Jump to content

JMarso

Premium Member
  • Posts

    35
  • Joined

  • Last visited

Nexus Mods Profile

About JMarso

Profile Fields

  • Country
    United States

JMarso's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Okay, what you suggested worked- sort of. There was one more step, which was to duplicate the NPC and use the duplicate. What that probably means is that doing the NPC as a separate mod is a waste of time- if you just create it as part of the original .esp file with the custom world space selected as the master. I'm going to try that next and see if it works as well, but I suspect it will. Thanks for the tip! You basically got me on the proper path there.
  2. No, I was trying to develop the NPC part of the mod as a separate mod that used the custom world space as a parent master file. An overlay, if you will. So does the custom cell need to be the active file in order to place an NPC inside it? (As opposed to the NPC mod being active- judging by your comment, I may have been doing this backwards.) Lemme go try it the way you described and see what happens.
  3. Can you see other game markers but just not the light markers or no markers at all? Are you sure you didn't bump the M key by mistake? If you can't see any makers at all, click anywhere in the render window and hit the 'M' key. That's the obvious solution, I know. Otherwise I can't think of anything that would make marlers arbitrarily vanish.
  4. Okay, I'm at the end of my rope here. I'll start by describing what works and what doesn't, then outline what I've tried to fix the problem, but with no success. The overriding issue: I cannot place a custom made NPC into a custom made cell. What does work: The NPC will place and function fine within the Tamriel worldspace, as well as all vanilla interior cells. Furthermore, if I recruit the NPC in one of those other places they will follow me into the custom made cell and function normally inside it. 1. The customs cells are navmeshed. 2. I've tried using linked references and xmarkers to aid in making the NPC appear, but nothing I've tried on that front has worked. I've tried placing a simple xmarker and linking the NPC to it, and I've tried doing the same through the AI packages by either creating a custom AI package or editing an existing sandboxing package. It doesn't matter whether I try using the custom cell itself as the linked reference or an xmarker in the cell, nothing works. 3. As an experiment, I tried to COC into the custom cells from the main menu, which may provide a clue: Although the custom cells appear and function normally in game, trying to COC into them results in a teleport to nowhere. Either total blackness or a grey nothingness. Here's the interesting thing, though: both times I tried this with the custom NPC in the cell, I could hear their voice giving me a standard greeting even though they weren't visible. So on the face of it, it would seem that the NPC's are heading to the same empty limbo that I go to on a COC console command. Yet the cells work fine in-game, except that NPC's won't spawn there. Researching on line hasn't yielded anything that works, and I'm new enough with the CK that I'm not sure if I'm making a mistake in the process somewhere. The tutorials I've looked at all involve dropping NPC's into existing vanilla cells, and that's not a problem for me. If anyone knows the fix for this, I'm all ears. The COC teleport to nowhere thing has me a little concerned, though. It seems as though that shouldn't be happening.
  5. Ran into this a little while ago after not having had any problems with it. Turned out the fix for me was to make sure I had the 'Actors' category selected before highlighting my NPC and hitting CTRL- F4. Hope that helps; I've been tinkering with the CK for a couple of weeks and it is NOT the most user friendly thing ever.
  6. The only problem I noted so far (and might not have noticed right away except I just started a new char) is that whatever they did to Smithing, smithing anything now massively pumps your smithing skill and artificially levels you. I went to the smith in Riverrun at LVL 1, and after smithing/improving the iron dagger, hide helmet, an imperial bow, and a sword my smithing skill was 50+ and the leveller let me level up to 7 on the spot. Seriously f'n broken. :(
  7. A mod request for the outfit worn by Wesley AKA The Dread Pirate Roberts in the Princess Bride. Should looks like 'clothes' but count as 'light armor' for game purposes. Black do-rag/mask Black laced-neck pirate shirt Black pants Black cuffed boots If anyone could do it, much gracias!
  8. Disregard this mod request- I found a mod that will get me the same result. Mods- please lock.
