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Starting 1 compile threads for 1 files... Compiling "QF_AA3Beauty_01000D62"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_AA3Beauty_01000D62.psc(71,0): variable JamesBarScene is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_AA3Beauty_01000D62.psc(71,14): none is not a known user-defined type No output generated for QF_AA3Beauty_01000D62, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_AA3Beauty_01000D62 I got this warning when I attempted to do the following Code for my Quest Stage. SetObjectiveCompleted(20) JamesBarScene.Start() SetObjectiveDisplayed(30) The only script at the end of screen is GetOwningQuest().Setstage(30) And the Script to kill the old man. I removed the old man script and it still occurs.
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So I'm trying to fine tune a mod I'm in the process of creating and came to a few road gaps that I'm having some big issues with. my first issue would be that I'm trying to make a message box / menu pop up when the player activates a NPC... let me give you the run down. The NPC is "blind" so I want the player to be able to pull little jokes on the actor. so I'v been trying to make it so that a Messege box would show up.such as the following. (note i already have the message made, just need to figure out how to implement it to have the options 1 & 2 to pop up with another window.) ------------------------------------------------------------------------------------------------------ You notice that (npc) is just staring into space and enjoying the fire... What would you like to do to them? -------- option 1: put a fish in their lap option 2: wave your hands stupidly in front of their eyes to see if they will react. option 3: Talk to NPC ------------------------------------------- If player picks options 1 or 2 then another menu would pop up and have a little blurb about what happened after the player did the action but if the PC clicked on Talk to NPC the menu would close and the normal dialogue would open up like nothing happened. Also... with this same NPC, how would I be able to (through the dialogue) choose the place where the npc should live... such as one of the vanilla player homes to make it as if the PC has taken pity over the npc and wants to be able to care for them. (trying not to spoil my mod's storyline here) ------- Secondary I've been trying to get the following script to work in a scene to make it seem like a character dies of a heart attack/ old age Actor.Kill() And plugging in the Reference Alias for actor? or do i need to make it more like <Alias_OldMan>.Kill() ?
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Where would be the best place to put these specific scripts to ensure what I want is done... Like I found a tutorial video thats got basically what I need to do... it just doesnt state how to set the main quest giver to die with a script to have to force the player to talk to his daughter instead.
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First off hello, thanks for reading... I could use some help on how to do something for a custom quest-line I'm trying to build. I'm trying to script that the original NPC Quest giver dies and so that the PC has to talk to the NPC's daughter to finish the quest... and after finishing the quest allow for her to be a companion/follower. Pretty much what I have is that the player gets a request to kill a couple bandits and after that the player is trying to go finish the quest to talk to the original quest giver but that person is now dead due to poison/old age (not sure yet) so they have to talk to his daughter. So I've been trying to figure out how to do the following: Script/code the quest to kill the bandit Script/code the original npc's death immediately after the bandit is killed. How to make it so that the daughter wont become a follower until after the PC talks to her and informs her of her fathers death and the death of the bandit Any help on any of this would be great... otherwise the mod i'm working on is rather screwy.
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Skyrim mod manager/ mod activation problems.
grimmdead replied to grimmdead's topic in Skyrim's Skyrim LE
Its the Oblivion/Skyrim MM -
Okay, before you get confused by the '.ghost' terms that i use.... mods are rewriting themselves to be invisible by adding that extension after i try to launch the game.... and ect. (in case you didn't know... which you may have but you never know.) So I had to reinstall Skyrim due to game corruption, it wasn't a big deal at all to me... but now that I have, some of the mods I want to be using wont show up in the non-nexus mod manager, Some of the mods of which I have downloaded appear, however some of the face change mods/ follower mods will not show in the listing. (In the data folder they are marked as (MOD NAME.esp.ghost) I tried to do it again by just launching skyrim from the STEAM desktop icon, and did the unghosting, and it worked however after a day or so the following has happened. Mods disappeared off the list. some turned back to being ghost'd and others remained "unghosted" but wouldnt be on the list that not a day before they where. So I have tried to unghost them and restarted the mod manager, and they didn't show. So i switched to the Skyrim launcher, and hit the data folder before setting the game up (after waiting for the very few steam mods i picked) to synch up. And the same problem occures, and this time the main Skyrim.ESM and the Update.esm are gone from the list (checked it multible times to see if they where hiding somewhere down the list) but usually they would be on the very top. now trying the NEXUS MM and so far no luck.... cant get my mods that i downloaded to show up. (all mods i had previously downloaded manually which may be the case... because i never used the NMM. Anyone know what I can try to do?
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Hey guys. For Anvil, there was a mod once that I had that i no longer am able to find, it was a small shop addon that added a little shanty store to the beach, included a bar tender who sold bathing suits (I think they where h-cup's) and added like 4 girls to the beach. the shop was open didnt have a door to get in, it was pretty much a little barn like thing Bathing suits where in many different colors, red, blue green, and a purple, and there was a black.... different style tops and bottoms. thanks for the help.
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SO i'm kinda just getting into animation replacers for the walkingforward.kf walkingfrowardfast.kf and ect (basic controls) I came across a bug I cant seem to fix where when I exit the POV toggle so I can see my character and move backwards, the camera seems to zoom into my character, so I cant tell if BBB is working or not, it zooms into the back of her head/shoulders and turns into what looks like a reverse forward camera where after that zoom in it flips around like the camera moved right behind her. What is something I can do to fix this because I'm not really sure what the F i did. I think its due to a corrupted backwardwalk.kf and ackwardfastwalk.kf files, where the camera is too close???
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So i was just skimming the Dragon Age Wii and saw that there was at one point a Human Commoner origin, as well as a Barbarian.... Video that features some of the Human Commoner origin.... http://www.youtube.com/embed/6A3j81ndqzg It doesn't look like Bioware even bothered to release it as a DLC for those whom may be interested.... I know a few people where able to unlock The Dalish for a "Dalish mage" Origin, wondering if anyone has toyed with the idea of the HC (not using dwarf commoner) and released it to the public??? If not would somebody attempt it? There are a quite a few really talented modders out there..
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LOL slip of the mind.... but yeah. that would be... a bit bad.
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Can someone make a mod to adopt the kid from lothering who's mother is dead.... as either an addition to the camp in which we can interact with him and the rest of our party, or as a full out party member?
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Little tip: don't triple post (or even double) just edit your last post if no one has responded..... This would be an interesting mod.... then all someone would need to do would make a mod where Zevran, or Alistar (maybe even Sten started a little cut scene, where they pulled your ear, or stepped on your tail. Though why a human would have a tail, I have no clue.
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Customizeable Child/Fat Body Morphs to Show Armor.
grimmdead replied to grimmdead's topic in Dragon Age: Origins's Mod Ideas
Is that really how that works? ehh.... see your point, big hassle and ect... Fat Templar jokes be non existent then, guess I'll just live with it until I figure it out for myself. -
I know that when you open up the toolset, you can change the code for your character appearance and make your character into a child, and or into the "fat" morphs (Used for some diversity of the fit people). I'm wondering if someone can make a body mesh that we can use so that Alistair (Mainly Loghain, Arl Howe, and a few others for my thought), or the player character can have more of a chunky/ fat appearance and still be able to have the armor that is equipped be seen as armor and not the default peasant clothes. (Same for the child body, so that we can have access to show the armor). I understand that there could be issues with the "child" morph, with a few people... so this is mostly for the 'fat' body.
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New Armor Models You'd Like to See in Game
grimmdead replied to Flash432's topic in Dragon Age: Origins's Mod Ideas
Elvira costume would be fun for Morrigan... or Wynne. My link