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DreamKingMods

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Everything posted by DreamKingMods

  1. Thank you so much for the guidance! I didn't know collision planes existed, but a quick Google, and I have it working now. Cheers! :thumbsup:
  2. Hi, This is my first attempt at adding large static objects to the Skyrim world, and I'm having mixed results. :confused: I've added a well and a roof, both slightly embedded in the terrain to simulate being covered over in some sort of rockslide as pictured in the imgur link below. The problem is, the well appears to have collision, but the roof does not--characters can walk through it as though it was not there, as seen in these screenshots: http://imgur.com/a/OKQbX However that same roof does have collision where it is used in Jorrvaskr in Whiterun: if I use tcl to toggle off collision, run "above" Jorrvaskr, and turn collision back on, I don't fall through the roof, rather I land on top of it. I don't know enough about landscape editing to even know what the problem is, then, much less how to fix it so that my half-buried roof will have proper collision. Help, please?
  3. This part can be automated. From Alexander Velicky (source):
  4. It's not totally what you're after, in that you'd still need to join, but mods like my Enhanced Skyrim Factions: The Companions Guild and kryptopyr's Thieves Guild Requirements add configurable requirements in order to progress in a guild--so you could simply set those requirements very high so that you'd never reach the next story mission. Note that the Dark Brotherhood doesn't actually have random, radiant quests--its between-story tasks are all pre-scripted.
  5. Anything is possible, it just depends on how much vanilla stuff you want to edit/new stuff you want to add. :smile: The way it works now is that there's a fairly large trigger zone centered around the giant. When the player enters that zone, the three Companions are teleported in, the giant is enabled*, and the fight begins. So you could make the trigger zone smaller, so that the player has to get closer before the fight starts; but the drawback would be that the player would probably see them just suddenly pop in. You could add complexity with a second trigger box inside the first--the first teleports the actors in, the second triggers the fight to begin--but that would involve a lot of editing scripts and AI packages. That's why my approach is just going to be to make everyone invulnerable for 5-10 seconds; that way you'll still see them fighting from afar, but the giant won't take any damage until you've had time to get closer. * Note that the giant is actually enabled already by mistake in the vanilla game, but the Unofficial Patch is going to be fixing this in their next release.
  6. Yeah, I think the problem with adding a fixed amount of health is that it's hard to balance--people often have other mods that increase weapon damage and such, which can offset any but a really large health increase. (For reference, he has about 600 health in my mod.) What I think I'm going to do in my next update is make the giant invulnerable for a few seconds when the fight begins, to give the player some more time to get there before he actually starts taking any damage.
  7. My Enhanced Skyrim Factions: The Companions Guild mod ups the giant's health... of course, it makes a lot more changes to the guild, too.
  8. "Retain File Name Offsets" has given me trouble before, as has "Compress Archive"; try leaving those unchecked (the other two "Retains" are fine).
  9. That's due to missing texture problems in the aMidianborn Skyforge mod; there's a hotfix available for download at that mod's page.
  10. Vilkas only offers one type of mission at the start of the questline, which can happen in only a few dungeons--so it's possible that he just can't offer you any missions because other quests have already reserved all the available locations where his missions can take place. If that's the case, you should turn off the requirement to do quests for all members of the Circle in the MCM. Later in the questline, Vilkas does acquire some new quests, so he should eventually be able to offer you work.
  11. The Werewolf Mastery mod includes a setting that will make NPCs not hostile to you when you're in beast form.
  12. While they do many other things, my mods Enhanced Skyrim Factions: The Companions Guild and Enhanced Skyrim Followers: Aela the Huntress add a substantial amount of (silent) dialogue to the Companions Guild NPCs. There's also Expanded NPC Dialogue, it seems to focus a little more on romance-oriented dialogue with various followers but has general topics as well.
  13. You don't need to delete the MT .pex file if you're using the Requirements Only version, no. Basically the MT edit to the vanilla Proving Honor quest script file gets in the way of my option in the Full Version to have Aela as your Trial Observer instead of Farkas during the Proving Honor quest. I checked with Brevi and he said MT would still work fine if that file was deleted.
  14. My Enhanced Skyrim Factions: The Companions Guild mod lets you configure the radiant quest reward gold through a SkyUI MCM--along with a lot of other options and changes. There's also a mod called Increased Bounty and Guild Rewards that has some higher pre-set rewards, although it has some compatibility problems and seems to have been abandoned, so I'd only recommend it for relatively advanced users. (I'd also suggest that the Companions rewards shouldn't be as high as some other radiant quests--because part of your "reward" is that they're giving you free room and board, access to trainers, etc.)
