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LusterCab

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Everything posted by LusterCab

  1. i had to double check, but i am 100% certain all the quests from the fishing CC plugin have been deleted. the CC weapons still spawn on the draugr without the quest. 100% sure the quests are gone 100% sure the correct plugin with the deleted quests are loaded 100% sure im starting a new game and not using an old save file
  2. bro my head is not functioning correctly this is too much work for me :laugh: first tried to simply uncheck "start game enabled" option for the quest, and started a new game. but this did nothing. then i just went into xedit and deleted the entire quest tree within the fishing CC plugin. this also did nothing and is how i am sure the weapons script is not attached to any quests. haha but anyway, this seems like too much work for something which should be simple. this CC DLC is very intrusive. is there perhaps some other way to remove all of this without much effort, or perhaps some better way to just delete things directly from the plugin using xedit? im not really interested in sharing my mods with anyone but a few friends, but i did plan on hosting my mods here on the nexus since its convenient. but now im thinking to just host it myself on gdrive or steam
  3. now here is the million dollar question... how do i remove these scripts? removing the quests does nothing, so surely the script is not attached to quest. and im all out of ideas otherwise
  4. thank you. im navigating the CK to the least of my abilities, and have yet to discover the "use info" function for myself :cool:
  5. So anyway, while looking into the Fishing CC leveled lists, there indeed seems to be no entries for draugr weapons. This leads to the conclusion they must be spawned by script, or that I'm perhaps missing something else. Everything else works as intended. Bandits, and all humanoid enemies properly spawn with equipment I set for them in the leveled lists. Only the draugr have this problem. The encounter with draugr at Bleak Falls Barrow I described here previously consists of roughly 80% of them welding those CC weapons, and the remaining 20% using the weapons I set for them.
  6. Thank you for your efforts, but nothing is being overwritten.
  7. For example, the first draugr you encounter at bleak falls barrow mostly spawn with CC weapons, despite changing all the dragur level lists to include standard weapons which are not CC. And going into the cell editor reveals they are "LvlDraugrAmbush" type actors, which seem to all have scripts attached to them. There is also no inventory for these actors, and they are not using any parent inventory or template inventory. I would assume the script is determining what inventory they spawn with, but I really cant verify any of this for myself, as I am purposely trying to avoid editing script. It would be nice to understand what is going on!!
  8. Hello, I cannot find how the fishing CC draugr weapons are spawning on the draugr. All the draugr leveled lists are for the standard draugr weapons. All the draugr actor forms are containing the leveled lists for standard draugr weapons. I must have checked them all 5 times over again. I cannot find a single leveled list containing the new CC draugr weapons anywhere. Hoping someone can help. I simply wish to replace the CC draugr weapons with something else.
  9. Ha, just noticed the reference must be a map marker. Somehow didnt read this. Seems like a very simple script Anyone can provide an example?
  10. Oh yes, I see what you're saying. But how exactly do you disable fast travel to a specific location without removing the entire marker? I just assumed it was part of XMarkerHeading without giving it much thought. Where exactly do you "turn off" fast travel to a specific location?
  11. Hello! I'm trying to remove specific fast travel locations (not all of them) from the main skyrim world. My guess is to simply remove the XMarkerHeading from cells but this seems immensely tedious given the amount of locations I wish to delete, and also given my poor cumbersome handling of the CK and its cell editor! Could all this be done quickly using xedit, rather than than using creation kit? Could anyone give advice here? Thanks.
  12. this is a very useful tool. thanks to whoever created it
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