-
Posts
28 -
Joined
-
Last visited
Everything posted by cerealbowlparty
-
Lol. I think you'd have more luck on Lover's Lab.
-
LE A little scripting help
cerealbowlparty replied to cerealbowlparty's topic in Skyrim's Creation Kit and Modders
Thanks, this is all very helpful. If I was only interested in if at least one chest has been opened, can I use the same global variable for each? -
LE A little scripting help
cerealbowlparty replied to cerealbowlparty's topic in Skyrim's Creation Kit and Modders
So I did some research. Correct me if I'm wrong, but I think I should use properties in the script that refers to each one of the chests (each of the three chests is a separate class). -
LE Skyrim Unlimited Mods without game crashes
cerealbowlparty replied to JacobStrong20's topic in Skyrim's Mod Ideas
Use SKSE and the RAM block patch to prevent block crashes. Try using Mod Organizer, Loot, TESVEdit, and Wyre bash to check for dependencies, sort load orders, clean dirty mods, and create patches. If that doesn't work, wait for the 64bit version of Skyrim coming in October, which will exponentially increase the amount of mods you can load.- 5 replies
-
- unlimited
- game crash fixed
-
(and 1 more)
Tagged with:
-
I am trying to write a script that references three different chests. I'd like to count the number of times each was opened. Would it work if I applied the script to each one and then counted event OnOpen(ObjectReference akActionReference)?
-
Custom merchant has nothing to sell.
cerealbowlparty replied to cerealbowlparty's topic in Skyrim's Skyrim LE
Yes you are right. I forgot to upload it. Sorry. Here it is. I decided not to upload it until I fixed the problem and then I asked for someone to look at the problem. Whoops. -
An NPC merchant that I have added to the world has nothing to sell. I created a new merchant faction that is linked to a chest in the same cell as the merchant and the NPC has the merchant faction enabled. What am I doing wrong? Here is my mod. He is located in the room to the left of the Whiterun main gate (cell WhiterunWarehouseStart in the interiors category).
-
LE Best skyrim graphic mod list/pack
cerealbowlparty replied to vancrash's topic in Skyrim's Mod Ideas
Realvision ENB, with all the recommended textures and weather mods. -
LE Hire people to build your house for you
cerealbowlparty replied to faffman's topic in Skyrim's Mod Ideas
It seems like what you would have to do is add a line of dialogue to one of the packages and when it was selected and the gold was transferred then some code would set the condition for that part of the house to true. The code itself isn't that difficult, but it would be tedious to tie all those lines of dialogue to their respective houses. -
LE Whiterun Needs A Warehouse (mod request)
cerealbowlparty replied to OpenWorldAddict's topic in Skyrim's Mod Ideas
Just head over to the posts section on the mod page. -
LE Psijic order [not a huge amount of work] [detailed request]
cerealbowlparty replied to 666Matt666's topic in Skyrim's Mod Ideas
Thanks! I'm very proud of those. As far as I can tell, the mods that are available now are supposed to work on the 64 bit version of Skyrim coming out (maybe not all of the scripts, though). -
LE Whiterun Needs A Warehouse (mod request)
cerealbowlparty replied to OpenWorldAddict's topic in Skyrim's Mod Ideas
I actually had some other ideas. I want to add warehouses to the other Imperial controlled cities that don't already have one, all controlled by the East Empire Trading Company. I also want to add a quest line that has the player work for the company. However, the player learns that the company is a front for a cult that is trying to open a portal to Oblivion. They are successors to the cult that caused the Oblivion crises nearly 200 years earlier and they are killing and sacrificing employees they send on cargo trips, using bandits that are secretly working for them. The cultists are planning on using the bodies of the employees for a ritual to open a portal to Oblivion. This time, just like last time, it is up to the one who holds the Dragon Blood to stop the cultists. I imagine it would take place after the main story line, so that way the cultists know you are dragon born, and that way the dialogue of the trading company npc's can be adjusted to whichever faction won the war. I'm also thinking of some unique items to add to the game that you can get through the quest line (a mirror shield like the one in the Legend of Zelda comes to mind). However, this is all talk and it remains to be seen whether or not I have the time or the skill to accomplish something this ambitious. One can dream, though... :smile: Edit: I would appreciate if you downloaded what I already had for some bug testing. Any other ideas you had would be welcomed. -
Wow that's a lot of ideas. I like to start small, as to not overwhelm myself. My current project is a warehouse in Whiterun: http://www.nexusmods.com/skyrim/mods/77003/? I'm just adding one warehouse right now, and I'm about to start the basement. Eventually I'd like to add multiple warehouses and a quest line, but that's for another day
-
Wow that's a lot of ideas. I like to start small, as to not overwhelm myself. My current project is a warehouse in Whiterun: http://www.nexusmods.com/skyrim/mods/77003/? I'm just adding one warehouse right now, and I'm about to start the basement. Eventually I'd like to add multiple warehouses and a quest line, but that's for another day
-
LE Whiterun Needs A Warehouse (mod request)
cerealbowlparty replied to OpenWorldAddict's topic in Skyrim's Mod Ideas
Is this more of what you were thinking of? Keep in mind, it is work in progress. I will be starting the basement soon. -
I was thinking more like you could add to the stuff by building it with materials like Dwemer metal. Hearthfire already adds the code for that (if I can learn how to use it lol). I'd definitely start with a static player home, and then add Hearthfire compatibility near the end. I'm pretty good at copying architecture and interior design that already exists in the game, so I should be able to get an authentic looking house. That being said, I'll keep this in the back of my mind until I'm done with my current project. I have a lot of ideas for it.
