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Domius

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  1. I think you should create a new race based on existing HareRace (just like creating a new creature) so you won't have to change anything with normal rabbits. I've started 2 topics here, no answer in neither as of yet. I've seen many unanswered questions here and many threads that are just stupid but more popular. So I started looking for some other modding site. I think official Bethesda's forum seems OK. There seems to be a lot of people actively participating in discussions; you might want to try there. I don't know what's policy here on things like that so I'll send you the link by PM, if you don't know it.
  2. COCMarkerHeading determines where you arrive when you teleport to an interior. It's in WorldObjects/Static in Object Window. Also, the make door advice was good because as far as I know, if there is no COCMarkerHeading, you show up where a door marker is. And if the door marker doesn't exist, you show up where an XMarker is. And if there's no XMarker... Remember to only put ONE COC marker.
  3. I looked at a quest/dialogue tutorial on Creation Kit wiki and started making a dialogue for my mod. It's a little bit more complex though -- an example dialogue in the tutorial is really simple -- and I'm having some troubles. I could go on with things that are problematic there for a long time but I'll try to keep it short. I want to have a list of topics and add some topics to it only when they're mentioned in some other bit of dialogue (i.e. info). I can't really make it work though. I can set a branch as top-level which will make it available from the beggining, or as normal which will treat it basically as a response -- exactly like topics inside a branch -- so it will give me no other choice than this topic. And I want it in the general topic list but not by default I'm not sure if I'm clear so i'll give an example (based on the actual dialogue I'm working on). I have topics A, B and C shown to the PC. When the player clicks on topic A, he gets some response and goes back to the topic list with the same options A, B and C. If the player clicks on B, he gets some info, then has to choose one of 2 responses (topics), gets another info and goes back to the general list. But now there's also an option D, because there was something mentioned in that conversation. Or he can click C instead which will give him a simple info but also unlocks topic D. I think it would be very simple to do if we could use variables. So I could make a script that says "set optionD to 1" and use it with infos in B and C branches. Then I could require a condition "optionD is 1" in order to show topic D. But as far as I know we can't use variables in dialogues (can we?). So the closest thing are quest stages but I don't think it's a good idea to overuse them. Also they are still limiting. And I could add a LOT of links but that also doesn't seem like a good way to do this. So... Any suggestions? PS. There are possible conversations that are even more complex. For instance there could be an option E which would become available once the PC used topics C and D. So it can't be just set that it shows up after option D. The player could say B, then D, and in this case he still needs to click on C. You know what I mean? How do I do stuff like this?
  4. There seems to be no jump animation for the rabbit, although running one should do. I get your idea and it's good, the only thing is that I don't think it can be done in CK. I may be wrong but I think animation is done in .NIF, i.e. when editing the model. So you would have to extract rabbit's mesh, open it in NifSkope and... well I don't know what's next. Just copying animation and setting it as an attack should be easy but you still have to know how to use the program. I, unfortunately, have no idea. I've failed to even make small changes in blender and import it to .NIF again (that was for my own mod). However if you want to try, you should use a program called BSA Unpacker to... well, unpack .BSA files. Those are the files where most of the game data is stored. The same goes to retexture. Editing an image would be easy but you have to know how to extract and then import the texture. Maybe someone will eventually come, although I think your topic would be better suited in Skyrim Mod Troubleshooting sub-forum. I can't help much more but I honestly hope you will be able to finish your mod. It's a really funny idea and one that is possible to do, unlike most rubbish here ("Oh, I want a total conversion mod. Make it for me!").
  5. I've been modding Skyrim only for two days and before that I used to work on Oblivion modding but just a little bit. So I don't think I'm actually able to tell you the exact script. You should check tutorials on www.creationkit.com. From a quick glance I can tell that there is a Resurrect Actor function. You should probably use a marker to check if the player is in the right spot. If you want to see how it works you can load any nordic dungeon and just look at how Bethesda had been doing this. To create a script click on Gameplay and then Papyrus Script Manager. EDIT: Actually it seems that there is a tutorial exactly about that. HERE. "We want these Draugr to be resurrected as the boss emerges from his tomb. That is, we want this to happen in response to an Event. "
  6. You want to trick the player? Maybe you should make them dead (check Starts Dead), so they lay on the ground when you enable physics, and then make a script that sets them alive when the player gets near. I think that's how it works with those draugrs in the niches in walls.
