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NeilUK02

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Everything posted by NeilUK02

  1. Guys you can't complain that this is not fair, or that it's stupid. Bethesda said right at the start that mods won't be supported until next year, the reason for this should be obvious, the first few months there will be updates and patches. All of these can break mods, not intentionally but they can all break them. Once the patches are done or at least slowed down then they can be confident that the code will remain solid enough for mods to be supported. They didn't cover this up or pretend any different. Mods will be supported next year and only then can we expect patches to not break them
  2. Not sure about the master bedroom then , I was sort of hoping that it was linked to the issue I had with the alchemy lab and was a script problem, if your three house mods don't add scripts then I'm afraid I'm not sure. I did find this though, it has the before and after console commands for the master bedroom http://www.uesp.net/wiki/Skyrim:Breezehome
  3. I had this problem and after a lot of work and trial and error I found it was "BB Luxury Suite" causing my issue, I'd read all about it being a Dawnguard or Hearth Fires problem but wasn't for me. It was Luxury Suite. Something in the scripts that mod changed was causing my conflict. As soon as uninstalled that mod Breezehome updated properly, kids dialogue recognised it as my home, I could add the bedroom and then change it to Alchemy and vice versa. If you don't have Luxury Suite installed then look for any other housing type mod that adds scripts.
  4. Hi sorry to bump but can anyone help with this? I've done loads of google searches with no luck. I'd love to add a line of dialogue to make Brooke go to the player's house when she is dismissed. A line saying "Want to move in?" Or "Make this home" I'm guessing it's a faction thing but I cannot find the script command to make it happen Thanks
  5. I just downloaded it and installed it to it's own directory
  6. I'd also like to add my thanks as well , I have uploaded some mods to nexus but they are simple mods really, I am in awe of some of the talent of the modders of this community I'd also like to thank Bethesda who after all make all this possible, they make the kit available to us and provide tutorials for us etc. They could easily just release the game and not make it moddable. At a time when most game companies are moving away from us PC users Bethesda continue to support us and allow us to make these mods.
  7. yep re-downloaded and now all is fine again Wish I could get my mods recognised! My Thieves Guild exit one is but the others aren't. Oh well will keep trying :-) But it's now working fine
  8. I've just installed 2.3 and I get a blank page as well
  9. I am having a nightmare with my Brooke mod in that unless I change the name of the plugin the CTRL F4 trick has no effect, everytime I edit the mod her grey face returns unless I change the name of the plug in. Very odd and annoying
  10. The mod "Hunterborn RND patch" seems to be your problem , if you highlight it and look at the "masters" I am guessing it's missing a master file. If you see the icons for all the others are green, that was is orange which highlights a problem EDIT: SchwererGustav beat me to it, must have typing it together !
  11. Could part of the problem be simply too many mods? I always found F03 would start to become unstable if I had 100 or more mods loaded, I guess the more mods you have the more likely conflicts are. Have you used TES5Edit to look for conflicts and/or dirty edits?
  12. That's great, the more ingots one seems ideal, not sure why I couldn't find that, but thanks. I'll give it a go
  13. Hi I have a mod uploaded for a follower, Brooke, and she starts off at the inn in Rorikstead but I'd like to be able to add the option in her dialogue for moving her to the players home. Can anyone help with the script I'd need? I have checked a mod I know which does this (Luxury Suite) but I get the annoying "Code not loaded" line when I check the script. If I load the script files to the data folder I find that these are the scripts that mess with Hearth Fires creating the Breezehome glitch so I can't have the Luxury Suite mod's scripts loaded Thanks
  14. Hi Can anyone make a mod for allowing us to create , for example, 50 iron ingots from 50 iron ore in one click? Similar to the way a bear pelt creates 4 leather in one go. I have had a look at the kit but papyrus totally defeats me. It seems a glaring error from Bethesda that we have to click 50 times to make 50 ingots! Every smithing mod I have found is basically a cheat mod which I'm not looking for, if anyone with the skill to make this does so I would be eternally grateful
  15. I've just downloaded this mod, seems it only works on a new game though which is a shame but at least I've got it for my next restart. Sophie in Windhelm seems to be getting us all! I started looking for a mod after meeting her!
