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Sovrath

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Everything posted by Sovrath

  1. W But they have an ability as Race. Plus it is not flat. It is percentage based. I just want to create something like this RegenerationAbility = Regenerates 2 hit points per seconds. And I want to create variations of this ability and add to separately for anyone i want. Tonight i will check once the stamina one as you mentioned. "Well" I was wrong. I checked the Trolls and they don't have it as an effect. Having said that, Apparently I used it on my troll so ... so when you create your new spell, right click on "effects" then scroll down to "ABfortifystaminarate." I checked and you can use a decimal such as ".05." So perhaps experiment with the numbers a bit. Sorry I couldn't be more help but hopefully that sets you on some sort of path.
  2. So I don't have the creation kit in front of me but you could create a birhtsign and assign it a stamina regen ability. Go in the creation kit and under magic find the birth signs. they will have AB in front of the description. example: ABVampire something something or "something" like that. If you look at several of them you will find that they have different affects and I believe you should find one of them that has a stamina regen already so you can see which one it is. This is very possible as I have created regeneration affects for a number of my npc's. Sorry to be so vague but hope that can point you in the right direction. Thank you for your assist but sadly still i don't get it. It seems confusing. I have to update my mod and i have to add regeneration ability for creatures. I was tried to copy it from necklaces which gives regeneration but it is not worked. Edit: I found something within Class tab and it is working but i have a huge problem, it is NOT flat. It is percentage based. And sidenote: It would be far better add it as Perk or Active Effect. Edit2: After many attempt still i cannot succeed. Is it requires advanced scripting system? I really don't think it requires scripting. Then then again I'm not a coder. Find a troll in the creation kit. Trolls have health regen. See what ability is giving them health regen. There will be a stamina and magicka equivalent in the creation kit. Use the stamina one. Sorry, I didn't have a chance to look at this last night but will do so tonight.
  3. That is a good way to do it and I've done the same thing: dagger as an activator and then on activate it progresses a quest that then adds the item to the player's inventory. I have arrows sticking out of the ribs of a skeleton and defaultdisablehavokonload is needed.
  4. So I don't have the creation kit in front of me but you could create a birhtsign and assign it a stamina regen ability. Go in the creation kit and under magic find the birth signs. they will have AB in front of the description. example: ABVampire something something or "something" like that. If you look at several of them you will find that they have different affects and I believe you should find one of them that has a stamina regen already so you can see which one it is. This is very possible as I have created regeneration affects for a number of my npc's. Sorry to be so vague but hope that can point you in the right direction.
  5. Thanks Agerweb. I didn't change any of the directories from the original game but I think you might be on to something. Will look into those suggestions and thank you. Appreciate you taking the time!
  6. What do you mean by ?... "As for effecting performance I'm sure it could if not put together properly" I have, for my mod, an area that is quite large though the percentage is probably just 108% (I think the Castle in Dawnguard is 114%) and I was getting a bit of lag when I turned my character toward different areas. Now, (and this is a learning moment for me) some of the halls and rooms don't work well with room bounds as they are too close together, have stuff going through the walls, etc. I ended up using Occlusion planes and that solved the problem extremely well. I use them in several maps. Additionally, I loaded up my mod on a low end computer and actually tested off it. I discovered some things would cause the game to crash so I had to change some things around and that ended up solving the crashing. Mostly a lot of sound and enable/disable objects.
  7. So I've finished my mod which was originally done for the original skyrim. I'd like to port it to special edition but I'm running into a problem where none of the voice tracks sound and it seems the quests don't work. I've listened to a few tutorials but none of them mention anything about this issue (that I can find.) Has anyone run into this issue and if so what am I missing? Thanks!
  8. I imagine you have the talking activator tied to a quest correct? You should be able to do idle chatter in that quest. It would be one of the tabs more to the right, maybe misc dialogue. I think if you use "hello" or some such thing an npc will say the dialogue you've listed. CAn't imagine it's different. I'd be more specific but I'm not at my computer to check. You can also check npc quests, like the one used by the guards, to see what triggers them to say things.
  9. So I don't write scripts therefore I can't help with a new script. However, you could use the default script that's in the Creation Kit for the shrines. It bestows a blessing. What you would do is create your own "blessing" and choose it as the magical effect. You could also create a new message which is part of the blessing. Not sure if you have to have a message but you could make it something like "your body feels infused with energy" or something like that. Since it appears in the upper left corner as opposed to a text box, don't make it too long or else the font will become very small. Hope that helps. I should add, you would want to use an activator for the static object. You could take one of the shrines and just use a different mesh. Be careful to name it something different and not overwrite the original.
  10. What you could do is have the end of one of the first dialogue branches set the quest stage to, say 10. The 2nd option to 20, etc. Then on the other dialogue with the the other npc use the "getstage" condition so that it will check the stage of the first quest and then offer the appropriate dialogue choices. So, off the top of my head, the player would have a "hello" with the 2nd npc and then two branches off that, one that checks for each stage of the initial quest. erm you might offer a 3rd option if the player hasn't discussed with the first npc and the their quest is still at stage 0, the 2nd npc might say something else.
  11. did you make a custom voice type for this follower or did you use some other voice type? The only way your follower can comment like this (when not being addressed) is if you recorded that dialogue and added it to the quest assigned to the follower's dialogue. If you used another voice then I'm guessing that's where it's from.