  7. CK really isn't that hard. To make a weapon stronger you have to go to the Items/Weapon/WEAPONS list. Then find your object (just write "rueful" in a Filter in the upper left corner of the Object Window) and double-click on it. If you only want bigger damage it's really easy, you just click on the Damage field, which current value is 22, and write some other number, like 50. Then click OK, save your mod, load it in Skyrim and voila.
  8. OK, I'm a newbie too, and I actually came here looking for help... But I think some of what you're talking about is pretty simple... although some of it is quite a bit more difficult. To make a unique Vorpal Bunny you have to modify the basic rabbit which is EncHare (you'll find it in an Actors/Actor list in Creation Kit). Just click on it, change the ID, click OK and it will ask you if you want to make a new Form. Say yes, find it on a list and now you can edit whatever you want. You may also want to create a new Race -- I'm not sure if it is needed -- which is a similar task, only you have to go to Character/Race list. The original ID is HareRace. While editing the bunny you should uncheck the Respawn box (when it dies we want it to remain dead) and check Unique and Protected (we don't want it to get killed by some dragon). When you're done you just place it somewhere you want, like in a test cell that you created. To go there in game just press tilde (~) while in main menu and in a console write CoC x. "X" is the name of a test cell, for example: "CoC aaaBunny". I don't think you can change attacks and animations in CK, or at least I don't know how to do that, and there are no tutorials about this subject on CK wiki. I'm sure, however, that there are tutorials for Oblivion or maybe Morrowind that will be compatible. The same goes to changing the texture. It's a little bit more advanced and I can't help you with that. As for not allowing low-level characters to run into the bunny, I agree that it should be done by creating a quest. You just place the bunny wherever you want, then you check Initially disabled box. Now you would have to do some simple scripting, so that the bunny would appear when some requirements are met. It shouldn't be very hard although I don't really know Papyrus yet, so I can't be more specific. In order to prevent the bunny from wandering you might do something with AI packages but I don't think it would be a problem. And that's it for my good advices as I am a newbie too and actually... Actually I tried to do that, to do at least partially what you want, but I failed for some reason. When I put my bunny in a test cave and coc there in game, it isn't there. Or sometimes -- but only sometimes -- it materializes suddenly after a few seconds and dies instantly. I have no idea what I'm doing wrong, everything seems OK in Creation Kit and it's not like I have never placed some NPC in a room before... You'll probably need to wait for someone better at this.
  9. Hi everybody! I had an idea for a mod when I was still playing Oblivion and even tried to make it. But then I experienced a problem that I couldn't overcome so my enthusiasm faded and I quit. Now I tried again to make this mod but I'm having the exact same problem. I wanted the player to come to an imperial fort-style "dungeon", which is actually an inside of an old, ruined castle. The road is blocked by rubble, but the player finds a hole in a floor in one of the corridors and gets to caves below the castle. I thought it should be easy, but no, apparently I would have to edit a mesh of the specific corridor element... And I attempted to do that but failed. Not only my understanding of Blender is very limited (I have only done a couple of tutorials and even that seemed hard to me) but also Skyrim is still fresh and not all tools are fully compatible with it. I tried for a couple of hours, mainly using this tutorial: http://skyrim.nexusmods.com/downloads/file.php?id=3790, which worked to some extent, and I even succeded to make changes I wanted... but screwed up something on the way (PIC). Of course I'm not saying that you should do my work... But if anyone here has already figured the whole process out, it shouldn't be much work for him (or her). I'm using dungeon\imperial\smallhall\imphall1way01.nif mesh and all I need is a simple hole that the player can fall through (LIKE HERE, colored red). If anyone would be kind enough to help me I would be very grateful, really. PS. If there is some way to do that whole thing without messing with meshes, just tell me. I know that you can do something like that in caves but I haven't found a way to do that in the Imperial Fort kit. EDIT: I guess this whole collision detection thing should be changed in order to let the player fall down. I really have no idea about that.
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