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chuckmccaw

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Posts posted by chuckmccaw

  1. Hi there, I'm Chuckmccaw, I thought of the idea of creating a character, i then upload the character (i would record it but my computer is incredibly slow, i dont have a graphics card :rolleyes: ) then first person interested takes over, tries some of there favourite mods (preferably an armour mod, weapon mod, adventure/quest mod) they record there experience, with commentary if there comfortable, but not necessary. They then send me the game save and video of how he got to where he/she is. i then re-upload the gamesave again and then next player steps up with new mods and adventures continuing on from the last. i upload the videos to show the long story of the character. So i posted this primarily to see is anyone interested, but also for what the character should look like, named, race, etc. this is community reliant from the start
  2. Ok, so i kinda realise i did'nt have no duration and no magnitude ticked, hence the worth being 0 for both, all works grand except that they come out unaggresive. is there any easy way to make them aggresive guys?
  3. I tried the above, nothing happens, i dont even get a message about the turtles :/ i fear that spell effects dont continue after death, i'm looking into soultraps script, as it does have an on death effect, but i cant decipher it
  4. So I've been through this a lot, from modding almost all ends of skyrim for my mod, i am once again stuck by the infection script, it is:

    A Disease effect and is already distributed

    A magic effect which is scripted with the following:

     

    Scriptname WalkingDeadInfection extends ActiveMagicEffect
    
    Faction Property FactionAdding  Auto  
    Race Property SetRace  Auto
    
    Event OnEffectFinish(Actor akTarget, Actor akCaster)
           If (akTarget.IsDead() == 1)
    	akTarget.Resurrect()
    		akTarget.SetRace(SetRace)
    	akTarget.RemoveFromAllFactions()
                	akTarget.AddToFaction(FactionAdding)
    	akTarget.StartCombat(Game.GetPlayer())
           Endif
    EndEvent

     

    The problem is, in game nothing happens, they catch the disease, get killed and thats that

  5. So, scripting is completely new to me, frustrated at it always failing and once i thought i finally got it i got some new error

    Heres the script:

    Scriptname WalkingDeadInfection extends ObjectReference

     

    Faction Property FactionAdding Auto

    Race Property SetRace Auto

    Spell property reanimateSpell Auto

     

    Event OnDeath(Actor akActor)

    Utility.Wait(5)

    Actor.SetRace(SetRace)

    Actor.AddToFaction(FactionAdding)

    EndEvent

     

     

    The Errors:

    Starting 1 compile threads for 1 files...

    Compiling "WalkingDeadInfection"...

    cannot call the member function SetRace alone or on a type, must call it on a variable

    cannot call the member function AddToFaction alone or on a type, must call it on a variable

    No output generated for WalkingDeadInfection, compilation failed.

     

    Batch compile of 1 files finished. 0 succeeded, 1 failed.

    Failed on WalkingDeadInfection

  6. But it would be the same for alternative starts, just there'd be a gap of time between the old mostly useless Helgen and the fixed Helgen

     

    The problem with that, Chuck, is that it's possible to "jumpstart" the Main Quest in alternate starts that don't begin with Helgen destroyed. Having your new Helgen in place may play havoc with the Main Quest in this case. I don't know this for sure, since I'm not sure of exactly what events that take place in Helgen may be triggers within the Main Quest. All you have to do is to check for the stage of the Main Quest and make sure it's at least at Stage 10 of MQ102, since at that point Helgen has been destroyed and Alduin is on his way to revive Mirmulnir for the eventual showdown at the Western Watchtower in MQ104.

     

    Remember than an alternate start that doesn't enable the Main Quest will leave Helgen untouched by the dragon attack, which doesn't occur until sometime before Stage 30 of MQ101. I don't know the exact stage since the wiki only documents a few of them from 30 to 900, but there are 18 stages before Stage 30. I'm sure one of those is when Alduin appears during the cinematic intro to the game. Stage 900 marks your exit from Helgen and at that point it's already destroyed, but there are 63 stages before that in which the initial Helgen can be replaced by the destroyed Helgen. I'm guessing it actually happens at stage 900. You'd have to go into the CK and examine the quest stages to sort all this out.

     

    Ok, no my point is my mod would change Helgen regardless of it being fixed or not, but yes having it automatically destroyed would easy things up

  7. Hi im chuckmccaw, now, i have created a mod, walking dead zombie apocalypse here.

    The biggest problem is though my voices, there fine when i record them in the creation kit, and i can play the wav files. but once in-game all that happens is there lips move and the text appears for less then a second, no sound is heard. i've searched but there is nothing helpful out there, can someone please tell me whats going wrong?

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