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SSE Is there a mod that removes enemy NPC voiceovers after you die?
JPSteel2 replied to birgirfg's topic in Skyrim's Mod Ideas
Hunters not Bandits happens to do exactly that as of version 3.0 : https://www.nexusmods.com/skyrimspecialedition/mods/1547 -
SSE Limit ShowRaceMenu to a specific category
JPSteel2 replied to JPSteel2's topic in Skyrim's Creation Kit and Modders
So I would basically have to create my own custom menu with Adobe and implement it into my mod ? -
SSE Limit ShowRaceMenu to a specific category
JPSteel2 replied to JPSteel2's topic in Skyrim's Creation Kit and Modders
Bump -
SSE Limit ShowRaceMenu to a specific category
JPSteel2 replied to JPSteel2's topic in Skyrim's Creation Kit and Modders
Bump -
SSE Run AI Package once per hour
JPSteel2 replied to JPSteel2's topic in Skyrim's Creation Kit and Modders
I just tried it but it doesn't work, the AI Package will just run indefinitely. Thanks for the idea though- 3 replies
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SSE Run AI Package once per hour
JPSteel2 replied to JPSteel2's topic in Skyrim's Creation Kit and Modders
Ok so I spent the whole night trying to fix this and finally did it, here's the solution in case someone ever has the same problem : The key is to use the following condition GetQuestRunning in the ForceGreet AI Package, with the dialogue quest as parameter == 1 Then in the dialogue quest, add the script YourQuest.Stop() in the "End" Papyrus Fragment of the dialogue(s) which close the branch. Doing so will automatically stop the AI Package thanks to the condition we added to it. Now to restart the AI Package after one hour, add the following script in the "On End" Papyrus Fragment of the Package ("Begin/End/Change" tab) Utility.WaitGameTime(1) YourQuest.Start() The Script will thus wait one in-game hour before restarting the dialogue quest, reactivating in the same time the AI Package, again thanks to the condition "GetQuestRunning".- 3 replies
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Hi guys, I'm creating a mod which adds an AI Package to some guards and need this package to be running each hour. This is a ForceGreet which is linked to a Dialogue (via a Quest). The guard comes to the player as soon as he is in his radius and plays the dialogue. Once finished, the guard should return to his starting location and wait at least an hour before replaying the dialogue, avoiding spam. What I tried : - Adding a condition in the AI Package for the quest to be below stage 30 to start running, and reseting it after RegisterForSingleUpdateGameTime(1) and OnUpdate() -> Reset(), Stop()/Start() and Stop()/SetCurrentStageID(10), nothing worked... - Adding a Script at the End of the AI Package using Utility.WaitGameTime(1) - Using OnMenuClos("DialogueMenu") to trigger an Utilility.WaitGameTime(1) Hopefully someone will have a better idea. I will continue my research and update if I find a solution
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Hi guys, I'm currently working on a mod to add barbers in Skyrim and everything works fine except for one thing : I can't find a way to show only the "Hair" category of the Racemenu. The best I can do is use Game.ShowLimitedRaceMenu() but it offers too many options. I would like the player to be able to only change his hairstyle, beard and the color of his hair. Any ideas ?