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Sovrath

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Everything posted by Sovrath

  1. Hey Kiara, The site looks good but I think you need to include more examples and different examples. i did find one you posted but it would be helpful to have many more. It's like when someone does auditions for voice acting, they usually have a demo reel that shows what they can do.
  2. Is this what you are looking for? https://www.darkfox127.co.uk/
  3. Have you checked your mods? This sounds to me like it's a mod that changes how death works in the game.
  4. Thanks! I just uploaded the new version. If you try it feel free to reach out if you need assistance or have any issues. Nice to know that others thought that there should be something at Arcwind point. I remember when first playing skyrim and getting to Arcwind point, I looked everywhere for "something" as I couldn't believe there was "nothing."
  5. You might try following along with this series. This mod creator outlines each step you need to take to create your own follower. Not sure if it works with Anniversary edition but he might be helpful if you reach out should you run into problems.
  6. YES! I thought the same thing years ago when Skyrim came out. Not really what you are looking for but you might try my mod "Godfred's Tomb." https://www.nexusmods.com/skyrim/mods/109547 It is a very large Tomb/Dungeon crawler with the entrance located in Arcwind point. It doesn't take place around the Arcwind point area though. Once you enter it's all inside. An update will be made later tonight fyi.
  7. So, if memory serves, in the Solitude house I discovered that certain items were linked to markers. I don't remember if they were "x" markers or "L" markers (the traplinkers) but It seemed to me that when a quest stage fired that marker would allow those items to become enabled. If my memory is indeed correct, why not replace those items with the items you want and place them where you want? Additionally, you could give yourself a break and remake everything in a house but the house remains locked until you purchase it. You then buy it and "WaLa!" it's fully furnished, how nice.
  8. Have you tried deleting the vendor, finding the chest for the inventory of your preferred vendor (vendors have a chest that has their inventory, usually dragged outside the cell somewhere close to them, in my experience) and dragging the spell book into that chest OR placing it on a table somewhere in Dragon's Reach. Or wherever. Just make sure you double click on the book and set the permissions to the player faction or else you will be stealing it. Unless that's something you want. Assuming the vendor is the only one who sells the other spells I don't see any reason to do anything else.
  9. Yes, I use that feature a lot when I'm creating scenes. The thing is, 1. they don't seem to run properly when I put them in a normal dialogue with the player, and 2. There doesn't seem to be a working spellcasting animation among the list. Or am I missing something? (And is there a way to preview the animations in the list?) There is a wand waving animation though it's rather quick. It's true that some animations don't seem to work. There is a preview of animations "somewhere" in the popup window for when you make packages. One of the tabs (and I'm not sure if you have to choose a particular thing) seems to offer a preview of animations. I've stubmbled upon it a few times. I just can't talk you to it at the moment. It could be a button or feature on one of the tabs but it's not the tab where you define the package.
  10. My guess is that if you had any meshes replaced then it's possible that something wasn't done correctly or that there was an error. Or that they purposefully made the collision to extend a bit. This is not the first time I encountered something like this as I had enlarged some vanilla skyrim assets only to find out that their collision extended beyond the viewable object and I wasn't able to pass an area or get over an area. Like I said, I was at a loss until I discovered the enlarged staff issue. I never would have guessed and I literally deleted most of that section just to discover that those items were the culprit.
  11. Is this a "blackened" area on the ground? The picture is small so it's hard to tell. If so, I have read (and experienced) that if too many textures are used on landscape it can cause a blackened area. I had a similar problem and deleting some of them fixed the issue.
  12. Hello Cederien, Not sure if what I'm about to say will help but here it is ... In my mod, at the proper entrance to the final tomb, I enlarged some staves to act as large decoration on either side of the door. At some point I put a stair to the left so that the player could solve a puzzle in order to remove a "magical" barrier. I then tried to go up the stair and was summarily pushed off as I went forward. After trial and error I determined that there was some sort of invisible barrier. nothing could be seen in the creation kit so I kept deleting things that I thought might be causing it. Finally I discovered that the staves I used, once deleted, removed the barrier. didn't make sense as they were vertical. I ended up opening them up in a 3d art program and discovered that they had some sort of collision that was going "horizontal" to their vertical placement. It was as if the collision was just rotated. I ended up using another type of staff and that fixed the problem ... Having said all that, I'm wondering if someone used an asset and didn't realize that one of the assets has an error in the collision OR if it has a very large collision box. I'm not a graphic designer so forgive any incorrect terminology. Some items have their collision just beyond what one actually sees. I've noticed this with some cave columns as they can be enlarged only to have your character walk just above them as if on air. for ha-ha's you might start deleting any added assets around the area. Try looking below the floor and above the ceiling. Hope that yields some sort of results.
