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Everything posted by Tasheni
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creation kit - my follower won't ride anymore
Tasheni replied to Tasheni's topic in Skyrim's Skyrim LE
If somebody has the same problem, I solved it: There is a hierarchie with the packages. A package attached to an actor is overwritten from packages attached to an alias of the same actor in his quest. And this is overwritten by packages in scenes. So I put the riding package into the alias before the follower package and now it works. In the actor are only The forcegreet and sandbox-packages. All works fine now. I'm really proud, that I have six followers, that will together mount and dismount without any problems :laugh:. -
Think, you will get this lore-friendly, though that's my thought on it: I have a special system, I'm working with. The heartbeat is to get into charakter - what is the follower, how feels he, how would he act or think in special situations, is he a sarcasting citizen with no anbitions or a swashbuckler or the good friend from neighbourhood or the hard lady with sorrows and needs she will fight for, etc. With this charakter I look for the situations in game he is confronted with. How will he act with his special personality and response to environment and people. If you take it seriously, he is really living in this world and can't get out. I write the dialog with this in mind. Player comes second: Like in the real world, he has to learn about the other, in this case: about me as the created charakter. And there are of cause dislikes of these and that, but if your chara is authentic, it doesn't matter much. It is important, that he is believable. It intends much of how player is taking the game: Will he only joke around, because he knows everything about the quests and skyrim and is just bored or is he really interested in gameplaying and lore - or a mix-up of both? This is the first decision: What will my follower stand for? Greetings from germany - Tasheni :cool:
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Dear guys, the whole day I tried to get my follower to play instrumental at request. I copied the "BardSongs" to MyBardSongs and edited the mainscript to fit only instrumental playing. Copied also the BardSongsInsrumental to MyBardSongsInsrumental and pointed the VMQuest-Variable from the scene to MyBardSongs. Scene is triggerd by dialog. First issue: My follower shows the dialog and gets to the playspot and plays - without music. The second issue: I can't get her to play again despite the dialog with the triggering script shows up correctly. Before I pointed the VMQuest-Variable, my follower doesn't played, but the music started. I was puzzled and thought, that this must be this variable, that triggered the sound. I'm really confused, please, can someone help me to get wise? I appreciate your help. Greetings from germany - Tasheni
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Need to fix this: Custom Follower suddenly won't go inside a house
Tasheni replied to Tasheni's topic in Skyrim's Skyrim LE
Weird thing. I don't know how, but it seems, this issue has to do with the followers riding. I fixed the follow inside issue - I removed the follower package. Now they follow into houses but won't ride anymore. :sad: I use Matthiewagg and Jacs Followerscript and it works perfectly. Than I used two FollowPlayer-Packages, one without ridingflag, one with ridingflag, the latter before the first and with the condition IsRidingMount on player. It worked fine. I was blind and didn't notice, that I have a followerpackage in the followeraliastab in the quest already. Is this the reason, why I got issues? Perhaps it is a better way, to force the riding with a script, but I'm no scriptwriter, I understand a little bit but not enough to do this. Can someone help me with that? What I will try now, is to add the riding package into the aliastab - and look, what it does. :laugh: :laugh: :laugh: :laugh: :devil: :cool: Yes, that's the solution! Hard way for beginners, really. I have to add all the packages into the alias tab of the quest to work properly. Dear Matthiewagg, if you read this, please make an additional note to your great tutorial. I used the actor's package tab, like every tutorial, I've read, recommend - what a misleading. Okay, now I'm really happy, tired and a lot wiser :) -
Hello guys, I ran into the next trouble with my follower mod. My follower suddenly won't follow me inside houses, no matter, what type. They wait for me in front of them till I come out and than follow me again. How is this possible? They all have followplayer-packages and all has worked fine. It occurs, since I created a new scene in the wilderness with only one of them, but I can't see, how this could affect follow-packages. Someone knows how to fix it? Strange is, that it also occurs on the backups, I've created, and I am sure, that it had worked normally. I always use a clean save, make frequently seq files and have no other companion-mods installed, except of convenient horses. I would really be very happy, if someone could help. Thank you so much.
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No, only one bed, but in the crafting area outside there are bedrolls :)
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Hoamaii Clearsky Hideout, if you have only one or two follower, is the finest housemod i've played with. For some romantic outside, for chldren or spouses I found Bri's home useful. A real highlight is Wind Path, because your followers won't get bored - I was in there with five companions and it was fun. Unfortunately it crashes, when I tried to get out again with all follower, but this could happen because of to less VRAM, I think. My preferrings are homes without all these mannequins and ugly display cases, and with the minimum of five followers at hand and two dogs I always take Whiterun Mansion. But I changed it with the help of Jaxons Positioner: Deleted all the ugly grey walls and replaced them with white ones and got more windows and light inside, shrinked the fireplace in the entrance and that alike :laugh: I like houses, in wich I really would like to live - the most are to dark for my needs.
