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braveheart101

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Everything posted by braveheart101

  1. Hello, Thanks, not sure how I managed not to mention it, but I am already using it, for just the "Translations" global tag. It's not a huge issue, as it works in searches, but it doesn't seem to be applied for the rest of the site, namely the front page.
  2. Hello, Is there a way to apply filters (of tags) on the mods seen on the front page, such as in the "New today" section, like when searching? I mostly ask so I can filter out translation mods. It seems that only blocking the authors themselves works.
  3. Looks good. The only gripe I have with it is that I can't see the mod description on hot files any more, from what I can tell.
  4. This is for a mod idea I had. I can do everything except this, which is why I'd like to find out how to do it. Google was of no help.
  5. Hi. Is there a way to make a spell effect make an NPC carry out the kneeling animation. I'm refering to the one they do when they're close to death. If possible, I need to to do it without actually reducing their health too much, so that they can still fight afterwards.
  6. If anyone got this and can't fix it, unplug the network cable then do a system restore to yesterday.
  7. Can you not release it now and then release a fix later?
  8. Would I be allowed to import some Ayleid structure models from Oblivion to a mod I'm working on with some people? Or would that not be allowed? I saw a video yesterday of a mod (Skyblivion) and they had some pretty good looking models, so I'm guessing they were imported.
  9. Wouldn't it be helpful if you placed an add at the bottom of the main page? Out of sight, out of the way, but you still get the money for it.
  10. Definitely agree with some of these things. It gets rather annoying when the word has to be written exactly like it is written in the title, too, as it makes it harder to search for older mods you haven't used for some time.
  11. Haven't tried scripting before, but I was thinking this could be done like this: each NPC in the CK has quest information. Maybe the quests could be identified by the mod and if they have been started by the player then they could get shown on the screen. And using SKSE for the custom keys.
  12. Sorry, yeah. I meant that I'd prefer to use the CK, over NPC Editor. I just mentioned it so people know I already tried that way. About the link... thanks a lot, but it looks quite complicated. Not that I mind doing some work, but I didn't think it would be this complicated to make a follower from another mod. Are you sure this is the only way? :)
  13. How would I make a companion USING A CUSTOM RACE? :) I have made normal companions before, and that I know how to do. However, I'd really like to know how I can make a (or edit an existing) companion from a custom race I really like. To add to the confusion, it would be great if I could use the Apachii SkyHair. (although once loaded I know how to give the NPC the hair) Seriously any help would be greatly appreciated seeing as using the NPC Editor mod only resulted in instant CTDs and in the CK I got confused with all the requirements for the mod.
  14. This might be a bit far fetched, but do you think there is a chance for a GTA Nexus? There is a crazy ammount of modders out there for GTA, but everything is scattered all over the internet and mostly on small, (sometimes foreign, not that i have anything against foreign) websites that can confuse people looking for mods a lot more than they need to be. Then let's not forget that GTA V will be out soon enough and it's going to generate a mountainload of new people who will play the series. I think that a GTA nexus would actually be amazing. I personally would love it. Not sure about everyone else, but I would.
  15. Ah, I see where the problem was, I think. :) For me, that window is empty and I have to add the properties manually. And what I don't know is what type the properties needed to be. I get what kinda stuff should be happening from what you said, unfortunatelly I suppose the problem is the property adding. Any idea what type it should be? I see a rather large drop-down list, when I make it, default being 'Int' and having things such as 'action' and 'activator'. (also, the adding of "PlayerREF = Game.GetPlayer()" crashes the CK for me. Not sure why, it's a simple line, i recognise it from when I use a similar thing in-game in the console.
  16. Is the drop-down you're talking about the one in the 'Add script property' window? I'm a tiny bit confused, because the 'player' isn't in that list, and I'm not too sure how I would go about 'matching up' the markers to the points... :) Thanks a lot for helping me by the way! really appreciated :) Also, what property type should I use for the actual points?
