has been disabled and I'm dead." It also mentions that NifScript is required. I'm not sure if I got Pluggy to work properly, because I can't get to that point before I die. I followed instructions for installing NifSE but I am still having problems. The directory that I placed the NifSE.dll and NifScript.dll (from NifScript DUMMY) is located at: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins which is what the readme is telling me. Am I missing something?
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