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bomo99

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Everything posted by bomo99

  1. i can try to get them all back i cant find one of them so far Mod list from wyre bash Missing Masters for Save 227 - Dremora - Chorrol, Level 8, Playing Time 33.01.07.ess: xx 1630-1.0-Bloodworm Helm + Necro helm for ArchMage-TESSource.esp xx _Ren_BeautyPack_full.esp xx _Ren_BeautyPack_onlyhairs.esp xx ACCCGR.esp xx actors_in_charge.esp xx Adaman Fortress.esp xx Akarvi temple_v1.2.esp xx AkaviriSamuraiShop.esp xx AncientTowers.esp xx Apachii_Heroes_Store.esp xx arenaraiment.esp xx Armageddon.esp xx Armory of the Silver Dragon.esp xx Battle4Morrowind.esp xx Black Vengeance.esp xx Blades Akatosh Dragonscale.esp xx BladeSong.esp xx Bloodworm Helm Fix.esp xx Boots of the Apostle.esp xx Bow of Shadows.esp xx BravilSeaDomes.esp xx BravilSeaDomesExpanded.esp xx Castle Goldmore Patch.esp xx Castle Goldmore.esm xx Castle Ravenpride.esp xx CM Partners Extra NPCs.esp xx CM Partners Marker NPCs.esp xx CM Partners More NPCs NE.esp xx CM Partners More NPCs.esp xx CM Partners NPC NE.esp xx CM Partners NPC.esp xx CM Partners Special NPCs.esp xx CM Partners.esm xx CM Partners.esp xx Companian.esp xx Daedric Scourge.esp xx DaedricCrescentBlade.esp xx Divinesword.esp xx Divinesword2.esp xx DMACArmor.esp xx Dragonbone Cuirass.esp xx DragonKnightArmor0.9.esp xx DragonSlayerReloaded.esp xx Drake Knight Armor and Weapons v1.0.esp xx Dread Knight Armor.esp xx Dread Knight Armor2.esp xx Dreadweave Complete_Heavy.esp xx Dreadweave Complete_Light.esp xx Easy_GoToTestingHall.esp xx Ebony Mail.esp xx EleidonsWard.esp xx EpeeDuHero.esp xx Fang of Haynekhtnamet.esp xx Ferretmyster Chrysamere.esp xx Fists of Randagulf Patch.esp xx Fists of Randagulf.esp xx GoldenShadowArmor.esp xx GTAesgaard.esp xx GTAesgaard_2.esm xx GTAesgaard_2.esp xx HeartOftheDead.esp xx Ice Elves and Wolf Elves.esp xx IceBladeofTheMonarchOblivion.esp xx Ivellon.esp xx keyoblivion.esp xx KillWithoutGetingInTrouble.esp xx Knight of Skeleton.esp xx Kvatch Rebuilt.esm xx Kvatch Rebuilt.esp xx Legion Faction Mod.esp xx Lera's KnightArmor.esp xx LoadingScreens.esp xx LordKain_Adash_World.esp xx Lords Mail.esp xx LostCityofAtlantis.esp xx LostSwordOfTheAylied.esp xx Mehrunes Dagon's Weapons.esp xx MidasMagicCompanions.esp xx MidasSpells.esp xx Moriarcis.esp xx Multiple Creature Summoning.esp xx New Frostmourne Sword by Jojjo v1_0.esp xx Okaritemple.esp xx pale_rider's Armory of The Divine Guardian.esp xx QuestItemFlagRemover.esp xx realumbra.esp xx Reaper's Tower V_1.esp xx Ring of console.esp xx RingOfCheating.esp xx Rise Of A Samurai.esp xx Romuska Fantasy Store.esp xx RTT.esp xx samurai.esp xx ScarletMonastery.esp xx ScreenControls.esp xx ScreenEffects.esm xx Servant of the Dawn.esp xx shiningset2.esp xx Sky_Mansion-5909.esp xx Snow Dragon Temple v1.0.esp xx SnowAndHarukoCMPartners.esp xx Sonia.esp xx Spear_of_Bitter_Mercy.esp xx Staff of Hasedoki Tomb.esp xx Staff of Magnus.esp xx tda_Armoury.esp xx TheOubliette.esp xx TheWellOfMinlorada.esp xx Tomb of the Unknown Knight.esp xx TOTF.esp xx True Rings of Lore.esp xx True Skullcrusher.esp xx True Spellbreaker.esp xx Underworld Armor.esp xx Unholy Cathedral.esp xx Viking Village.esp Masters for Save 227 - Dremora - Chorrol, Level 8, Playing Time 33.01.07.ess: all the xx ones are ones i havent installed some on the list i dont have at all some i just need to find again
  2. i have found an old save on my hard drive and i have been running into issues Here's the save: https://drive.google.com/file/d/0B0b7QFTyv89_Q0ZOZHY1RFBLX0k/view?usp=sharing many NPC's are saying no Greeting and i dont know why but 1 theory i have is that since i dont have any of the mods i originally had its taking it out on the main game is their any fix to this issue
  3. the lag started to be noticed with the dispel is in the code, when i didnt have it on there was no lag Edit: im assume the repair and recharge cant be scripted through CS?