  15. The description of the AI Data Tab at CreationKit.com includes the numbers. Note that some of these may not persist across game sessions, so you may need to (re)set them each time the game is loaded.
  16. I'm pretty sure it's never been said that Magnus created countless other plane(t)s aside from Nirn. Planets are generally thought to be what mortals can perceive of the planes of the Eight Divines: hence, there are eight planets, plus Nirn. See the Cosmology for the clearest (albeit out-of-game) explanation, from one of the TES writers. Re: Aetherius, different religions believe different things--and it isn't always internally consistent. PG3E for example says "The sources of magic are the many and diverse heavens beyond the void, collectively known as the Aetherius. Aetherius, ancestral seat of the Nine Divines and the other original spirits, is the plane of pure magicka." So, many and diverse planes within a plane?
  17. Kyne (also known as Kynareth) is the goddess of nature; Hircine is the Daedric Lord of the Hunt. In Skyrim at least some of the hunters imply they are poachers. That suggests a system where at least some land and the animals on it are owned by the nobility, and hunting that land would require permission. But of course, that never seems to apply to the PC...
  18. A BSA is a container for a collection of files, so if you unpack the BSA (search the Nexus for tools like BSA Browser or BSAopt to do this), it is possible that the source files are inside the BSA, and you can then extract them to your /scrpts/sources/ directory and edit them. However with Skyrim unlike past Bethesda games it is indeed possible for a modder to withhold the source files for whatever reason, making a mod essentially "closed source" as you say.
  19. Taxes; then death. (Sovngarde, or more likely, the Hunting Grounds.) I'm not sure it's possible to generalize what the future holds for Skyrim mod authors. Based on past Bethesda games you'll probably see some stick with making and improving on their Skyrim mods for many years to come, as people still are today with Morrowind mods; you'll see some authors abandon mod-making entirely for various reasons; you'll see some new mod-makers come in late and do great work; you'll see some move on to modding Fallout 4 when it comes out; you'll see some stick with modding Skyrim until TES6; you'll see one or two get hired by big gaming studios. Of course, the world is always changing. There are factors that looking at the past games can't account for, like the possibility that Bethesda (or some other RPG company) shakes up the modding paradigm in some way in its forthcoming games--the possibility of monetization and so forth--and/or the lowered barriers to entry in indy gaming, making it so that people who might once have thought of making a certain type and scale of mod, might choose to try to make their own game instead. And I'm sure there's more that I'm not thinking of.
  20. You haven't necessarily done anything wrong; the MCM system just uses a separate version number from SkyUI as a whole. Like if they release a SkyUI 4.2 but don't make any changes to the MCM system that modders need to take into account, then SkyUI 4.2 would still come with MCM 3.0. The separate numbers are because the MCM system was first added with SkyUI 3.0, so it wouldn't have made sense to say "MCM 3.0" when the MCM system was brand new. It's since gone through two large updates; hence the version number. Now, regarding MCM mods not showing up, as Jeir says, make sure you're starting the game with the skse_loader.exe; see the video tutorial linked on the SKSE page for reference. And realize that it may take a minute or two for the SkyUI and any other MCMs to appear when the game is first loaded; just because they aren't there right away, doesn't mean they're not working.
  21. I think I remember seeing that the latest Unofficial Patch does this... yes.
  22. You can't call a function--like Utility.RandomInt--outside of another function or event. So in this case you'd need to do what you want inside the OnUpdateGameTime() event block. The simplest way would be remove the line about GoldEarnedAmount from the top of the script and move it down to just above the line where it gets used... MarriageGoldEarned.SetValue(MarriageGoldEarned.Value + GoldEarnedAmount)...like so... Int GoldEarnedAmount = Utility.RandomInt(15, 35) MarriageGoldEarned.SetValue(MarriageGoldEarned.Value + GoldEarnedAmount)Or even just combine them and do MarriageGoldEarned.SetValue(MarriageGoldEarned.Value + Utility.RandomInt(15, 35))
  23. Use the separate Archive.exe tool that comes with the CK to pack your edited scripts in a BSA archive. That way, when your mod is activated, your edited script will override the default; when your mod is deactivated, your BSA will no longer be loaded by the game and the default version of the script will regain priority.
  24. You can increase the font size in SkyUI's own MCM, I think. That said, what you want is SkyUI-Away, from one of the co-developers of SkyUI: keeps the MCM, reverts everything else to vanilla.
  25. Touring Carriages is an improved re-write of the old Scenic Carriages mod; you might give that a try.
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