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Everything posted by Darkfirebird
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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?
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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.
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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.
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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.
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LE Random Encounters for Skyrim
Darkfirebird replied to Darkfirebird's topic in Skyrim's Creation Kit and Modders
@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. -
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
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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?
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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.
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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.
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Honest Hearts won't load, CTD's.
Darkfirebird replied to TylerA120's topic in Fallout New Vegas's Mod Troubleshooting
Disable any TimeScale changing mods. ( Console Set Timescale to 30 ) and after the slideshow it should work with whatever. I had this issue also. -
Dead Money and Geck
Darkfirebird replied to Darkfirebird's topic in Fallout New Vegas's GECK and Modders
Ah that worked. Nifty. What does that setting actually do? I never tried it. -
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. :)
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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.