  16. I have created an NPC with a view to her being a follower and also added some dialogue as a back story for her. At first I put her in the Inn in Rorikstead. When I walk in all is calm, she's sitting drinking all peaceful, but a second or so after I walk in the people in there draw their swords. One of them shouts "You shouldn't have come here" and fighting starts. It's hard to see whether it's my NPC who instigates it or whether they are attacking her. She never attacks me during the fight but eventually kills them all and of course the guards come in. I have added her to the following factions CurrentFollowerFaction set to -1 PlayerFaction 0 TownRoriksteadFaction 0 PotentialFollowerFaction 0 PotentialMarriageFaction 0 I have set a relationship with the player as an Ally. I have actually had the mod working when I first added these factions all stayed peaceful and I could hire her as normal. It's after I have added dialogue to her as a back story with her own general dialogue quest to keep the dialogue in. When I finished and loaded an old save from before I hired the fighting started. It's as if the game is ignoring the factions. Could it be the save? Will it require a new game to work properly? It would be a shame if so because I'd like to upload her to Nexus. She's basically a character I originally made for Fallout 3 and the back story I am creating will tell how she ends up in Skyrim from The Wasteland. I set the AI Data to match Lydia's , but I have tried Foolhardy and brave and the same occurs and Very Aggressive and Aggressive and same result. As soon as I enter the Inn all hell breaks loose. I then tried to relocate her to Whiterun and then totally matched Lydia's factions but same happens. In the Drunken Huntsmen they all start fighting as soon as I enter
  17. Hi I have recently renewed by premium subscription and all is working with Skyrim Nexus and New Vegas but with Fallout 3 Nexus it isn't recognising the subscription, even when I log out and back in the notifications option isn't there when it's fine with the other sites Thanks
  18. I'm not sure to be honest, in the end I have created a key which the player can only find when inside the flagon, this basically does the job I wanted, making a quicker entry and exit but without the cheat of getting to the Flagon before they find it norrnally. The idea behind the mod is just to save a loading screen, especially during those seeminly endless side quests you have to do to get the "special jobs" Thanks for the help everyone, at least I now know about aliases and properties, I have some serious reading to do! Papyrus is already my nemesis
  19. Ahh, the only snag doing it the way I've done it with the door being enabled after dialogue is the door isn't there when loading a saved game where you are further into the Thieves Guild Quest, basically beyond Stage 20 where the enabled command is set. The ladder still works but the exit door isn't there! I'll have to test to see if it works with a new game but I'll also have to find a way to make is save game compatible. Would it work better if I added the enable command to a script for the original exit ladder from the Cistern, so the new door enables the first time someone activates the Cistern exit? EDIT: Bigger problem than I thought, it doesn't appear even if you go back to the the start and get to that point in the Quest, it can be used via the ladder in the Flagon but the trapdoor itself isn't there , it stays disabled. I may have to use the other option of having a key that the player can find and not have the door disabled at the start. Shame though, it would be nice to conquer it
  20. Thanks Gasti, that is really helpful, I think I like the sound of aliases best as well, excellent instructions. I'll give it a go later EDIT: Seemed to work flawlessly! Mind you I haven't tested yet but the script compiled perfectly with no errors. Thanks again
  21. Thanks for the help! My head hurts! Boy they've made life complicated with Papyrus! I'll have a good read up once I have time, I can't even find the scripts in the Creation Kit!
  22. I have a similar problem, I just can't get a grip on Papyrus if I'm honest. I have created an initially disabled exit door for the Thieves Guild and named it "thievesguildexitdoorref" in the Editor Reference ID box and set it as initially disabled. In the dialogue end box where I want it enabled I have added the Getowningquest line and set it to the stage as above and that compiled. I then went to the appropriate stage and added this line to the exisiting script box "thievesguildexitdoorref.GetReference().Enable()" But when I compile I get this error "Starting 1 compile threads for 1 files... Compiling "QF_TG01_0001F326"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_TG01_0001F326.psc(177,0): variable thievesguildexitdoorref is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_TG01_0001F326.psc(177,24): none is not a known user-defined type No output generated for QF_TG01_0001F326, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_TG01_0001F326" I've tried without the GetReference() and same result Can someone help please? This was so easy in FO3 and FNV!
  23. This started as a mod to make more people available and has become a mission! The first person I tried to make marriable was Carlotta from Whiterun, I added the PotentialMarriageFaction to her and that didn't work, looked for scripts in her quest that maybe differed from the people who you can marry (Ysold and Camilla for example) nothing, no differences at all. I then did the same with Adrianne as a test, added the faction went in game to test and all worked fine, the "Are you interested in me" dialogue appeared, so clearly there is something with Carlotta that is stopping her being marriable. I just can't find any script linked to her or her quest "Favor013" that is stopping this happening. The "RelationshipMarriage" Quest dialogue appears in her dialogue tree but not in game I'm at a loss, I've posted on the Bethesda Forums and no luck and worked with another mod author who was doing a similar mod and neither of us or anyone on the Bethesda Forums can find why she can't be married. Anyone on here fancy a mission ? ;-) To save my sanity, I'm not even that bothered about marrying her, just want to find out why she can't be !
  24. I'm having the same problem, edited the files to allow screenshots, my game isn't installed in the Program Files folder, anti aliasing off and no luck, no screenshot is ever taken. Also Fraps makes the game crash quite quickly after starting up. I've also tried running the game from Mod manager using obse and also without obse using the normal launcher. Nothing works, I've tried running as Administrator and no luck. I'm on Windows 7 by the way, I know Oblivion is an old game but I never played it on release and only discovered it after getting into Fallout 3. With Skyrim due soon I thought I'd give Oblivion a go, what a game! Just no screenshots!
  25. In my opinion there's no way a modder or an end user should be treated differently, rules are rules after all, all bans should be appealable however to make sure it's fair but no different rules should exist for modders or the users. As someone pointed out everyone contributes, people who download my mods and report bugs or just give feedback all contribute to Nexus, just in different ways.
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