-
LE Whiterun Needs A Warehouse (mod request)
cerealbowlparty replied to OpenWorldAddict's topic in Skyrim's Mod Ideas
I got a little bit of work done on the mod. Here is the main room. There is a door behind the wall that leads to the warehouse (or at least it will when I make it). http://i.imgur.com/SJQJsJg.jpg?1 I added an East Empire Company sign for immersion's sake. http://i.imgur.com/oTV1yAR.jpg?1 And finally, I added a small loading bay with a Dwemer elevator that is used to bring goods from the surface to the warehouse and vice-versa. This is right next to the door that enters the main room. http://i.imgur.com/ggZPs0Z.jpg?1 Next, I will be adding more clutter and lighting effects to the main room and the loading bay. When that is done, I will build the warehouse. I'm imagining a huge warehouse that will lead to another entrance further down the road. Finally, I will add workers and East Empire Mercenaries. I've been thinking about maybe adding a quest line that has you do work for the East Empire Company, transporting goods from warehouse to warehouse. -
LE Werewolf pack-style player home
cerealbowlparty replied to redmanda's topic in Skyrim's Mod Ideas
I have some stuff that I am working on right now, but once I've finished, I'll give this a shot.- 2 replies
-
- player home
- house
-
(and 1 more)
Tagged with:
-
LE Psijic order [not a huge amount of work] [detailed request]
cerealbowlparty replied to 666Matt666's topic in Skyrim's Mod Ideas
Oh, I was talking to the OP lol. Don't let the complexity of it all scare you off, though. You can start small (build a room and fill it with stuff) and work your way up to the ambitious stuff. Doesn't hurt to know some programming. The Papyrus scripting language is very similar to Python, which in itself is one of the easier object-oriented languages to learn. Scripting is by far the most powerful tool the Creation Kit gives you. This isn't the best comparison, but building stuff in the Creation Kit is similar to Minecraft, just with extra things like lights and events. I feel that the best way to learn the Creation Kit is to browse this forum and look for easy requests to fulfill. I saw a request to add three chests to the first room in Helgen Keep, each with starting items for a different class (mage, archer, and melee), that the player can loot before they go out into the world. A simple script can be added to deny access to all other chests once one has been looted. It would take a couple of hours to figure out, but it would be an excellent learning experience. But, I digress. I would be willing to contribute to this mod if the OP had something built up already. I've got quite a bit of experience in Autodesk Maya, but I was never any good at texturing. Send me a message if you ever get anything together. :smile: Edit: Here is an example of some models I made so you can get an idea of my skill level. http://i.imgur.com/CSvBdav.png http://i.imgur.com/I4hT3Tf.png I made this for Kerbal Space Program, I just never got around to converting the quads to tris. -
LE Psijic order [not a huge amount of work] [detailed request]
cerealbowlparty replied to 666Matt666's topic in Skyrim's Mod Ideas
I agree. However, it will be a LOT of work. The easiest part will be the base (though still tedious). The Creation Kit will already have all the parts needed to build the Winterhold interior. The interior will have to be built, filled with clutter, navmeshed, lighted, and populated with patrolling NPC's (this can all be done in the Creation Kit). I'm not even sure that the Winterhold kit includes modular exterior pieces, so the exterior of the base will have to be hand made. The custom items and the exterior will have to be made in a 3D modeling program, then textured and dragged into the Creation Kit to have attributes applied to them and to be placed in the world (in my experience, this is very time-consuming). The NPC's will need many lines of dialogue recorded with experienced voice actors (the shouts will also need to be voice acted). Both the shouts and the spells will need custom scripting and effects. The Creation Kit offers tools for quest making, and anything that it doesn't offer can be scripted. As for the dungeons and outskirts, this is another thing that can be done with prefabricated assets. So in short, this mod needs level design, 3D modeling, texturing, scripting, voice acting, and a whole host of other skills to be completed. I think it can be done, but not without a couple hundred hours of work. I really doubt that anyone on here would want to take a mod on like this alone. If you are really committed to this idea, I'd suggest you watch this tutorial series to get a feeling for modding, and once you get some experience you can find some like-minded people to contribute to this project. -
LE Whiterun Needs A Warehouse (mod request)
cerealbowlparty replied to OpenWorldAddict's topic in Skyrim's Mod Ideas
I had thought about doing what you just described. I was going to create a cell with a front desk, a back room, and a basement filled to the brim with stuff. However, I couldn't find a door that fit well into the archways where I added the stuff. I will do it if I end up finding a door that fits. If I cannot find one, I might model, texture, animate, and import one into the Creation Kit. However, considering the level of work this entails, I cannot make any promises. As for that, I have no problem adding NPCs to the warehouse with stock dialogue, or even adding multiple warehouses across Skyrim, but I don't have the ability to do custom voice acting. Edit: Lol I found a solution after all. I should be able to build a true warehouse. I should be able to connect the two areas together, too.