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xcafe

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Everything posted by xcafe

  1. Heya nexus forum-ites! I'm in the middle of making a custom-voiced follower, and I need someone who can play the acoustic guitar! (I need to have songs for her to play, on account of her being a bard.) If anyone is interested, PM me! :D
  2. Heya nexus crew! I'm currently writing a mod that makes the Silver Hand suck less werewolf chode, and I'm gonna need a lot of talented voice actors/actresses! Reply to this post or PM me if you're interested! :D
  3. Heya nexus crew! I'm currently writing a mod that makes the Silver Hand suck less werewolf chode, and I'm gonna need a lot of talented voice actors/actresses! Reply to this post or PM me if you're interested! :D
  4. Help please! I'm making a custom follower in the CK, and even though she has a bunch of dialogue she won't say any of it. Her Dialogue quest only checks to see if she's the one talking, and that the quest is at a certain stage, and both of those things are true, but she won't do anything when I activate her.
  5. http://lmgtfy.com/?q=skyrim+custom+voice+tutorial+creation+kit :laugh: Good luck with your mod man, that'll be hella funny.
  6. So I'm making a custom-voiced follower, but I've run into some problems. For starters, the CK won't let me record audio, no matter which input device I set it to. And (probably) as a result of that, the follower won't say anything, or even acknowledge my existence when I activate them. Any advice?
  7. Heya nexus forum-ites! I'm in the midst of a mod that adds a troupe of performers to skyrim, and I was wondering if any talented modder would be able to animate some dances for me? I can do a lot of things in the CK, but animation isn't one of them! PM if you're interested, it'll be fun! :laugh:
  8. Heya nexus forum-ites! I'm in the midst of a mod that adds a troupe of performers to skyrim, and I was wondering if any talented modder would be able to animate some dances for me? I can do a lot of things in the CK, but animation isn't one of them! PM if you're interested, it'll be fun! :laugh:
  9. Heya nexus forum-ites! I'm in the midst of a mod that adds a troupe of performers to skyrim, and I was wondering if any talented modder would be able to animate some dances for me? I can do a lot of things in the CK, but animation isn't one of them! PM if you're interested, it'll be fun! :laugh:
  10. I looked around (Nexus AND Loverslab) and there's a bunch of like rave/twerking type dance mods, but nothing for like a ballroom dance, which I think would be awesome! Anyone else think this would be a good idea?
  11. Ezpz my friend! Or at least it should be. All you should have to do is make a quest with the dialogue you want (E.g. the door asking you for the password and your options), make a script that starts the quest when you activate the attached object, attach it to the door, and there you go! :happy:
  12. Oh dang, I thought that would work lol. And yeah, lemme link you a couple. http://www.cipscis.com/skyrim/tutorials/beginners.aspx http://tesalliance.org/forums/index.php?/forum/127-papyrus-101/ These are pretty good resources for learning papyrus!
  13. Well I don't know how to do the moonphase thing (There's not a built-in way to track moon phases as far as I know) but this will work for the combat thing. All you have to do is attach it to the NPCs you want to change and fill the property in the creation kit. Bear in mind though, the werewolf power is a once-a-day thing, so I don't know how well this will even work for you. Scriptname CombatWerewolfScript extends Actor SPELL Property WerewolfChange Auto Event OnCombatStateChanged(Actor actorRef, int aecombatState) if (aecombatState == 1) WerewolfChange.Cast(Self) elseif (aecombatState == 0) DispelSpell(WerewolfChange) endif EndEvent
  14. Well to do that you have to duplicate the actual .nif and .dds files, but bear in mind you HAVE to get the mod author's permission to use their assets (unless they say otherwise in the permissions tab) or you're going to get banned from the nexus for stealing content!
  15. Well those error codes are pretty easy to solve! :laugh: You use parenthesis with formlists, not brackets! That's why it's giving you that nonsense about arrays and indexing! And for the "Adds all forms in an array to a formlist" thing, just use a while loop that cycles through the whole array and have it add all the items in that array to the formlist. Like so: FormList Property ExampleList Auto (Insert Example Array here) Function EXF() Int Index = 0 Int ArraySize = ExampleArray.Length (I think this is the right function? Don't use arrays a whole lot) While Index < ArraySize ExampleList.Addform(ExampleArray[Index] as Form) Index +=1 EndWhile EndFunction Also, if you're trying to increment int values (I think that's what that odd chunk of code is in the middle there?) You can just use += like I did with the index value. Sorry for the late response by the way, took me a bit to puzzle some of this out and I'm admittedly very easily sidetracked! :laugh:
  16. Nah, SkyUI works fine on controller, it's basically the same as the normal UI for controllers in terms of functionality.
  17. Hohhhhhhhh boy maybe you shouldn't abbreviate Voice Actor to 'VA' in that context, that comes across a little risque, lol! In any event, I could totally use a voice actor for a mod I'm (trying) to develop! Would you mind sending me a tester line? Nothing in particular, whatever you want to do is good with me. :happy:
  18. No problem! Excited to see this when it comes out! :happy:
  19. I think you would just change the animations for the weapon manually in the CK. Not 100% on that though, and it never hurts to get a second opinion! :laugh:
  20. I don't know if this is what Iofgren was talking about, but there's a dragonborn weapon called the BloodSkaal Blade that sounds like it does what you want, I'd consider mucking about with it in the CK.
  21. Wow, uh, that is a lot of functions. :laugh: I assume that's part of a larger event/function, so as long as the script compiles, it should be fine. It looks like what you did with the .cast function is solid, but I've never used .equipitemex, so I wouldn't know whether or not that would work. Test it out and let me know! :happy:
  22. I wouldn't know about anim objects, but there are mods that let you play the lute and I know for a fact that at least one of those uses the game's lute animation for it! :D
  23. No, when you use the Cast function in a script it automatically fires the spell in a straight line in the direction the player is facing. Sidenote: I don't know how well that function is going to work for things like concentration spells.
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