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SerchBoogie

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Everything posted by SerchBoogie

  1. Hi everyone. I'm trying to make a quest. I've followed a full tutorial about it and at this point I can use what i've learn to make the 80% of my quest. But there are two thing I need to learn and they are not covered on most tutorials i've found. 1.- The first part of my quest is about following an NPC (the quest giver), to a certain place on Tamriel. I have no idea of how to do this. Like the guy you have to follow to Riverwood to see his uncle at the beginning of the game. I want something like that. 2.- This one might be too ambitious but I really want to try it. It's a cutscene that the player will watch when he arrives to the place marked in the quest. The player and the NPC arrive to the place. The quest goes to the next stageAnother NPC appears on scene through a portal (teleport spell effect maybe).This new NPC exchanges some words with the other NPC,The new NPC attacks the old NPCThe new NPC looks at the player and delivers a line.The new NPC disappears form the scene using the portal again.The scene and the quest ends there.The player controls must be disabled through all the cutscene. Can you guys help me with this?. Thanks.
  2. Hi. While working on my mod I accidentally disabled the Castle Dour Emperor's Tower door (I was actually a victim of a bug but anyway). I'm trying to use TES5EDIT to fix this. I think I've found the conflict. But the program highlights other stuff in red, things that I wasn't aware of. Like that PENITUS thing, and that Green Navmesh other thing. http://imgur.com/a/dTJms I just want to fix the door but looks like there something more going on there. How can I fix that RED color and How do I fix the door? What needs to be removed? I've already done the cleaning process following the official tutorial but that didn't solve the problem. What I want to do is to basically delete Solitude from my MOD, return it to it's vanilla state because my MOD has NOTHING to do with solitude. I'm also noticing that there are other places marked in Green that also have nothing to do with my mod, maybe because I copied stuff from there, should I erase those too?. Thanks.
  3. I see nah it's ok it works great. Thank you so much. Look my mod it's small, modest but I'd like to credit you once I launch it, If you want. =D
  4. Thank you so much friend =D it works. I was wondering if I can add a delay, the lights turn instantly. But for now this will help me a lot. Greetings.
  5. Hi everyone. Well I don't know nothing about scripting. What I want to do is to have a switch that cycles through 3 different lights. "Red, Green, Blue, Red, Green, Blue and so on...". I already have the regular light switch that turns on and off a light I can use that to have two lights Red and Green but I need to ad the Blue one but I have no idea of how to do it. Can you help me?. Thanks =D
  6. Lol that's what I did but there's nothing else in the CK related to shouts. Aside for those Activators that teach you the words.
  7. I can't believe there is no tutorial for this :confused: I created the Magic Effect, I created the Spell, I created the Word of Power, I created the Shout but when I go in game the shout is not correctly displayed on the menu. No recharge info, no word and obviously it doesn't have those nordic symbols so I cannot unlock it using my dragon souls. How do I create a new shout? Thanks.
  8. Thank you for trying to help. Yup that was the first thing I did that's why he uses his bare hands XD ... somehow he won't detect my spell
  9. Hi everyone I have this issue. My custom Mage Enemy won't use a custom spell. Here is the spell and the enemy data. http://imgur.com/a/taZiK As the name suggests, the spell is an explosion that sends enemies flying like unrelenting force, the target is "self" its not aimed. It works perfectly if the player uses it but this spell is not for the player is for my Custom Enemy. I want the enemy to cast this thing. But the stupid enemy wont use it when I activate the enemy he fights using his hands. I've tried everything, changing the enemy combat style, class, actor base, AI data, I added those conditions you see in the screenshots and nothing. If I give my enemy any vanilla "self" spell or destruction spells he uses them. I tried adding the spell to a vanilla actor and he wont use it D= ... so the problem is the spell. what could it be? Update: I've noticed that enemies wont use spells such like Blizzard. Maybe it's hard coded in the game =/ I hope you can help me. Thanks
  10. Thanks to both for answering =D yup those two where the main problems. Greetings.
  11. make sure your textures are in the data folder of your skyrim installation directory. Every mod you make must be trated as a nexus mod, everything goes in their corresponding folder in the data folder of skyrim.