  12. So discovered the issue and here it is for anyone who has a similar problem. the default message box script is from Dragonborn. The test computer has that expansion "unticked" so it became an issue that I didn't even know was an issue. I found a messagebox script that DarkFox created (and was actually able to alter the one he has for download which was surprising to me) so if someone needs a messagebox and you aren't making Dragonborn a "must have" keep this in mind. This is probably more of an issue for a "non-scripting person."
  13. Hello! I'm hoping someone might have some insight into a problem I just discovered with my mod. I duplicated the inscription tablets that are used on the pilgrimage stops to High Hrothgar and have used the "defaultshowmessageonactivate" script to show my messages. This has worked fine. I've used that default script on other objects as well such as a pull-chain, and again all works fine, Now that I'm testing the mod on a lesser computer I discovered that when I click on the tablets they no longer show the messages. Same with the pullchain message. However, they work fine on the original computer. I reinstalled the entire data folder on the original computer only using the mod's esp and bsa and it works fine. but when I do this on the test computer they do not work. I reinstalled skyrim on the test computer and it didn't fix the issue. There must be something that the original computer has that is not transfering over to the test computer with the bsa or esp but I can't seem to find it. Any thoughts? And thanks!
  14. While I can't help you with that I wonder why you are trying to do it this way? What are you really trying to do? Maybe there's another way to accomplish it.
  15. Doing a quick test I tried to create a seq file on skyrim.esm and tesV edit created "nothing." As shown So are you sure you actually created a seq file with skyrim.esm? I then loaded both Skryim and my mod and created a seq file then deleted it from the folder and just created one from my mod and a new seq file appeared. Meaning, if you feel you messed up, I think just deleting it and making a seq file "just" on your mod should put you in a good place. It doesn't seem like TESV edit includeds Skryim given that it didn't generate one from the original test. I hope that helps. Maybe someone else has more insight.
  16. What happens if you put a condition at the start (one of the first tabs let's you put conditions for the quest - quest data I belive) "getisvoice" (I think that's what it's called) and put that voice for that quest/character. Does that clear it up?
  17. Hey MidMist, I would definitely start out "small." Also, don't let the idea of "the process" scare you. Without scripting or making your own textures/3d items you can do quite a bit. I've just finished a very large mod (which has taken me years) and I don't script (though I've added two scripts per DarkFox's tutorials - and some he wrote) but my approach to modding was "given what I know and given what I know I don't want to do, what CAN i do." And just by using what is in the Creation Kit you can do quite a lot. Also back up everything you do. Everything. Also (another also) be careful what you tinker with when it comes to the main game, such as scripts/triggers for Ralof to unbind you. What I would advise is to go to the room where Ralof unbinds you and look to see if there is a trigger that starts that part of the quest. You might be able to move that earlier in the game but then it's possible that will mess up him running through the keep for the rest of it. Start small, learn how these mods/expansion are put together and then build up from there. Good luck.
  18. You could use a condition where, a You could use a condition. Once the first bit of dialogue is done, have the stage change to 10. The 2nd one will have a condition that the quest must be = to 10. This is if I am correctly understanding what you need.
  19. Awesome, thank you. Can I also assume that if I fix a typo then I wouldn't need to update the BSA or is that stored in some way that it's incorporated in the BSA?
  20. So I just finished a mod and created the BSA. I've given it to a friend to test. Let's say that some things need changing: floating chair or adding a light, that sort of thing. can I just change it and save it or do I have to change it, save it, and regenerate the BSA? I guess my question is whether or not the BSA recognizes changes in the esp and considers it "a different version" or something. I'm assuming that the only reason to create a new BSA is if I change dialogue or something like that as it would require a different audio file. Thanks!
  21. Bleah .... Somehow, and I'm just assuming I was tired when I did it, I made a change to a quest in the master file. This is "creaturedialogueFox" I essentially added player dialogue to the regular fox quest thinking it was my own quest for my talking fox. I've tried to remove it with tesV edit (it's an old file as I've been working on it for a long time) and all I managed to do was ad an "I" for ignore if I view details in the construction set. However, it still comes up with the * when viewed in the creation kit so I haven't ignored anything. I can still see the change in TESV edit. How can I remove the changes I made to this Skyrim creature fox quest? Any help would be greatly appreciated as I've been working on this wayyy too long to fail now. edit: looking around it looks like this would be considered a "Wild Edit" so any help with that would be great.
  22. first of all, great work, looks amazing. There is "getiscreaturetype" but your choices are numbers. I tried to do a quick search but didn't find specific numbers to specific creatures. I also wondered if you could create an alias that was a generic bunny and do a getisalias (or whatever it is) If I have time later I'll try to play around with it. Another thought is to make an alias, maybe find matching reference in loaded area and closest and then for alias factions use harefaction (which is the bunny's faction)? maybe try to play around with that?
  23. Well, thanks for the people who took a look. I actually do appreciate your time. It appears that I've found a solution and will list it here in case anyone else finds themselves with the same issue. It would appear that besides navmesh, "what" the navmesh goes over can affect a summons. In my case, the bridge mesh that I used (windhelm bridge leading to the city) wasn't great for the summons. My guess is that the mesh "way down there in the distance" was better and that's where skyrim chose to put the summons. As a test, I put NorPlatBgMid01 just under the Bridge Mesh and that essentially fixed it. I suspect having "land" under the Windhelm bridge mesh solves that issue whereas my use of the mesh has nothing under it but water and then land wayyyy down. So "I learned something today." Hopefully if someone is using an outside cell (or maybe any cell) this info will come in handy. edit: though it seems that the "2nd" flooring really has to be above the other to work well but at least I understand the "why" I'm getting the issue.
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