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EliteKhajiit

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Everything posted by EliteKhajiit

  1. Could it be this one? http://www.nexusmods.com/skyrim/mods/3962/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D3962%26preview%3D&pUp=1
  2. Haven't used these, but they might do the trick: Skooma Drug Effect Skyrim Skooma Overhaul Addictive Skooma Interesting, but not exactly what I'd hoped for. Unfortunately, I don't think what I'm looking for exists. Thanks for the suggestions though.
  3. Thank you! Do you happen to know if this already exists as a mod? It's odd that such a simple fix isn't included with the USKP.
  4. I'm interested in becoming a crack-head. Is there a mod that does justice to the addiction system for skooma? I'm talking about negative effects that continue for days if you don't drink any skooma, and possibly even intensify as time goes on until the drug is out of your system. I'm using iNeed, but it doesn't seem to do anything worthwhile and adds an annoying blur to the screen.
  5. OK, now I'm experiencing a different glitch that makes some books randomly disappear completely. Bookshelves are the buggiest thing I've seen in this game.
  6. They don't walk on the navmesh, they walk where the navmesh is. You put it over regular surfaces.
  7. 1) Get LOOT. BOSS is out-dated. 2) Don't delete mods unless you know for a fact that it is safe to do so. You'll screw up your save. 3) Wyre Bash should only be used for making bashed patches these days, and a few other advanced functions that you probably don't need to worry about. If a mod is dirty, clean it with TES5Edit. If it is incompatible with another mod then you should have known that before you installed it. At best the author of either mod will have made a patch. If there is a conflict with the leveled lists, WB is there to use. 4) You can hover your mouse over a plugin to get information. MO tells you what a dummy esp is there for.
  8. When I take a book off the shelf without using the menu, it creates a new spot. So if I take a book from a shelf that holds 11 books, it then will hold 12. This happens with vanilla and custom bookshelves alike. If there is a fix for this within the CK(that doesn't involve adding a 3rd party script), I can't find it because doing a search brings up threads from before the other bookshelf bug was fixed. This is a different bug. Anyone have any info on how to fix this? I'm also open to blocking the ability to remove books directly if I can do so without disabling the ability to read them from the shelf.
  9. Great :smile:. Once you finish it, if you decide to upload it, could you link me to it? I'd be interested to see what you've done. I will, but I think I still have a while before I get to that point. I still don't really know what I'm doing lol
  10. I like the core concepts behind Requiem, like the encounter zones and the more old school RPG aspects, but I don't like a lot of the overhauls to the other areas that it does, like the perks, combat, and crafting system. I haven't tried it yet, but it looks like SkyDie does some of the same things as Requiem, while allowing the player to use other overhaul mods to taylor their experience. I think for my next playthrough I'll be using SkyDie with Combat Realism and some other overhauls. i don't really think there is any reason to use one mod that overhauls everything with the large amount of specific overhaul mods available. SkyRe is pretty awesome if you want something that is like a remade Skyrim. To me, if feels the way the vanilla game should have been. Also, SkyRe does have encounter zones with high minimum levels like Requiem, though I don't think it's nearly as extreme.
  11. Ok, second time around was a success. Not a single issue. I'm a little concerned because it I don't know why things were so messed up the last time around. I'm pretty sure my aliases were somehow not functioning correctly. I couldn't even get the quest item check box to work on the amulet so I couldn't drop it. Weird. Whatever the case, things seem to work alright now so I'm going to get back to my mod.
  12. You have the SEQ file, I'm assuming? Also, you don't need the SetObjectiveDisplayed in the dialogue fragment. Put it in the quest stage fragment for stage 10. I don't know what could be wrong... Huh. I just had a similar issue - it all seemed right, but it wasn't working. I'm afraid I can't help you with this one. Sorry. Ok, that makes sense. I was just following what the tutorial said to do here: http://www.creationkit.com/images/6/62/ScriptedDialogue.png I meant to post this too, but for reason it got deleted. It is the papyrus fragments for stage 10 under quest stage. It doesn't work to enable the thief alias though: SetObjectiveDisplayed(10) Alias_Thief.GetReference().Enable() DungeonMarkre.AddToMap() I bet this is all caused by something stupid. Like when I made my first bookshelf, it didn't work and I remade it 5 times and spent hours troubleshooting until I figured out that I had to leave and re-enter the cell to get it to work.
  13. I'm not entirely sure what you mean, but this is the fragment that sets the stage to 10 "Oh, thank you so much. It's been taken to Reachwind Eyrie. Please hurry! I'll give you twice what it's worth!" GetOwningQuest().SetObjectiveDisplayed(10) GetOwningQuest().SetStage(10)
  14. Ok, I'm not seeing any related errors in the papyrus log. Thought I'd try it on a clean game with no mods. Oddly enough, the quest doesn't even register in the game. Talking to bendu doesn't setstage 10, and the quest isn't even showing the console to set it manually. Idk what I did to mess this up so bad, but I think I need to start over and go through the tutorial again. I could have done that twice by now with all of the trouble shooting I've been doing :confused:
  15. Where will that warn me? I checked it but I'm not seeing any warning when I load the ESP in the CK. The thief if the reference of the "dirt thief" base I placed in Reachwind Eyrie. Basically I placed him there and made an alias for that reference. Then I made the amulet to be created in that alias.
