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DreamKingMods

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Everything posted by DreamKingMods

  1. Yeah, like I said, I think you'll need to extend ObjectReference for that. The OnEquipped event is part of the ObjectReference script, not the (more primal) Form script--which makes sense, since not all forms can be equipped, and when a character does equip something, they're equipping an instance (an in-game object) of the base form, not the base form itself.
  2. There are several mods that restore cut content, and several more in progress. Of course, some content was cut because Bethesda decided to do different things with various character stories. But for example: - Research Thief restores a cut College of Winterhold quest. - So does Missing Apprentices. - My own ESF: Companions Guild mod restores some cut content to the Companions questline, including the Animal Pelt Collection quest. - There's an ambitious project here that will be restoring a lot of Civil War cut content. - And there's a project in-progress here to restore some of the Windhelm Pit content. Also worth mentioning that the Unofficial Patches make numerous small "restorations" of content that wasn't working properly.
  3. It would help to know more about what you're trying to do. A form is essentially a template--if you're trying to do something with instances of that template in the game world, you might need to extend ObjectReference instead. But as I said, it would help to know more.
  4. Similarly my Enhanced Skyrim Factions: The Companions Guild has an MCM for its requirements version (the full version of the mod will be getting one with the next update).
  5. One way would be to put a script on the second chest that blocks activation and then in its OnActivate event instead activate the first chest. Thus, when the player activates the second chest, it will be the contents of the first that are shown.
  6. It's done through a combination of scripts and AI packages. When following, Serana has two AI packages, one for following and one for sandboxing. Which is active is based on a variable in the package conditions. There's then a script on Serana that refreshes every second, and checks the player's position. If the player hasn't moved more than a certain distance within the past few seconds, the variable gets switched and Serana's sandbox package activates. When the player has moved more than the threshold distance, the variable is flipped back and the normal follow package takes over. If you're just looking to add this to vanilla followers, there are mods like Followers Can Relax and Lively Followers that do so already. If you're looking to build a mod that does this for your own enjoyment or whatever, the key is to understand that the AI packages and script are not applied to Serana's actor record directly, but rather to a quest alias that is only active when she is following.
  7. There are a few horror-themed quest mods out there--have you played Into the Depths or The Fifth Gate? Also keep an eye on Castle Brennenbergh (unfinished), since you liked Amnesia.
  8. I haven't been following Rochebere closely--I've been aware of it, but waiting for release--so forgive me if this is a silly question, but does your lore require the city to be very old? Or unknown? Because if not, you have the 200 years since TES4 Oblivion to work out a lore-friendly reason for putting the city wherever you want it. For example, "the city began as a small Imperial border fort that Nordic farmers and hunters fled to for safety during the Oblivion Crisis, causing it to expand into a full town, independent of any of Skyrim's holds. Then in the Great War it grew rapidly from refugees fleeing over the borders from Cyrodiil and Hammerfell. At the same time, the inability of the Empire to protect itself led to the city becoming fully independent, with its own guards and its own ruler. The mix of Nordic roots and settlers from abroad created a unique blend of architectures and cultures." Or something like that--you get the idea. A similar background would work with the High Rock border, too. Personally I'd shy away from the idea of an island just because several of the other big mods are already doing that--Wyrmstooth, Falskaar, Issgard--as of course is the Dragonborn DLC. On the other hand, a big city that I don't have to sail to would be a unique and cool addition to the game.
  9. I've been working on this with my mod ESF: Companions, should be done pretty soon.
  10. There's also True Yield, which additionally lets you pickpocket the yielded NPC.
  11. Yes, it's worth noting that Janus didn't post in this thread from mid-January 2012 to mid-May 2012 because of real life matters, so an absence is not unprecedented. And it's worth taking heart from the fact that soon after he returned, the first version of Atvir was released.
  12. The notification area, maybe? When making a mod, if you want something to appear there, one way is by using the command Debug.Notification("your message").
  13. It was fixed in Skyrim 1.6 I believe, or thereabouts.
  14. The Cerwiden follower mod is extremely popular because she will heal/buff you and other followers you have with you.
  15. Using assets from Oblivion in a Skyrim mod wouldn't be allowed, and such a mod would be shut down by Bethesda and/or the Nexus. Basically a lot of content created for games is done under a contract that it is only for the intended game. If Bethesda permitted voice assets to be re-used in other games, the voice actors could reasonably come to Bethesda and ask for additional compensation. Same thing with weapon and armor models/textures and other game assets. This has been Bethesda's policy since modding their games became popular in the Morrowind era.
  16. I'm really hoping for a Better Cities-type mod eventually, too. Nothing really comes close yet, but here are a few that may scratch that itch a little: (Note that not all of these are compatible with each other, and I haven't used all of them--I just like to keep track of my options.) - Nernies City and Village Expansion - Solitude Dock District - Solitude Expansion - Better Docks - Dawnstar Expanded - Dawnstar Indoor Market - The "Places" collection from ThirteenOranges It's all kind of piecemeal at the moment; but then, Better Cities originated in the same way.
  17. Have you looked at Vilja, the most-endorsed follower mod? She will do things like demand that she gets to lead you sometimes. There's also Atvir Dres who has a hatred of Argonians and may break off following you to fight any he meets.
  18. My mod ESF: Aela does this for Aela. I think Amazing Follower Tweaks does it for everyone--you can infect followers with lycanthropy, and then have them change with you.
  19. Note that the InventoryWeight actor value isn't actually tracked for anyone other than the player--or at least, it wasn't in early versions of Skyrim. I don't know if they've since fixed it.
  20. Because it's a city of thieves and corruption. There's a good mod called Skyrim sewers that adds sewers to the other cities.
  21. You'll need to use Adobe Flash or another program capable of editing and compiling Flash projects in order to edit most elements of the UI. The SkyUI team has made decompiled versions of the vanilla UI files available, so that's a good place to start.
  22. All dialogue in the game is associated with quests. On the other hand, because of this, a quest is not always a "quest" (with stages and objectives and journal entries and such)--some quests exist just to contain dialogue.
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