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Caerulean

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Everything posted by Caerulean

  1. Hi. I'd like to ask a favor from anyone as the mod author of Nightbringer. The mod's latest version is properly released on Classic, but the SSE version which was done by someone else (Still, thank you to that person for the attempt.) isn't working. I don't have SSE but I don't want the current SSE users of the mod to be left with the older SSE version. It's been too long now but it still bothers me everytime I visit the site. I had no luck in other platforms with the requests being forgotten and I don't want to keep repeating myself. :sweat: So I'm trying to request here for the first time. I'll possibly try again in the other platforms since it's been a long while. Links: Classic - https://www.nexusmods.com/skyrim/mods/77238 SSE - https://www.nexusmods.com/skyrimspecialedition/mods/14691 Thanks in advance.
  2. My Nightbringer mod got featured in a TheEpicNate315 video! -
  3. Thank you to that person who donated a few days ago! Honestly not sure if it was actually a donation via Nexusmods, but thanks anyway! I wish Nexusmods or Paypal would say which platform the donation came from. lol
  4. If anyone ever cares or is curious enough and gets to read this, I've been inactive from modding, been largely preoccupied by Age of Wushu, and been wishing I have enough time for both Age of Wushu and Skyrim... and I also miss LOTRO and DOTA 2. @_@ I'll get to updating Equinox when I can.
  5. This game has always been rather curious to me. :) Good luck, everyone.
  6. *Hey, thanks for the reply. And sorry that I saw this only now. I didn't get notified here for some reason. x_x Good thing I checked my e-mail. lol I guess I'll just leave it alone for now 'cause reset-stop-start is working (and I'm feeling lazy :3). I've also made some progress and recently discovered the 'sqv' console command so I can check my quests to see if aliases are filling or not. They are, apparently. I also created a separate aliases quest for the (DQ) followers 'cause I thought that getting their aliases refilled intermittently is a bad idea since I added quest markers for them when they are waiting for the player. *shrug* The problem now is that text replacement (i.e. <Alias=aliasname>) won't work. The markers are properly pointing to the followers but their names show up as '[...]' in the objectives. @_@ I already tried various combinations with the Stores Text and Uses Stored Text flags in both DQ and the Follower Aliases Quest (FAQ, lol) but I've had no success. The aliases are also properly assigned to each objective. I guess text replacement with forced alias refs is impossible? I can just type the followers' names themselves in the objectives if it is indeed impossible.
  7. I have 3 quests: 1 - Dialogue Quest; 2 - Aliases Quest; and 3 - Aliases Quest Resetter. Dialogue Quest (DQ) has aliases that are intended to be refilled every now and then (via AQ and AQR). DQ intends to use these aliases for certain dialogue conditions and for two '[follower] is waiting' objectives. Aliases Quest (AQ) intends to fill its own aliases and then forcing their refs onto the matching DQ's aliases using a stage script ('forcerefto'). AQ is not 'Start Game Enabled' and is started and reset by AQR via scripting. Aliases Quest Resetter (AQR) simply intends to reset AQ through its stages' scripts ('reset', 'stop', 'start'). It also resets itself (without the 'stop' function). AQR is 'Start Game Enabled'. *Reset timer is currently at 30 seconds. My problem is that the aliases won't seem to get filled in-game. I test this by telling my followers to wait. Both followers have Unique Actor - Reference Aliases assigned to them (as they are, well, both unique actors). The '[follower] is waiting for you.' miscellaneous objectives show up in-game, however, their names appear as '[...]' and no markers are pointing at them, leading me to believe that the aliases aren't filled. In DQ's objectives, the texts are written in the following format: "[Alias=FollowerName] is waiting for you." and the AQR can reset itself indefinitely - proven by its debug notifications appearing in-game. The script properties are also appropriately filled in the Creation Kit, and all the scripts compiled successfully. Scripts below: Thanks for any help. :smile: Scripting and aliases are still relatively new to me, especially aliases.
  8. ^ Wait, I just checked out your profile ('cause your name seemed familiar) and you seem like you can pull this off. :) You seem to have more spellmaking experience than I do. If you'd rather have someone else do it though, give me a week 'cause I still am unmotivated. xD
  9. I think I can create one, but I have other preoccupations and I'm feeling lazy. xD Convince me, haha. So the idea is - create a spell that, when cast, consumes a soul gem which then restores magicka to the player? Should all types of soul gems be included? Also, should there be an additional cost (e.g. health, stamina, etc.) to the spell?
  10. Found myself smiling reading this request just because I'm also a fan of spell combos and chains. Unfortunately, the sheer amount of time and effort required to pull off such a mod effectively is scaring me from pursuing it.
  11. ^ Also, Ebony armor isn't categorized as daedric. Even so, the Vigilants should be smart enough not to attack someone in ebony or other stronger armors. The Azura Star cannot be detected by the Vigilants as well because it's a non-equipped item. They weren't set to use the same condition(s) the guards use to check for items in the player's inventory. That said, I think I can create a mod that will have Vigilants attacking the player if they carry Daedric artifacts. Just not sure how I would implement it immersively though. I don't want the Vigilants to keep sending themselves to their deaths because, face it, the player will likely be the triumphant one every time. For now, there's a mod called Radiance which is an encounter mod. It's old but it's not broken and is as good as it is, same with Extended Encounters. Radiance includes an encounter that has Vigilants attacking you if you completed 5 or more Daedric quests, if I remember correctly. However, because it's an encounter, the chances of that happening is random.
