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littleork

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Everything posted by littleork

  1. I am looking for a mod that add possibility for innkeeper to refuse to give you a room because the inn is full.
  2. For testing purposes, after I finish a mod, I now always try to get the mod on another computer to test the bsa and make sure that everything is correct. I have this one mod that was a port to SSE that I released and it worked fine. I did a few updates since and when I tested it on the modding computer, it works without issues. So I created a bsa that has all the scripts including the source ones in it and transferred to my other computer. Now I often run into issues where according to the papyrus logs, there is properties missing on the scripts or it cannot read them . But the properties are all there on the scripts. I even check in SSEdit to see if anything looked wrong there but it all looks good. My fear is that there is really something wrong with the ESP and everyone else that download my mod run into the same issues. Has anyone that ported a mod to SSE have any kind of weird issues like that? Should I just recreate the scripts? I did recompile all of them too but I don't see how it would fix the properties (and it didn't work anyway). I hope this make sense.
  3. So I have a mod that has a message with 2 choices that opens when you read a letter. I have the mod on both Oldrim and SSE. In Oldrim, the message appears when the letter opens no problem. On SSE, I have to open the letter, close it and get out of the menu before it comes up which just doesn't work for me as there is multiple letters that do the same script and the user could end up with 5 menu opening without knowing which one they are responding too. Is that a normal behavior in SSE or am I missing something? This is my code event onread() if boslvl1job1.getstage()==20 boslvl1job1.stop() endif boslvl1job1.start() boslvl1job1.setstage(5) int aiButton = boscanceljob.Show() ; Shows your menu. If aiButton == 0 boslvl1job1.setstage(25) game.getplayer().removeitem(boslvl1jobnote1,1) ElseIf aiButton == 1 EndIf endevent QUEST Property BOSLvl1Job1 Auto Message Property boscanceljob Auto Book Property BOSLVL1JobNote1 Auto
  4. While that is unlikely the reason. Is there any chance that you created your character in a improper way? Like using the console to get in the game instead of creating a new game? Only time that it happened for me.
  5. Do you have a load order? A picture might not be enough to go on.
  6. So I am not sure if there is a way to do this but maybe someone knows. I have a chest that spawn 5 notes. Now I have about 13 notes to choose from and I want the 5 notes to be chosen from that list. I know how to add an item from a formlist/leveledlist/array etc but the problem I am running into is that it might give me the same item multiple time. Is there a way to ask for 5 items from a list and make it so it will not give me a second copy of the item, a bit like making the notes unique? I really want it to be random
  7. Just remember that I am not commiting myself to this, I do have my own projects and life so it could take a long time but at least there is info if anyone really wanna give this a try.
  8. Exactly, this is what i want. :smile: And i have enough dreams already written to make a mod to put out with, some suggested that the character limit is 1024. We would have to test, but i have the nightmare and good dreams, all that is needed to test the prompt boxes out. I also was looking for an mcm, that simply controls *how often dreams are had *how many of which dream are more likely to happen (like if you wanna have nightmares more than good dreams) *to turn buffs received off *and finally, to turn whether you dream on or off I hope this isnt too much I have done a MCM before so I know the basics of it, I am not super familiar with event that are already created in the creationkit which is what Sleep is but I can definitely take a look at some point if no one ends up helping.
  9. So you have dreams written yes? What you are looking for is for someone to do some kind of text box that tells you what the dream was about and how it made you feel after you wake up correct? I don't know how complicated of a request that is but maybe after I am done with my next mod version, I can help out but don't hold me to that.
  10. What happens on a brand new game? Seems to me like your save is *confused*. I don't think I ever renamed a mod in the middle of a playthrough and that might just be a big no no.
  11. Hi everyone, I ported one of my mod to SSE and when I went to create the archive it made me create 2 bsa, inital one had all my scripts in it, 2nd one seems to be for textures. I didn't really question it and uploaded my mod but some users seems to be concerned about it. Is that normal behavior or am I doing something wrong?
  12. Disable is probably what you are looking for. https://www.creationkit.com/index.php?title=Disable_-_ObjectReference
  13. Jobs of Skyrim 2017 has been removed by BrainBlasted so I will be uploading mine later today once I know that the BSA has everything it needs. Just finished everything this morning. Mod has been hidden for now while I update everything.
  14. You cannot upload someone's else mod without their permissions. You might want to reach out to the mod author and ask him/her.
  15. Sure, Uaile in Markarth (she has dialog but only about asking you what you are doing ) and Sabine Nytte in Solitude (she just wants you out of her damn ship!). I might have ran into a couple of others but I already blocked them from being available as a choice, I would just like a permanent solution so I don't have to worry about it in the future
  16. Hello everyone So I have a quest that I am working on fixing where the player goes to a npc ,get a package from them and they have to deliver it to another npc. Now for the most part, it works great, however once in a while, the npc that is chosen will not show the dialog because they are kind of hostile (they do not attack the player but don't want to talk either). I have an alias for the 2 npcs and I put some condition such as they need to be in a city and can't be in jail, I even limited their voice type ( I helped myself from the enchanting pickup quests from the mages guild which chooses a random client to pickup the item from). Even with that, I still get bad npcs that will not show the dialog. I tried to use the blocking dialog branch option but that doesn't change a thing. Now I have been adding the bad npc to the conditions so they are not used but it would suck to have to add all of them. Anyone ever ran into this issue and would have an idea of how to fix it? Thanks in advance
  17. Mod was re-uploaded under the name of Jobs of Skyrim 2017 by Brainblasted.While I didn't intend to work on the mod, there was some complaints about the mod needing dlcs and usleep on his version. I have a v2 in the works without dlc requirements that should be uploaded this week or next week. What to expect: -MCM menu to change item values and rewards used in the mod. Limit of 1000 gold for job reward and 500 golds for items, could be changed. -generic responses from all npcs so no more need for subtitles or external VA. -Some jobs (tax collector comes to mind) will no longer send you all over the place but will pick npcs in the same town. -bug fixes -objectives improvements The mcm and new responses are already working and bug fixes and quests changes are currently being worked on. Updated the main post.
  18. Might be the closest you can find right now http://www.nexusmods.com/skyrim/mods/24314/? If I knew of a way to put sockets in item, I would have done that instead!
  19. File was hidden because it was pretty old and broken, while it might annoy people to see file being hidden, I am the one that has to deal with complaints when people find it too broken (was also away from the modding scene for the last 2 years). It is available again but it will be redone from scratch so that version won't be updated. I still use it in my game and don't run into too many problems so some people might still find it useful.
  20. I can't wait to make Rochebere my new home, I was wondering if the player will be able to buy a farm? My characters like to live from the land so it would be cool if they would be able to live that way in their *old days* ;)
  21. the mod probably disabled itself, it shouldn't disapear from your mod list for no reason, just look in your mods and enable it again, if you didn't save on that game since you notice it disapeared, you should have it back.
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