  4. i have another idea i was wondering if it is possible to have weapons auto repair and recharge at lets say every 5 sec recharge could be 1 use per 5 secs repair could be a normal amount from a repair hammer or lets say 25 Wep health every 5 secs. the limit could be ingame 100 if not expert, 125 if expert or master armorer
  5. this is the code for the summon: scn DMRSummonDraxe begin ScriptEffectStart Dispel DMRSummonDarekeSpell Dispel DMRSummonDremoreSpell Dispel DMRSummonDrumphSpell Dispel DMRSummonKalKnightSpell Dispel DMRSummonKarokeSpell Dispel DMRSummonKorinxSpell Dispel DMRSummonLarilicheSpell Dispel DMRSummonSolaceSpell Dispel DMRSummonWarfeSpell if ( DMRDraxeRef.GetDisabled ) DMRDraxeRef.Enable endif if ( DMRDraxeRef.GetDead ) DMRDraxeRef.Resurrect 0 endif DMRDraxeRef.ResetHealth DMRDraxeRef.MoveTo PlayerRef DMRDraxeRef.PlayMagicEffectVisuals ZDRE 60.0 Message "Summoning Draxe" end begin ScriptEffectFinish DMRDraxeRef.DispelAllSpells DMRDraxeRef.MoveTo DMRSummonBackRef DMRDraxeRef.Disable Message "Draxe returned to his Dimension" end begin ScriptEffectUpdate ; this one might have issues, although it should work I think if ( DMRDraxeRef.GetDead ) Dispel DMRSummonDraxeSpell endif end Now i have observed something small but it is very noticeable when you summon one then summon another the summon will lag for a sec but then will be fine if anyone can help fix the lag issue i'd be grateful (The code functions like it should it just lags the game)
  6. ya until i decide to do something else with it
  7. i fixed the issue i clicked on all of them "initially disabled" and voila fixed, my first thought of why it did this was the actor package that they all had Followplayer.
  8. now i ran into a problem i wanted to test out a new set of armor i put in my mod and this happened when i fast traveled to memorial Cave if you need more context all my summons followed me to memorial cave after i fast traveled if you need to see what happens let me know i will make a video to show what happened. if anybody wants to take a look here is a link to he omod https://drive.google.com/file/d/0B0b7QFTyv89_aUlNaHRGYkQ3cGc/view?usp=sharing
  9. id like them to be separate do i need to use obse for the spell effect desc and icon to change or is there a way to do it in CS
  10. no the problem is that i can use 3 summons and 3 npcs show up but i want to these spell to act like a summon(i dont reall care if i can use vanilla summons with these) thats why i think an if statement would work in this problem like if Player has summoned Dremore and wants to summon Draxe then dremore return to the xmarker and draxe appears but i wonder where in the code to place this if statement
  11. i have a little problem which i know can be fixed by an if statement but i dont know where to put/dont know what to put
  12. from the first code Script Error Script 'DMRSummonDremore', line 12: Item 'DZRE' not found for parameter Magic Effect. Compiled script not saved! fixed the problem changed DZRE to ZDRE and it worked going to test the scripts now yay the summon works and if you resummon before the duration ends he reappears just as a normal summon i like the idea of MessageBox but i want to know if i can use the one that appear at the left top corner if you dont mind 3 small questions 1. is it possible to change the text of the spell to anything but saying script effect for 60sec or whatever it says. 2. is it possible to change the spell icon. 3. is it possible to get a npc to wear everything in their inv? i have a cape in the Dremore npc in cs its biped object is tail but when dremore is summoned he doesnt equip it
  13. As you can see the summon doesnt follow the player at first unless you summon it in combat or change cells then it follows the player and if you summon after the you summon him initially or just "reset the timer" you cant summon him again
  14. now the summon cant issue a conversation, thanks(in a Good Way) for the code although the following needs work because the npc does follow the player as soon as he's summoned and still having the "resummon the Dremore before the timer runs out the will reset but dremore can no longer be summoned" Problem