  12. I think the only option we have is the Become High King of Skyrim mod. :\
  13. Fixing this is easy enough, just add GetRandomPercent conditions and maybe timers as well to the dialogues. Unfortunately, I don't have SSE so I can't do this, sorry.
  14. Good luck to everyone~ May the light of certitude guide your efforts
  15. Judging anyone based on their ancestors and their history seems shallow though and does not help the current situation, and definitely does not help the Stormcloaks gain many Dark Elf and Argonian allies. Did Winterhold prosper after the Dark Elves there were driven away? No. That Dark Elf farmer guy may have gained some respect or tolerance but that only saves himself and his family. Not every Dark Elf in Windhelm can be a decent or successful farmer. One Dark Elf runs an inn/cornerclub. One works for a trading company at the docks. Lazy humans are not greater than lazy Dark Elves. Two of the beggars in Windhelm are humans. Rolff is a jobless drunkard. Yet they are entitled to 'respect' just because they aren't refugees. I'm just saying. The Dark Elves and Argonians in Windhelm possibly work just as hard as those in Riften or any other city/town; why must those in Windhelm be more discriminated against? The Khajiits on the other hand apparently have such a notorious reputation that even the decent ones are not allowed inside the walls, unless you're the player character.
  16. @jpmonteith The thing is, the Dark Elves and the Argonians were officially/legally welcomed to Skyrim as refugees because of the situation in Morrowind, iirc. And their migration happened a long time ago, I believe. The other Dark Elves even made it north to Winterhold but they were later driven away (because of *ehem* Nord/local distrust) after the Oblivion Crisis and/or The Great Collapse. The problem is that the Nords of Windhelm are being so inhospitable. Also, there are presently no signs of conflict between the Dark Elves and the Argonians in Windhelm. If there still was such tension between them, the first Dark Elf you meet when you enter Windhelm would be less likely to mention the Argonians being treated 'worse' than the Dark Elves are. There are no apparent signs nor hints of an on-going Dunmer-Saxhleel conflict in Windhelm. Also, while Argonians being near water would make sense, why are all of them being treated as laborers/lowest class citizens in Windhelm?
  17. I've yet to label the Stormcloaks as racists, but many of them are bordering on extreme nationalism. The Dunmer in Windhelm are barely lazier than anyone. The difference is that the locals don't have to prove themselves as much as the foreigners they don't want in their city. The Dunmer may have had a bad history with the Nords, but it's not like the Argonians aren't also discriminated. For what reason should the Argonians be forced outside the walls? The city's too small? Why do they have the apparent least-paying jobs? Ulfric being a former prisoner of the Thalmor isn't a reason only to sympathize with him. It's also a reason to question his capabilities and dispositions as a leader. The Empire as fighting the same war and he unwittingly makes it worse. The problem is this was an age of pride and prejudice and the Nords don't understand that, for the sake of national security, the Empire was forced to temporarily accept the peace treaty. Regarding Titus Mede II, wasn't that information told to you by a Thalmor or a Thalmor sympathizer? Doesn't Titus Mede II carry around an Amulet of Talos which can be found on his person when he's assassinated in the Dark Brotherhood questline?
  18. Hello! (Wow, I wasn't expecting this thread to be bumped. xD) If you manage to successfully port the mod to SSE, please let me know. :) I'd be glad to release it with your name on it and in the credits. I've not gotten any news from IamtheDangan (OP), unfortunately. Anyway, recruiting NPCs to Meridia's temple is still not possible in the mod. But, as a sort of compromise, I added visiting pilgrims in v1.7. Recruiting generic NPCs seems doable for me, but without voiced dialogue, it just seems unimmersive, so my idea (in the possible future) is to create a unique NPC, with custom voice and story, to recruit/join the temple. However, that would be a heavy undertaking and I can't really commit to such an idea... yet. Actually, IamtheDangan was going to make an 'expansion' for the mod that adds NPC recruitment, but as I said, I've not heard from him, though his profile says he was active 1-2 weeks ago. *shrug* If anyone is willing to make such an add-on/expansion, you have my support. :)
  19. Someone donated to me. :D I don't know what for or for which mod or if it was even from here on NexusMods but, in case you come across this post, know that I truly and greatly appreciate your donation. :) Thank you.
  20. You can google 'skyrim/creation kit auto add item to player', for example. There's a template available here on Nexusmods with an included tutorial and everything. :3 That's where I started. Basically you create a quest, then create a stage, then create an empty log(?) in that stage, then input your script in the field which will be something like "Game.GetPlayer().AddItem(Item1)", etc. I forgot which exact function to use for adding shouts. xD I did it before but decided to turn it into a spell instead. You should also look at 'UnlockWord' (iirc) in addition to 'AddShout' and 'TeachWord' which @azazellz mentioned.
  21. Just have a normal door that requires a key to open or a barred door. Then when the blockage is cleared, unlock the door via script. You can directly put the code(?) to unlock the door in the same script which clears the blockage.
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