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pauderek

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Everything posted by pauderek

  1. You can use AddToFaction to add them to any of the enemies factions, like bandits and so: http://www.creationkit.com/AddToFaction_-_Actor To make him enemy of a certain faction use SetEnemy: http://www.creationkit.com/SetEnemy_-_Faction If you only want them to be aggresive to a specific actor use SetRelationshipRank: http://www.creationkit.com/SetRelationshipRank_-_Actor If you want everyone to attack this actor on sight use SetAttackActorOnSight, this will probably turn him hostile to everyone who is attacking him(haven't tried this one myself): http://www.creationkit.com/SetAttackActorOnSight_-_Actor You probably want them to be aggresive too so they don't run away like cowards, use SetActorValue for this and change aggression and confidence (I think): http://www.creationkit.com/SetActorValue_-_Actor
  2. LOL how many times I've edited something and tested ingame just to see that I forgot to set the properties. Don't worry, it can happen to anyone. Too many hours modding are the culprit
  3. It will be easier to edit the .esp and remove that condition than edit .hkx files lol
  4. I don't think that there is a mod that only does that. But there is a mod that rebalances the economy by increasing the price of houses, horses and some other things: http://skyrim.nexusmods.com/downloads/file.php?id=16630 The title is in spanish, but the mod only modifies globals so you won't see any spanish string in your game, the english readme is at the bottom of the description page.
  5. Vanilla Skyrim only has 1 decapitation killmove for dual wielding. The one with the scissors motion. Dance of death adds more killmoves, in this case it adds the normal 1-handed killmove to the dual wielding branch (the quick spin-slice) and sets the scissors killmove to only happen when it's the last enemy because that killmove it's long and can get you killed in mid combat.
  6. You can merge mods using TesVSnip: http://skyrim.nexusmods.com/downloads/file.php?id=5064 Here you have a tutorial for TesVSnip: http://skyrim.nexusmods.com/downloads/file.php?id=10208 I think that you can merge mods too with Wrye Bash: http://skyrim.nexusmods.com/downloads/file.php?id=1840
  7. I don't use it, but probably you are refering to Training Per Level: http://skyrim.nexusmods.com/downloads/file.php?id=2814
  8. 1-handed weapons on back: http://skyrim.nexusmods.com/downloads/file.php?id=6276 I don't think it puts shields on back, I may be wrong Daggers on back: http://skyrim.nexusmods.com/downloads/file.php?id=12852 But it's set to hidden
  9. In this case I don't think you need the GetStageDone condition, that stage will be completed even if you killed cicero. So using GetRelationshipRank only should be enough. You can always test it ingame to see if it works. You can learn more about CK on it's page: http://www.creationkit.com/
  10. You can put this conditional in your clothes recipe: GetRelationShipRank ( CICERO ) >= 3 Where CICERO is CiceroDawnstarRef, on DawnstarDBSanctuaryExterior cell This will check if you are friend with Cicero (he will only be friend with you if you didn't killed him and you speaked with him at dawnstar sanctuary afterwards)
  11. You have to add an alpha channel to the texture (with photoshop or gimp or any program that edits .dds files) so the NiAlphaProperty in the .nif file can read it and know which areas are transparent.
  12. This is a known bug, you can read it here: http://elderscrolls.wikia.com/wiki/Louis_Letrush I don't know if it has something to do but in my first playthrough I returned him his horse and get this bug, on my second playthrough I kept the horse and I did not get the bug.
  13. Ups, sorry. I thougth it was in the Global section (it is under Miscellaneous, in the main window) instead of the Game Settings. My mistake. You can change it to 0.2 to double the amount of damage from a fall or you can download this mod from dDefinder: http://skyrim.nexusmods.com/downloads/file.php?id=601 You want the Optional file called Increase Fall Damage.
  14. There are 2 models for weapons. the normal model (daedricsword.nif) and the 1st person model (1stpersondaedricsword.nif) The normal model is used by npcs, and the 1st person model is used by the inventory and player. You only modified the normal model and thats why it reverts back to vanilla in inventory or when you use it. To add a 1st person model go to WorldObjects > Static There you will see a list of 1st person models. Duplicate 1stPersonDaedricSword (for daedric sword) and assign it your retextured 1st person model. After that edit your weapon and select the Art and Sound tab. Under Model there is the 1st Person Model Object, just assign it the newly created 1st person model and you are done. Happy modding!
  15. fJumpFallHeightMultNPC for npcs and fJumpFallHeightMult for player You can find them in Globals inside the CK
  16. I totally agree with thefinn, that plugin alters the excess dead value. That's most likely your problem
  17. The most common cause of bodies disappearing is that they tend to sink into the ground. Maybe while you was killing the giant the mammoth glitched and sinked into the ground. Unfortunately that happens more times than it should happen.
  18. The event is not irrelevant, those conditions do work. Even if the script is working, if player or target don't meet the conditions when the script reads those lines it will skip them.
  19. @CalenEllefson When you choose to save your .bsa you can choose the folder you want it to be saved @David Brasher I use the Archive.exe and I'm happy with it, if you have to package lots of files you can forget some files, yes. But you can always unpack the files in the .bsa in a temporary folder and add the ones you forget. It can be annoying if you forget a lot of files, but it's like modding itself, trial and error until you package all the necessary files. I don't know of any other easy-to-use program that packages files into a .bsa other than Archive.exe
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