  16. Well I guess the biggest issue is that the game isn't recognizing the thief alias. The thief is initially disabled and is supposed to be enabled when setstage 10 runs, but that just doesn't happen. This would explain why the game isn't placing the amulet in the thief's inventory when the thief reference is manually set to be enabled as well.
  17. Ok, so I did that tutorial last night, step-by-step, and thought everything would work like it's supposed to, but I ended up with a number of issues. I went back and double checked everything and couldn't find any problems on my end(doesn't mean they don't exist though), so before I dive in and start over, I want to know if that tutorial is still supposed to work? Maybe some things were changed in an update? I saw that they added the SEQ file requirement in an update, and I made one with TES5Edit, so that wasn't an issue. I don't even want to get into troubleshooting it just yet because I have like 5 or more broken functions atm, first I just want to verify that the quest is still supposed to work before I start over.
  18. Depends. If it's a pretty quick question about an issue you're having, then just ask it here (hence Quick Questions, Quick Answers), but if it's a larger issue like a full tutorial on how to do it, then you can post your own topic. And you don't need to have your own custom dialogue. You could have a messagebox pop up at a certain stage or when something happens (see Events), and then when a certain option is chosen in the messagebox it sets the appropriate stage. Ok, I'll just ask one more quick question here. Is it possible to make an NPC advance a few levels? Choosing to kill the nord would avoid fighting the more powerful necromancer and his minions(which include a Draugr Deathlord), which would make it too easy. I'd probably just use a pop-up box in that case. I like dialogue and it would just seem weird to have subtitles only.
  19. Wow, thanks for all the info! I wasn't even planning to do a dialogue because I don't want to deal with custom voices, I was just going to have a message pop-up which basically told the player that they had to pick a side. But I might see what I can come up with because having it voiced would be so much cooler. Another thing I'll have to do is to make the questgiver essential and remove the optional "protect him" quest until the option to side with him is selected. I'll check out the tutorial and that quest. Should I use this thread for future questions on that, or make a new one?
  20. So I'm wondering what some of you experienced scripters think about this. I've pretty much finished making a mod that converts Hillgrund's Tomb into a necromancer lair. It looks and feels like it should, but the issue is that the quest for that tomb requires that the player help a nord kill a necromancer that has taken over the tomb. Obviously, that is kind of contradictory to do if you yourself are a necromancer, so I'm looking at ways around that. My idea is to write a script that gives the player the option to continue with the regular quest at the end, to kill the necromancer and help the nord, or to attack the nord and help the necromancer. The quest would have to be completed either way, and it would be ideal if the tomb was cleared as well. Also, the necromancer and the draugrs in the tomb would have to be friendly with the player if he/she chooses to kill the nord, but that isn't really an issue if the final battle isn't triggered, since they are not hostile until then. So my question is, is this even possible to do in Skyrim, and is it unrealistic for someone with no scripting experience to figure this out? And does anyone have any suggestions for a mod that does something like this that I can look at?
  21. That actually sounds like a really awesome spell. I'd like to see that done with an impassable wall, and at the same time it would heal anyone inside of it. I can just imagine a druid doing that with a wall of vines and healing the group(sounds like an MMO spell though).
  22. Just stumbled upon the answer in a thread I was reading. Here it is: Reference So the answer is that having a NONE encounter zone will cause it to reset/respawn. Ok, that's what I was thinking. But then that makes we wonder how it handles levels. My guess would be that an encounter zone set to none adjusts its levels to the player level everytime it resets. And by merging cells, I meant merging the navmesh boundaries of exterior cells. Even though it makes the green line, which would indicate that NPCs will travel between cells, I'm thinking that I might need to finalize each cell individually to make the game recognize it.
  23. Question I just thought up, relating to my earlier comment about the broken navmesh. If I merge multiple cells, do I need to finalize all of the connected cells one at a time to get the new navmesh to work?
  24. Yeah, the respawn flag is off and the encounter zone is even set to noresetzone. idk, it seems like stuff doesn't behave as it should at times. Like yesterday I messed up a navmesh and fixed it, but the game would not recognize it as fixed. I had to delete all of the changes in TES5Edit just to fix it. The people that made TES5Edit deserve an award because it seems to be an essential tool for modding, which is sad on Bethesda's part. Did they actually make the game with the CK? Ok that turned into a rant lol
  25. I'm saying they respawn even though they are already set to not respawn. edit: I could be wrong though, I'll have to test it again. edit2: Yeah I was wrong, they don't reset if the respawn flag is off. Glad you fixed it. :/ Turns out I was wrong about being wrong. I just did a reset and all of the enemies respawned for some reason. And also annoying, the items I placed that were supposed to respawn did not. The more I use the CK, the more I think that it's just loaded with bugs and broken scripts. Or maybe it's just Skyrim itself that is broken. Or both. Anyway, I have another quick question(you might not know it though). How the heck do I make bookshelves safe? All containers except for bookshelves seems to be immune to the resetinterior command.
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