  17. Hey, thanks for clicking. I'm trying to get a cut scene working in an upcoming mod. I found this on the internet: "ScriptName Cutscene Extends ObjectReference Actor Property PlayerREF Auto ObjectReference Property Point1 Auto ObjectReference Property Point2 Auto ObjectReference Property Point3 Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF ; Limit this trigger to the player only. PlayerREF.SetAlpha(0) PlayerREF.SetGhost(True) Game.DisablePlayerControls(True, True, True, False, True, False, True) ; Disable all controls except looking. Utility.Wait(0.1) ; Give the script time... PlayerREF.TranslateToRef(Point1, 100) Utility.Wait(5.0) ; After 5 seconds, proceed to next point. PlayerREF.TranslateToRef(Point2, 50) Utility.Wait(10.0) ; After 10 seconds, go to next area PlayerREF.TranslateToRef(Point3, 200) Utility.Wait(20.0) ; Watch the final scene, and then... PlayerREF.SetAlpha(1) PlayerREF.SetGhost(False) Game.EnablePlayerControls() EndIf EndEvent How to use this script: Make a new trigger box, and then add this script to it. Make 3 XMarkers, and define them in the Properties Window. Enter your new trigger, and see your cool cut-scene!" My question is, what does it mean 'define them in the Properties Window'? I named all xmarkers Point1, Point2 and Point3 if that's what I was supposed to do. But I may (and most probably) be wrong. Overall, what I did was I added a new Trigger box, with a new script (all that^^). Then I added the 3 x markers and named them. Also, I am assuming that 'Enter your new trigger' refers to in-game when you walk as the player into the place where the box is. Might that be where I'm going wrong and skipping a step?
  18. Oh, I saw that, but the map the guy who was asking the question was different so I assumed it would be irrelevant... You have my thanks! :) kudos!
  19. Does anyone recognise the red font on Bethesda's map of Skyrim? The one I'm looking for is the city names, such as Windhelm, Riften, Falkreath etc. The map I am talking about is the one used in the game (the same as the one that arrives with the game CD in the box) Here's a picture of it: http://static.skyrim.nexusmods.com/mods/images/3306-2-1324773564.jpg The reason I need to know is because I need it to create a new map for an upcoming mod and I'd like to keep the same fonts that the Skyrim map has :) Any help would be greatly appreaciated.
  20. - Extract the mesh for the static object you want to use from the appropriate BSA - Move the extracted mesh to .../Data/Meshes/YOURMOD - Make a copy of a teleport door in the CK with a new name - Edit that copy and change it's model to the one you extracted Hey presto, object has the properties of a teleport door, and uses the model of a static. :thumbsup: Hey, thanks :D I was looking in the properties tab, I guess the way I thought it got done was wrong :') Kudos! :)
  21. Hey, thanks for clicking, me and a few people are working on a big mod, and we need to use boats for travelling (quite a lot like the boats to and from castle Volkihar and the northern coast of Haafingar). Only problem is.. we don't really know how to. :\ Could somebody please tell me briefly how to enable this? :)
  22. Ok, so I figured it out in the end. For anyone also having this problem, here's what you do: you use the console to first remove the scroll (player.removeitem and then the code, then 1 for the scroll) The code is xx0118F9, where the 'xx' is the load order. To see it, you can use the Nexus mod manager and look at your mods. After that, you use the comman player.additem and then the code then 1 to receive it again. Then it should work. Tl;dr: player.removeitem xx0118F9 1, playeradditem xx0118F9 1 :)
  23. Heh, not THAT difficult ;). At the moment the basics would be talking to some people, getting a person to follow you to somewhere (not unlike Delphine following you to Kynesgrove, but they have to stay with you, not meet you there). The most complicated part of the questline would be a skirmish on a field. We'd need about 10-20 imperial soldiers and 10-20 others to fight them. But this needs to happen only when the player has advanced the quest to near the end, so the fight can't be happening earlier. Other than this, the rest is just having to talk to different people, and quest targets changing to suit the story. :)
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