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Posts posted by chuckmccaw
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http://sevenmonths.com/wp-content/uploads/2009/01/old-men-playing-chinese-chess.jpg
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WIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNNNNNNNNN!
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For many years i was biding my time, for this, to WIN
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i am going to use this win space to advertise my mod Walking Dead Zombie Apocalypse and with that my mod wins!
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For my AOS Armies of skyrim mod i need the armies to be able too follow you through doors, but it appears that they cant travel through the doors i personally placed, any ideas?
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Well i suppose theres a private way, but if i put it up i would hope to stir up some interest, then have people get in contact inquiring, they then send me the video and save, videos should be <10 mins.
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but we would always have the back-ups, i'll upload the save after every episode, so we could just continue from where it wasn't buggy, it also made me have a look at all my useless mods
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I'll make it for you, unless that changes the state of this post to mod request
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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
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but will it appear on the map?
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Hi, I'm Chuckmccaw. I am wondering on how to create a cell which will be effected by the weather, the time of day, sunlight and other exterior effects, similar to towns weather systems. I know you can make new world spaces, but i'm looking for an alternative really
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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?
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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
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but surely that will only check if there dead when the effect first starts
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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 EndEventThe problem is, in game nothing happens, they catch the disease, get killed and thats that
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results are sketchy at best, the npc catches the disease and dies, but another time the npc just comes back and only once did it fully worked
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Well thank you, the both of ye, i was about to bring that up
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Thank you kind sir, i will make sure for you to get a special thanks on my mod page
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Wait, what are you saying i need to do, the actor is no one specific, and this is a part of a disease magic effect, if you could re-write it i'd be very grateful
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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
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Second Picture
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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
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Ok so i made a new walker design for My Walking Dead Mod and i would like to know whether you think it is better then the old design.
original on the right, new on the left
But thats not the end there is a problem with the new design in the second picture its clear
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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?

Need some mod testing with feedback as fast as possible
in Skyrim LE
Posted
here's a link to my BETA Walking Dead, should remove Bugs, adds Walking Dead theme tune, Faces fixed and alternative start re-atempt. So please follow the link, download, try out a new game, hopefully you should get an optional alternative start, report any bugs you find while playing and comment them here, download the optional BETA
http://skyrim.nexusmods.com/mods/15261