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Darkfirebird

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Everything posted by Darkfirebird

  1. Currentl through either a Skill Menu ( Spell w/ Menus ) or Skill Essence ( Activator w/ Menus ) If you wish to take a look at it, http://skyrim.nexusmods.com/mods/22628 Currently removed the whole idea though =/.
  2. Well for: 1) Not using any NPC to talk to... Activator... so the others don't apply... If it requires an NPC dialogue then seems I would have to make 18 separate messages. Thanks for taking the time also for replying.
  3. I was using none and tried an NPC but that didn't work well either. If possible, could you explain it step by step? Perhaps I am overlooking something important. ( More or less doing all this so I can update my XP Mod to show the skills name in the confirmation. IE: "How much do you wish to upgrade [skill] by?" instead of Generic "How much do you wish to upgrade this skill by?" ) If possible, is there an easier way to do that without making 18 messages?
  4. I have checked multiple times. Sometimes the message gives a [...] even if the base alias has a default name. Perhaps I am doing something wrong when I used <Alias=%> ( Where % is the Alias ID ). Though I have tried different settings. I dropped the idea for now. ( Unsure if it requires a proper ref to work at that if I just wanna use it for text replacements.
  5. Currently been working on a way to use alias' in quests to change based on stage. Though even calling it alone ( Quest for my test was TestQuest, alias was TestAlias ( no conditions aside Stores Text, Optional ) . Message used TestQuest as owner and used <Alias=TestAlias> and also <Alias=Alias_TestAlias> both using a test message titled TEST. Result was [...] regardless. Possible to use a simpler way to add a small text change through alias? Example-> This is a <Alias=MainAlias>. MainAlias changes to Alias1 at stage 1, Alias2 at stage 2, etc. Spent about 2 days figuring it out and no luck on it. Any assistance is helpful.
  6. If you are requesting a mod that does that, you already commented on mine about it working :P. If you mean to have your old one 'move to' you. My mod already does that. [ Set DFBComp<1st Name> to 2 ] or for Dawnguard [ Set DFBCompDG<1st Name> to 2 ] It is all listed in the bat file and console command lists in the 2 versions.
  7. @luthienanarion : So far im still working on the basic functions and calls. Already at 301 lines and only 2 'encounters' for testing is even set. So I really hope there isn't a script limit here :). Though I have everything in 1 big script for easier changes... I might end up making the functions a separate library if I need to, though likely only my mod would be using it. Really like the ability to make my own functions, makes it a lot easier to maintain.
  8. Last Edit: March 1 2012 Hello guys and girls. I had a lot of requests to redo my New Vegas mod < DFB - Random Encounters > to Skyrim. Well I been actually working on it although slowly. Currently have all the checks in. Timers and whatnot. With this new scripting I can likely make it as big as I want to :) and as flexible as I want / need to. Currently Implemented: -Custom Spawn Functions are up. ( yay for custom functions, a TON easier. ) -Better randomizer, truly random instead of %. -Failsafe triggers to prematurely end long loops. ( 10 loops currently ) -Does not use a visible Activator like before. -Currently supports 6 encounters. Easy to add more. BETA Currently. -There is no level restraint on any NPCs. This is to be truly random. You can still disable the ones you don't want. -Allows players to set how much spawn at a time for each given 'set'. Such as Bandits can spawn any amount the player wants. ( Once they set it in game. ) and more. -NPCs that are no longer visible remove automatically. ( Dead or alive ) Not Yet Implemented: -A way to calculate players level. ( Still working on it. Have not found a way yet it seems. ) -Difficulty setup using the engines Level Mult design. ( Medium currently. ) -Dual Factions or even more. ( This may or may not even be done. May even create a way to have even up to 3+ factions spawn.) -Other things I may not remember Ideas: -Make sure it does not cause save problems after extended play. - Check -Check scripts to make sure they will not lag. So far going well with small scale testing. - Check -Dynamic function that uses highly used calls. - Check If anyone has suggestions they want, go for it. NOTE: Available for testing: http://skyrim.nexusmods.com/downloads/file.php?id=11836
  9. Was always curious as to why Old World Blues did not like players sneaking and always in combat. I took a look in the editor and found this on 1 of the NPCs: http://img32.imageshack.us/img32/2481/odddata.png Kinda curious what that means. Does it mean their DLC is corrupt?
  10. Just a quick question first, are you cheating ? Once when I cheated in the game via console some really funny things started happening with the animations. Drawing the rifle had a doubleloaded animation, and it holstered like my char wore powerarmor, he also stuffed a couple of handguns and grenades up his "backdoor". So if you're cheating, that could possibly be the cause :P I don't know if they might have changed the animations for cheaters (if they even knew of those sideeffects beforehand) No. I dislike cheating strongly. Though my little brother does it a lot and never had this issue. Was after I made a new file after I got to Level 20 on my 1st file. I just have issues with aiming. I dislike the True Iron Sights etc but seems like the only way to get rid of that bug for me.
  11. Seems to now affect my handgun... and is now not just a visual bug... I cant even shoot at them.. shoots a bit over them. Anyone have any clue?
  12. Kinda weird. New computer and never had this issue from level 1 to 20, I started a new file ( Same mods etc ) and 1/2 the time my rifle disappears randomly. ( Usually when I aim it 'falls' or is stuck on my head or something. ) Curious if anyone knows any fixes to this. Though its a visual bug, its very annoying.
  13. Disable any TimeScale changing mods. ( Console Set Timescale to 30 ) and after the slideshow it should work with whatever. I had this issue also.
  14. Ah that worked. Nifty. What does that setting actually do? I never tried it.
  15. Greetings all. As it seems I enjoyed the Dead Money DLC a little bit. Was a bit disappointed with not coming back there. ( Easily made a personal mod to re-enter the place. ) but it seems odd that when I load any interiors of this DLC it is mostly 'blank' as I only see a VERY few objects ( but I can click some invisible things. but when I view them In-Game in Edit they load fine. ) Sorta wondering if anyone knows why I cannot. :)
  16. Been a while since I modded. Got a new comp and it has Win7 64-Bit Home Premium. When I use FOMM or even hand edit the plugins.txt ( in all the folders ) they dont seem to stick. I made a quick mod to change a Pre-Order item to not auto start and another mod to change skills from tags / intelligence. Neither work as it seems. Tried to rename them, change dates but always seems to be ignored. Other mods work fine it seems though but regardless of what mods I make ( even running as admin ) all my created mods are ignored. ( even loaded last ). Even adding an item to the game gets ignored also. ( Yes its enabled on FOMM ). Unsure if Win7s security makes my mods get unused or something. Any ideas would help. ( Yes I tried disabled UAC and same issue, installed outside the Program Files folder. Tried running as admin. ) Edit: Tried with just the mod on, no luck. Tried to remake it to just change XP Bumps, nothing. Pretty much ignores anything I make it seems. Edit Again: Even if I load FalloutNV.esm last, doesnt crash nor even notices it. ( On my old comp doing that would auto crash on startup. ) Edit: Solved. Seems the GECK latest version doesnt agree with my game. I think I might of DL'd the wrong version of GECK for FO3 and not Fallout NV. Sorry for the bother then :) Hopefully others learn from my own mistake heh. Game doesnt tell me its the wrong version or anything and still shows it.
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