  12. Hi everyone I have an issue :happy: I edited an armor in Blender I just combined the Bandit armor with the Steel Plate Amor. I took the "Fur" part of the bandit armor and placed it on the steel plate armor. I have a NIF import/export plugin in blender so there was no conversion involved. http://i.imgur.com/gguBQku.png The problem is when I load it into the CK it appears like this. I guess it will appear the same in-game. http://i.imgur.com/PVr3usW.png The "Fur" part is missing. I guess I have to do something in Nifskope or maybe I have to do something in blender. The armor has two parts the Fur and the Armor because they use different textures so I didn't want to combine them in Blender to get a single piece I thought that would be problematic once I started assigning the different textures, but I don't know. So what should I do?. Thanks :ohmy:
  13. Hi guys I hope you can help me. I want to edit the Dwemer Helmet, change the texture and load it into skyrim as a new helmet. I don't want to replace anything. -------------------------------------- I've already managed to import the helmet into Blender, I changed the texture and made the changes I wanted. http://i.imgur.com/jU8DSK7.png The model you see there is the _1 for male. And that's issue I'm having. There are 3 models for the same helmet. helmet_0, helmet_1 and helmetGO for both male and female. Back in the CK the model I'm asked to replace is "World Model DwarvenhelmetGO" for male and female. So i'm confused. Most tutorials cover the process for amor chest pieces but it's different. http://i.imgur.com/Vxmy22T.png As you can see. The weight paint is already there including the bones, that's how it gets imported. What do I do now? :wacko: Thanks.
  14. By an specific spell. I created a Spell for that porpuse. Anyway I made it work. Just for the record, here is what I did, in case someone wants to MOD Skyrim in 2021 I used FrankFamily's Script. I attached the scrip to one of those doors that have "No name" in their name, those Doors cannot be activated by the player. Then I throw a Lever Activator into the scene and set it as a Activate Parent for the Door because... reasons, because the all myghty god of programming says so. Then in the Script properties I selected the desired Spell. Then for the ActivateRef property I selected the Lever Activator. I just hid the lever and there you have it!. Thaks you so much both for your help, now I'm one step closer to finish my MOD, I will give you credit once I publish it. But there is still a lot of work to do. Cheers.
  15. Sorry I'm really new at this, can you explain me how to set this up?. I'm trying to attach the script to the door but nothing happens. Thanks.
  16. Hi. Thank you so much for answering =D I guess I have to open the magic effect properties in the object window and add the script there. Well I got this error. Starting 1 compile threads for 1 files... Compiling "LightKey"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\LightKey.psc(6,20): variable PlayerRef is undefined C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\LightKey.psc(9,20): variable PlayerRef is undefined No output generated for LightKey, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on LightKey What I want is to have a door that won't open unless you hit it with a spell or use a power. Like those doors in the Metroid Game series which you have to hit them with the corresponding beam color to open them. But I just give up. I will be happy with anything similar. How does that "perk" thing would work?. I just need the door to open exclusively by the use of anything related to magic XD Thanks.
  17. Hi. I have no experience or knowledge about scripting, nothing, none, zero, negative, nonexistent. So I googled it and I found this script. The script is attached to the door, I created a new spell and I chose it in the Properties menu for the script. So it is supposed to open when you hit it with the spell. Scriptname SpellActivationScript extends ObjectReference Actor property PlayerRef auto Spell property ActivatorSpell auto AUTO STATE ClosedPosition ; assumed the door is closed by default(Open by default not checked on reference) Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) if akSource == ActivatorSpell self.Activate(PlayerRef) endif EndEvent Event OnActivate(ObjectReference akActionRef) GoToState("Busy") self.SetOpen() GoToState("OpenPosition") EndEvent ENDSTATE STATE Busy Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) ;empty, event thrown out. EndEvent Event OnActivate(ObjectReference akActionRef) ;empty, event thrown out. EndEvent ENDSTATE STATE OpenPosition Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) if akSource == ActivatorSpell self.Activate(PlayerRef) endif EndEvent Event OnActivate(ObjectReference akActionRef) I doesn't work. The door wont open. I'm trying to use this door. What am I missing? Is it something to do with the spell I created? It's a Magelight spell basically. Thanks =D
  18. Trying to connect my new exterior world to skyrim using a statue and a xmarkerheading. I compile and save my script successfully but when I click Properties in order to link the marker in skyrim with the marker on my world I get this error message: "error encountered while attempting to reload the script" Then the window appears empty. What's going on? This is the tutorial I'm following: Thanks.