  15. when you let the timer go out (mind you i set to 3 secs to test this) it works fine, can still summon him and how am i suppose to do the dialogue thing still new at this and i tried deleting the dialogue that is not going to be used and i am also trying to make so the player cant issue a conversation with the summon just like an other summon
  16. these are the packages i have on him in order aaaCreatureExterior1500AllowFalls aaaCreatureInterior512AllowFalls FollowPlayer i got rid of the first 2 and kept follow player and it works now i have found an issue if you resummon the Dremore before the timer runs out the will reset but dremore can no longer be summoned and i was wonder is it is possible to remove all dialogue from the npc except combat dialogue
  17. for the book script you gave me i am getting this error Script Error Script 'DMRChestSummoner', line 4: Unknown variable or function 'HasSpell'. for the summon it works great but the summon doesnt follow the player is there a certain ai package or script that i need to put?
  18. i dont wanna go to far with my mod until i can get the Book script fixed but i wanted to create a summon spell that summon a npc (that i made for the summon) here is the code scn DMRSummonDremore ref caster ref summoned begin scripteffectstart set caster to getself set summoned to caster.placeatme DMRDremore, 1, 32, 1 summoned.moddisposition caster 100 summoned.pme zdre end begin scripteffectupdate if summoned.getdead == 1 summoned.removeme endif end begin scripteffectfinish if summoned.isactor == 1 summoned.removeme endif end now i gave the npc 3 Ai packages aaaCreatureExterior1500AllowFalls aaaCreatureInterior512AllowFalls FollowPlayer but when i summon it, it just wanders and doesnt follow the player also if you resummon it before the timer runs out you can get 2 summons when i want it to act like a normal summon. can anyone help me fix this issue.
  19. thank you so much the code you gave worked but now i am trying to have the player read a book to get the spell but unfortunately when i do this scn ChestGiver Begin OnActivate Player.addspell DMRChest End when you read the book you dont get the spell
  20. this is what i put scn Chestsummoning BEGIN onActivate DremoreCache.activate player End and i keep getting this Error --------------------------- Script Error --------------------------- Script 'Chestsummoning', line 4: Syntax error. Invalid reference 'DremoreCache' (only object references and reference variables are allowed in this context). --------------------------- OK --------------------------- i tried object and magic effect type of script and thats what i get
  21. the editor id i have for the chest that i want to put as the target is this DremoreCache(Editor id) but i keep getting the error also i now have an issue with the armor when i give it to a female companion i get this i have isolated the problem to the mask but nothing seems to be wrong in the nif file or through the construction set Edit: nvm fixed it it was a problem with the construction set i got it fixed
  22. so this part "<your-chest-editor-id>.activate player" would be on the spell script correct? Now im getting an issue Syntax error. Invalid Reference 'The Storage name here'(Only object references and reference variables are allowed in this context) when i copy the midas chest remote script type but if i change it to magic effect same thing happens and this is my code for it scn Chestsummoning BEGIN onActivate 'The Storage name here'.activate player 0 End
  23. it acts like a portable chest, you cast the spell and you go to the chest menu to store or take items Edit: if you like to look at the script i have a midas magic OMod
  24. ive been trying to make a mod like the midas magic chest that i can fit in my mod but i cant quite get the scripting to work like the midas chest so i was able to go with another version a literal summon chest unlike the midas chest i was wondering if you could help me get mine to kind of act like the midas chest
  25. was wondering if you could help me out with something else?
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