  9. I've got no modding ability with this game. What I'd like is to have the various ranger outfits (casual, vest, red scarf) available for purchase and use from the merchants in Goodsprings and/or Primm, or maybe the barracks at the Mohave outpost. I think the game vanilla versions are faction free and that is fine (actually preferred), nor do they provide any protection- they're just clothes. Currently the only way to get a set is off a dead ranger, and most of my characters who would wear a ranger outfit aren't about to assassinate one just for his duds. :P If any modders out there could gen this up and publish it, I'd be much obliged. Ciao!
  10. Kane's post about the Mage Tower is incorrect. The Zevran subplot will start after you finish the first of ANY of the major questlines. If you do the mage tower first, Zev's plot will spawn after that. If you do the Brecilian Forest or Orzamar first, it will spawn after either of those. You merely have to complete one of the army-building quests to get it going. So, if you want to get Zev quick, you should probably go straight to the mage tower and knock it out because it is a) the easiest of those quests, and; b) the quickest to complete. It's possible to stroll into Redcliffe with Zev in your party.
  11. Nord Viking Warrior with a Big Axe and a Big Sword and a Big Round Shield, Baby! Horned helmets are optional!
  12. You can do it with the latest version of the Winter Forge.
  13. Having problems with this too. Specifically, I think the script is not compiling properly. This is the log entries: I: 14:22:13 - my_event_handler.nss - The resource "my_event_handler.nss" has been saved. I: 14:22:13 - Offers.xml file has been updated successfully. I: 14:22:13 - AddIns.xml file has been updated successfully. E: 14:22:13 - Could not get client script resource information. W: 14:22:13 - No starting area specified for campaign. I: 14:22:13 - Compile failed E: 14:22:13 - my_event_handler.nss - my_event_handler.nss(6): Variable defined without type (while compiling var_constants_h.nss) I: 14:22:13 - Compiling my_event_handler.nss... Anyone know what it means when it says it can't get the client script resource info? Been following the tutorial word for word.
  14. Another question (maybe a dumb one): Do 'Areas' happen inside 'Levels', or is it the other way around? I'm having trouble figuring out what the basic difference between an 'area' and a 'level' is.
  15. Okay, I've started playing around with the toolset, looking at some tutorials, and so on. I'm just about ready to dive in and start working on my first custom module, which I plan to be a standalone. I also know from past experience that getting started is going to be a frustrating trial and error sort of thing. Scripting in particular will be a problem for me as I have no modern programming knowledge, but that's a bridge I'll cross when I come to it. Looks like there is plenty of scripting 'help' in the tutorials. So here's my basic question, in an effort not to totally screw myself out of the gate: which is the proper order to do everything? My guess (and it's just that) is that I ought to go something like this: 1. Plan what I want to do on paper. (Basically a checklist with some story and plot points, etc) 2. Create a new module. 3. Create the levels 4. Create the areas and do the placeables. 5. Populate the areas with people and creatures. 6. Do the various conversations / plotting 7. Do the scripts. I'm going to need a world map for travel between locations as well, but currently have NO IDEA how to make that work in game. Read a tutorial on it but it hasn't gelled int he slightest yet. Does that sound right, or should the order of things be different? Some folks have probably forgotten more about modding this game than I may ever figure out, so hints and help would be much appreciated. Here's my general outline for my first try: When the module starts, generate a LVL 1 character. Player's choice as to race, class, etc, although the storyline will favor either a human or dwarf. They'll start in a wilderness area on the way to the village that will sort of be their central base for most of the module. This will be sort of a viking/nordic setting, something along the lines of the Icelandic Sagas set in a harsh, cold climate rife with dangers, but set in THEDAS and mostly true to DragonAge lore. Dwarves will be major players alongside the humans, with the Dalish having a small showing as well. From the village, the player will pick up their first quests, form their first associations, recruit allies, and sally forth on their upcoming adventures. Most of it will be as straightforward as I can make it, given it's my first attempt at this. If I can make this one work, my next project will be the 'Teryn of Gwaren' mod that I outlined in the mod request thread, but that's way too complex a deal for me to cut my teeth on. Anyway, anyone who can sort of help me 'flowchart' the best order to tackle the various tasks involved, please chime in. Thanks!
×
×
  • Create New...