  13. Why can't you just make a new enchantment and assign it to the appropriate item? It's the simplest way to do it that I know of. So basically find the enchantment section and look at how they created it. You can right click on the list and make "new" and create your enchantment. You can then assign that enchantment to your item. I'm not at my gaming computer so can't really go into detail if that's what you needed. This might help
  14. Can you access the .esp's by only using the Creation Kit and not mod organizer?
  15. Have you tried going to activators, duplicating one, then going to the items you want, copying the path to that model and then pasting it in the new activator? That's what I've done to numerous items that I wanted to be an activator.. I have a stone head, a skull, a lute, etc.
  16. Awesome, glad we could help. And that's the idea right? Some of us have a bit of experience here and there, some have a lot of experience, some have come across things that they might not use but could be helpful to others who don't know about it. Congrats and looking forward to your finished mod.
  17. depending on what you want to do with your mod I wouldn't use vanilla dialogue with a new sound as I suspect you would alter that dialogue for everyone's game. The best way is indeed to make a new dialogue and enter the new sound. At least at my level of understanding of the creation kit. While I don't know how to make a follower, in my mod I several times added sound effects to a dialogue response by recording the dialogue and then mixing in the sound effect. So yeah, make your follower with all new dialogue and go nuts with the growls. You then won't mess with anything from the main game which might be bad if you share the mod with others. I'm going to add this video as this creator made a whole follower and he goes step by step how he did it. Could be a huge help (I hope)
  18. My first thought is to watch any number of youtube videos on how to create a follower. Making a voice type is easy, just find the voice type list on the left, it will bring up a list, right click, choose new and give it a name. You can then create your quest, assign the voice type accordingly and then record your custom dialogue. Here's another video for custom npc's I tend to like Darkfox's videos as he is pretty straight to the point. I'm not at my personal computer otherwise I'd tell you how to assign the dialogue but these videos should tell you how. Hopefully that's what you are looking for.
  19. Hey Soarenb, have you tried to copy one room bound and move it so that it snaps to grid right next to the original? Also, I believe you can hit Q while one is highlighted and select another so that that one snaps to another. I believe Q is what you hit. Make sure your "snap to grid" is not some weird odd number.
  20. You could add an "and" bit and have the condition be two things. So for example, have it so that the quest stage is set and something is disabled. So, you have someone going through a dungeon, they talk to an npc and the quest stage moves to 20. You talk to the npc again but the 2nd dialogue bit doesn't come up because you have it that the dialogue will only fire on 20 AND for some item to be disabled (will explain, stay with me). Now you go through the dungeon and you cross an area and you have a trigger that will disable some item (I've used barrels but make sure they are out of bounds for the player so that they can't break them if they are using specific mods). Now that item is disabled and the quest stage is already 20. You go back to the npc and he should give you that extra dialogue. Of course, you could have the quest stage set when you cross a certain area using an included "setstage" script that is available to you. You could have it that the 2nd condition is that the player has an item on them. So the condition would be 20 AND you'd use getitemcount and run it on the player. If he has the item on him then the dialogue can progress.
  21. Out of curiosity, when you did "get equpped" did you run on "target?" Idealy you want to run it on the follower. Now, looking at "run on target" the select button is grayed out so you can't pick your follower. However, I wonder if you choose "player" then hit select and a box comes up that allows you to choose a target. Keep cells to "any" and then choose your follower. See if that works. That's just shooting from the hip.
  22. h The problem with collision cubes and planes is that they keep the player out but won't stop the camera or any objects from passing through. That's why I added occlusion to the search query. Collison planes are "physical" boundaries. Occlusions are visual boundaries (and are used for keeping the camera bounded). uh? Then I learned something today as I use Occlusion planes to block areas in the distance. If they indeed keep the camera from moving beyond them then that's a huge help. Thanks.
  23. If you right click and scroll down to "use info" it will give you a list of npc's that use that spell.
  24. The problem with collision cubes and planes is that they keep the player out but won't stop the camera or any objects from passing through.
  25. It's shaped a little oddly but the ice barrier in Dawnguard that separates you from the last boss, curate Vyrthur, is clear. If you hit it with a sword you will get the sound of hitting ice and some small ice bits flying up (it doesn't break). edit: it's called SnowElfThroneSheild and that IS how it's spelled in the creation kit. This is beside using a program to actually create one. Can't help you with that. There are also other pieces in movable statics that could be used as a floor though you would have to use a collision plane to keep the player from falling through. Keep in mind if you drop anything it will go through the collision plane as that only inhibits the actual player. You could also do a search on "grate" as there are some metal grates that would allow you to look to the lower level but you'd just have the grate bars. I use this in my mod on several occasions. I think it has "barrier" in the name
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