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Edit: I used this video tutorial from DDproductions83: Now I made this from scratch again, but it does not work. My follower doesn't call the horse and if it is near, she won't mount. Perhaps there's a better way to do this with scripting, but I'm not good enough to work this out myself. Perhaps someone has an example script? Original post starts here: Today I feel like I must cry. Don't understand this. Yesterday I worked with dialogue triggering, all was fine. Than I created the last of my six followers into the esp - no, without merging, I've done it completley new. She got the same riding package as the others and the same spell and scripts like before, to call the horse and set the ownership. Got no problems the last weeks with that, all six followers got on their horses, without failure, every time player rides. After making the last follower, she won't ride, but all the other worked fine. Yesterday. Today I startet again, trying to figure out, why she won't ride. I changed nothing, but now they suddenly all won't ride. :sad: I cleaned the mod, startet the pc and creation kit again, checked the scripts, the properties and the packages again and again - it doesn't work. WHY? And that is not all. Two working packages also doesn't fire anymore, one does. I changed nothing with them. Perhaps someone has same issues and can tell me, if I am doing something wrong. It is really frustrating and takes so much time, I haven't already. Before I make all the packages and scripts new - has someone experience with that? Kind regards and greetings from germany.
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This seems to be true, as I generally work without internet connection and got no crashes - except if I am doing something wrong (and that's a lot). Especially, if I have to delete something. Creation kit won't delete really. So are packages, dialogue or scripts I have deleted, already active, but not visible or only marked as deleted. After saving and loading new (that's a pain, really) some points are active already. For example a facial expression, that I reseted, was suddenly active two weeks after that! The solution is, to clean the mod with TESVEdit after every deletion, especially dialogue changes! But this will not be enough, I have to start the whole computer frequently new every two hours, because the kit won't save my changes after a while of working. Perhaps this happens because of less RAM, I don't know. This works, no data loss, no crashes. Of course you have to save your mod after every step, and before changes make a backup of the whole mod with a version number.
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So I've done it now, your video was not exactly what I wanted to do but helps a lot and so I know now, that there's a way to trigger scenes through dialogue, what will be very welcome in future. I use this method to start another quest, because my scout-comments are not scenes. Thank you for that. One question triggers another and so here comes another one: Because I have used the idle dialogue section, I have not enough letters for my dialogue. I made three idle comments now, that my scout should speak after another. I tried to realize this through distance values, but only the first dialogue was fireing, no matter, what order I gave them. I only got this to work with scripts to increase the queststage. It works fine, but this way many, many scripts are necessary. Perhaps there is another way to do this? Kind regards and greetings.
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Ah, okay, very importent info with the triggers, I will remember, if I use some one day. And thank you so much for taking the time to make a video! :cool: I think, I have understood all, no more questions for now, I have to try it out but it should work without problems. Have a nice day.
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I have a start quest for each companion, where the standard orders are in, such like wait, follow and the like. Quest stages increase through setStage() For the comments of the scout I made a new quest with a start script. The script is attached to the trigger, that I positioned in the valley near Hunter's Rest. The script points to the quest and sets the stage. It is only one trigger for now, till I get it to work - Skyrim is a big country, so I expect perhaps a hundret triggers? Don't know, if this is possible, but I want to try out.
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Thanks, skinnytecboy, for your quick reply. For my further understanding: I could use scenes for dialogue, if only one person is commenting something? Nobody should reply to this comments. With this method, I don't need the triggers? I want him to speak at exact points, and I don't know, how to do this with conditions, because they don't cover unhabitated places in the wilderness, for example. Or do you mean, that I can set a condition, that has a reference to the trigger? You see, I'm thinking :blush: Don't want to use packages, the stack grows to heavy :) The starting script should be no problem, I have done this before. And seq and the stuff alike - of course. I have learned this lesson at the beginning - the hard way. Yes, I have fun to see, how it grows, from really hard beginning to now with real progress - and voice acting is fun!!! Unfortunately I can't use my voice for the scout, but there are enough girls in the mod :laugh: Thank you so far.
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Hi comunity, I have created a scout companion and my goal is, to let him comment and explain paths in the wilderness, environment comments about caves, towers, etc. - like a real scout he should know the ways. Dialog is set up right, I can talk to him. Now I wanted to create activators in the wilderness, and if he walks through, then he should say a comment about environment. My first try with an activator doesn't work and I don't know why. I created the quest, set up a trigger, that the scout own with an attached script, that starts the quest. Quest dialogue is placed under dialogue view, condition his id and queststage. But he says nothing. What am I doing wrong? Is it possible to do without extra packages? I am a modding beginner and some things are very difficult for me to understand. Thanks for your help. Greetings from germany, Tasheni
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Your Top 5 "Must Have" Follower/Companion Mods.
Tasheni replied to JJDrakken's topic in Skyrim's Skyrim LE
I love Anna NPCs, they are intelligent, quick, unique characters, have all their backstories, some nice quests, many, many, lines of voice-acting, own songs, some are marriable, they have their own horses, they are all very good fighters, customable through SkyUI. Most I like Darion ( love his rapier wit :) ) , Nadina, because of her clear, dirty kind, Anduniel for her friendly and careful kind and of cause Aries, the wonderful dog. I have tried also Valyen, Teryn and Zorya, they are wonderful too, but not so specially for my opinion. There are more, I didn't tried yet, but surely I will. Try them, that's really fun! I loved Vilja and used her in Oblivion, in Skyrim she is more customable and comes with a romance option. I like the Vilja in Oblivion better. But of course she is some of the best unique character for Skyrim, sometimes funny, sometimes bored, sometimes angry, but ever useful and aware of all things, you are doing.