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aoh125

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  1. Was thinking a little more deeply into it and my intial thought would likely break quest references and stuff but i just meant. Hold control and drag around sections of the whiterun world space and then hit "ctrl + C". Then go to tamriel world space where white run should be and "ctrl + V" to paste in the sections you copied. rinse and repeat as needed but again, thinking more into it im pretty sure youd end up breaking some things in doing so.
  2. Only guessing here as ive never tried to do this myself but could it be as simple as opening whiterun selecting all of it or sections and copy pasteing into the cells then removing the load door with one that opens?
  3. im not sure why you cant edit the script (wish i could be of more help there) but i did go into my directory which for some reason is data>source>scripts and was able to open the file in notepad. you could use this to make a new script with any changes and direct everything that uses the other one to the new script to test your proof. maybe you can at least still test it now.
  4. script.rar has all the games scripts in it and if not extracted then you cant edit them if im remembering correctly. script.rar should be in your data folder, just get a program like 7zip or winrar and extract the achieve.
  5. Hi ive been messing around with a small player home mod and recently linked the doors together for the interior cell to a wilderness cell in tamriel world space (-2, -16). All seemed fine, i was droping my random static etc in when on a game load to make sure everything was in place i noticed a water seam. This has happened to me before but i never found a solution. Opening the mod file in SSEEdit shows the static i put down and the load door but nothing about water changes (i didnt adjust anything with the water in the cell). Im at a loss as to why this happens and how to fix it. Searching the web for answers i come across lots of tutorial about adding water and creating it for custom worldspaces but nothing as to why seems happen when editing these cells. Any help or direction would be appreciated on the matter. Thanks in advance. **upon disabling all mods except my plugin, it seems it was a mod conflict (likely realistic waters 2 havent tested). thanks anyway folks
  6. <--- Necomancer (sorry, threads relevant to me) I've been working on adding some tomes into existing leveled lists/merchants via script. As per the norm with me IsharaMeradin is pointing the way from old posts. To the point, i went about this slightly different and admittedly inferior but simpler for me to grasp. Is there a better way to do this that doesn't involve quest creation? Figure i could drop new spells (if any) into the leveled lists to have them easily added. (adding to trader is for testing)
  7. Whats with the { and } ? Maybe removing them might make it work as intended. also you are defining the property twice unless im missing something about those signs and they do have a purpose in this. if this is just for the player then below may apply/help but if not i dont think npc's can benefit from perks anyway. you could also try using game.getplayer.AddPerk(MEADovePerk) or playerref instead of akactor. not sure if it would matter in this case but some things its picky about that. playerref would require adding in another property but is ultimately supposed to be faster. Actor Property PlayerRef Auto PlayerRef.AddPerk(MEADovePerk)
  8. Hi, thanks for reading. Im trying to create (not enable a placed npc) an npc at an xmarkerheading. Currently im using a quest with alias's spawnpoint (a direct linked ref to the xmarker i want) and banditboss (create reference to object lvlbanditboss create at spawnpoint). I use this script to start the quest The quest will run if i set event type to none but the npc doesnt spawn. Setting the event to scripted the quest doesnt even return that its running debug notification. banditboss has allow reserved and allow reuse in quest ticked. spawnpoint has allow reserved ticked. the quest priority is set to 60 (though since its activated via script im not sure thats even needed) there are 2 stages. 0 (has start up stage ticked) and 200 (has shut down stage ticked) I added the quest to SM event node under script event with shares event ticked.(when trying to make the event type scripted.) Not real sure what im doing wrong here, terrible with quest creation in general and couldnt figure out how to just make this happen via a script.
  9. Is there even a vanilla base game painting or portrait in the game? I did a quick search for the file you're after in my data folder as well as checking the folder i extracted SE and old rim .bsa's to and nether had the file in the textures. If you can point me to the cell (or even location name i can figure out the cell) that has a painting i can try and find the file you need.
  10. Could load up all the relevant mods in CK as well but then how would you isolate which one it is. Pehaps just try each of them you think it might be one at a time or check the mod descriptions and information on the download pages/post/forums. probably is a way to use console to do it but cant say i know how that works. Think it depends on load order as to if it will override the gloves but that would be worth a shot. Did you manage to get the storage and stuff to not respawn as you desired?
  11. For isolating which mod is adding gloves of peerless alchemy you could go there in game do a quick save then exit. Backup your save file, then disable all mods except 1 and try loading that quick save until you find the one that adds them. Probably a better way but would eventually lead to you finding out. As for the containers respawning, open them in editor hit edit base and tack on some prefix to the ID name. example: say you called your mod alchemist shack player home ASPH_Chest, for a chest, ASPH_Barrel, for a barrel. (the prefix doesnt have to match your title it can be anything really but it just makes the edits easier to identify) Then hit ok and ok to confirm and close the object windows. This will create new containers for just the things you want edited there. You can then open the base back up like before and untick the respawning boxes and add the asterisk to the name without editing every container of that type in the world. As for any random ingredients or other items you dont want respawning, simply unticking respawns at the bottom of the object window should do fine as it should only effect that placed item not the base.
  12. Not trying to be a downer about it but in my own experience with attempting to make mods that could be uploaded to ps4, even a script is enough that it doesnt work (im not very experienced so again could be wrong about this stuff) and the dialog runs threw quests which have payprus script fragments attached so i dont think you'll be able to point any dialog you use to the x marker you have setup and still upload for ps4. Maybe if editing the base games script for such things but in doing so you risk all sorts of complications down the road with any patches that might release or other mods (never tried this route so have no real idea there). But if you would try that, i'd look in the quest section for steward and check them out until you find something that effects BYOH stables and horses and perhaps see about tweaking the base script to make your xmarker an option.
  13. I could be wrong here but since your stable and horse isnt part of the base game i dont think any of the existing dialogue options would work to enable/buy it. Would start trying to reverse engineer a steward though if you intend on continuing to pursue the idea. best of luck wise i could give a better answer for you.
  14. Hi, Im looking for some help figuring out how to make a modded lumber mill that the player gets sawn logs when using via the byoh setup. After watching darkfox127's tutorial here. I managed to get all the functionality it shows up and running with my mill but noticed it lacked being able to buy lumber from the npc so i started digging into the quests for byoh and noticed i needed to add BYOHLumberVendorFaction to the npc to get that dialogue. Unfortunately this still does not make the lumber mill give the player 10 logs even if the npc is friends and has the dialogue saying they could use a break anyway etc. I tried adding loctype lumbermill to the cell its in and setting the resourceobjectsawmill to havelocationreftype resourcedestructableobject, mimicing what i found the one in riverwood to be setup as. Also have been looking over the script the byoh quest points to for the lumber operators "BYOHhousebuildingscript" but havent noticed anything i've missed in there that needs added ether. this is the section of it that relates to the lumber mill Anyway my question is has anyone figured out how to make this work or notice what im missing to get it up and running. Thanks for any guidance on this problem in advance.
  15. Cant say i have any specifics about what youre trying to do but in the scripts section of these mod resources there is a teleport script that may be of some use as a reference to start trying to make it all work. https://www.nexusmods.com/skyrim/mods/79519/? Good luck Tharalo.
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