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Scg666Mod

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Everything posted by Scg666Mod

  1. Tried with preferred on and off and I think the boundries are ok and finalized but cant be sure. Veltoss, Do you have an e-mail I could share the file to via dropbox, it's too big to send and I would rather not publish it in it's very alpha stages?
  2. Hey folks. At a complete loss here, got a new worldspace that I have re-navmeshed a few times and just cant figure it out. My big problem is My A.I isn't working and I'm guessing it's the navmesh's fault. At this point I'm either going to have to throw out the project unless I get it sorted. If anyone believes they can help me I am willing to send them my mod for them to look over. Thanks in advance. -Scott
  3. Ok went back over the navmesh, maybe I've missed something in the tutorials cause I have no idea what's wrong. Uploaded Screenshots for you to have a look at.
  4. Cheers guys, will double cheak it tomorrow and let you know 2 am is not the time for this :D
  5. Not sure if this is suitable for a new topic as I posted regarding a similar problem earlier but I managed to solve that only to be struck with a new issue. Any time my ai packages require a change of location even down a set of stairs (Properly navmeshed) They just warp insteaid of walking. Any ideas? The packages do not over lap if that helps.
  6. Ok, issue 2 checked, still not working. Any other ideas?
  7. would setting the ownership of the cell sort this, or does it have to be each individual object?
  8. Hey folks, currently working on a massive project, not wanting to give too many details right now as it would take me way too long to type out. I have a couple of issues I can't get worked out. Issue 1: Deleting actors when the player leaves the cell. I want to delete all actors of a specific grouping (Faction or Keyword maybe?) both dead and alive every time the player leaves the cell. However the player spawns them by pushing a button so none of them actually start off in the cell. Any ideas? Issue 2: Ai Packages I just simply cannot get the actors to follow them consistently. I have just duplicated existing ones and changed the necessary values to suit my npcs so I have no idea why they won't follow them. I have made sure that the "must complete" value is checked but this shouldnt be necessary. So far all I have is: Sleep package - Copied from a default sleep package Eating package - Copied from a default eat package Work package - Copied from Lucan from Riverwood Trader, actor won't go to the Xmarker behind the counter and just stands in the middle of the cell. I have ensured that navmeshes both inside and out are perfect and did all of them by hand to be sure. Thanks in advance folks, hope you can help. - Scott
  9. Hey folks, looking for a script that will delete all actors, both dead and alive with a certain keyword or faction etc (whatever is easiest) when the player leaves the cell. However, these actors are spawned via a button so none of them are in the cell when the player first enters. Thanks in advance.
  10. You were almost there, led me in the right direction. Created the landscape texture as you said but couldn't get it working. I also had to make a LandTexture object and assign the TextureSet to it. Thank a lot :D
  11. Hey guys, anybody know how to add new textures to the landscape editor?
  12. When I attempt to fill it out it trys to get me to select from the cell and as they aren't in the cell untill they are spawned I'm confused as how to add them.
  13. Hey folks, got a problem I've got a number of npcs that are spawned via dialogue no more than 10 at a time with a possibility of 20 different ones for an arena set up, i am now trying to set up a dismiss fighters option and on another forum was told this may work Int iIndex = AllPossibleActors.Length Int i = 0 While i < iIndex i += 1 If AllPossibleActors[i].HasKeyword(DeleteOnDialogue) AllPossibleActors[i].Delete() EndIf EndWhile However this will not work because the actors are not in the cell to add to the AllPossibleActors property. Anyone got any other idea?
  14. Hi folks, anybody knowe how to make npcs totally ignore combat?
  15. Ok so I've implemented it with one issue, I can't add all the actors to a the AllPossibleActors list because they are not in the cell to begin with. To spawn them I with a character who then spawns them via a SpawnPoint.PlaceActorAtMe() line attatched to the dialogue. This means that a LVL Actor is spawned which is one of 80 + different actors with around 20 possible options eachtime it occurs
  16. I'm really new to scripts so could I define a faction that they all share or a keyword? For example Keyword Property DeletedOnDialogue Auto
  17. There are over 80 possible actors that it could be though, and possibly multiple at the same time
  18. Hi, I'm here to ask whether it would be possible to have a script attached to an actor that deletes them from the cell that they have previously been spawned in. This script should be activated via dialogue script fragments. Can anyone help me with this script?
  19. I'd say just do it in the creation kit, easier and more reliable than most any mod for it. Try using this tutorial. http://www.creationkit.com/Bethesda_Tutorial_Creating_an_Actor I wouldn't know about hairstyle mods though, never something I used.
  20. sorry, should of been clearer, after the player moves out of the cell, or even after combat finishes
  21. This would be a very easy way to familiarize yourself with the CK, try using this tutorial: http://tesalliance.org/forums/index.php?/tutorials/article/116-creating-skyrim-armor-in-blender-part-6-adding-armor-to-the-creation-kit/ That will show you how to put an armour into the ck. all you need to do is replace the respective guard armours with the armour you want for example. Instead of creating your armour addon just change the guard one. I hope this helps, let me know if you need anything else or don't understand, I'm not sure that I explained well :smile:
  22. Hi, I've got a fully functioning arena system working through dialogue fragments and was wondering if, once the combatants have spawned and fought the winners could be deleted using script, perhaps upon exiting the cell. Any ideas?
  23. Hey folks, I have started work on a brand new mod that will add a castle to Skyrim, the castle will include the following: All crafting materials Player Bedrooms Follower Bedrooms Noble Bedrooms Kitchen Servant Quarters Vault Display Hall Feast Hall Throne Room Mage Tower Knight Order Tower Shadow Tower New Quest line (No spoilers) Quest to gain Lordship of the castle In addition, pending tests I will be trying to implement a new city. This will, if I can sort out a few issues, include Tavern Houses Tailors Blacksmiths General Goods Store Alchemy Store Market Mercenary Guild (With quest line) Farm Brewery I know that this is a HUGE project but a VERY alpha build of the first few interiors and maybe some exterior design will be up on the 30th of this month. Let me know what you think and check out development images and videos over on my Facebook Page. Thanks a lot for taking a look. Ps. In wake of Valve's latest Sh*tstorm I would like to reassure everyone that my work will remain FREE. As a modder I believe that it's a hobby, though a frustrating one at times. It brings me great joy to work on projects like this and I would NEVER charge for this sort of thing. Instead I will be using Nexusmods' donation button if anyone feels like supporting me further than downloading. Facebook Link: https://www.facebook.com/ScgMods?ref=hl
  24. Does that mean I don't get any biscuits? I could give you some for putting it step for step in dumb dumb language for me :D makes it easier to repeat
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