  19. Thanks for the response. Well actually I'm a newbie what do you mean by record?. I'm not familiar with those terms :pinch:
  20. Hi everyone. I've been searching all day and I can't believe that there is not a single tutorial on how to connect my new world to skyrim. I'd like to add a portal or a boat to travel to my new world. I won't use console commads, I won't use doors because that doesn't make any sence lol :laugh: ... Moonpath to elsweyr does it, dragonborn DLC does it, dawnguard does it... they add a little boat/carriage/portal to travel to the new worldspace.. I want that. I will appreciate your help on this come on give me a hand please...
  21. Hi everyone :laugh: Well I'm starting to take my firsts steps into the CK. And as spected I've got my first error related to scripting. I'm following this tutorial to create my own world: The tutorial shows you how to create your world and connect it to skyrim through a "Statue" and an "xMarkerHeading" Everything goes perfect. The problems starts when I get to the step in 10:22 ... This step is about connecting your world to skyrim using the statue and the marker. I write, save and compile the script successfully but when I click "PROPERTIES" I get this error message: "error encountered while attempting to reload the script". I'm sure everything is correct ID's and names. Is it because I'm putting my statue and marker in Solitude Castle Dour, in the area where you have to kill that woman at her wedding reception in the Dark Brotherhood quest?. There is a lot of stuff in that place maybe something there is creating a conflict I don't know. I'd appreciate your help.
  22. Hi thanks for reply yea it helped. Why I shouldn't do that? :laugh: why is it uncomfy and annoying?
  23. Hi guys. My name is Sergio I'm from México city and I've been having this idea for a quest mod spinning in my head. However I can have the best idea ever but it will just not come true due to technical and personal limitations. So I would like to ask you guys if these ideas are viable with the creation kit. The last thing that I want is to waste time in something that just can't be done. Difficulty doesn't matter as long as it's worth a try. Ok here we go :laugh: 1.- Is it possible to start a new quest mod directly from the main menu?. The player selects the option (Not new game option but my mod option). Then he is sent to the character creation screen with a different background (not the one in helgen). When he finishes making his character the adventure begins. My thoughts: I've seen mods about alternate starts and that one named "live another life". About the character creation menu I've seen that mod about changing your appearance whenever you want. Even one of the official DLC's includes that option in the Ragged Flagon. So i guess it is possible but you know best. 2.- Is it possible to trigger a video sequence to serve as intro?. After the character creation screen a video sequence starts then the quest begins at an specific point in skyrim. (a la dark souls) My thoughts: never seen something like this so I'm worried :ohdear: ... I know something called Machinimas but I don't know if these videos can be implemented in a mod or even implement them as real time sequences :dance: I will keep it simple nothing fancy. 3.- This is the one, the most important idea. Is it possible to change the main character at some point in the adventure?. Once the player achieves certain objective he's given the control of another character permanently unless he starts the entire quest again (new game). My thoughts: I don't know if this has been done before but this is important because it is a key plot point. Maybe this will create a huge conflict with the game's core structure or something. If there is no way to do this I will desist :sad: ----------------------------------------------------------------------------- I don't want to look like a pretentious noob. I'm just a Noob. I'm not trying to show off or something like that :sweat: . You are the experts here so if any of these ideas can't be done as described I'm totally open to read alternative ways to achieve similar results. Well that's it. The rest is about stuff already covered in most tutorials, making quests, getting items, killing certain NPCS, enemies, placing custom buildings and strongholds in the map, etc... Thank you guys. Greetings from México and please excuse any grammar mistakes.
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