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Everything posted by r1de
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That is so much easier than trying to name horses in Skyrim! Yes it is and @Trojan, go for it. I happened to be on this page when I thought of/found the answer so I posted it here. :smile: *edit the game is still using "Dogmeat" for other text dialog, so this is not a complete solution, but it's better than nothing. I can't wait for the real modding tools. :)
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I found a way to change Dogmeats's name. I just had to make a simple mod. there is MESG 000552CD DogmeatNameMSG change "FULL - Name" to whatever, save mod file, load into game and you have a renamed Dogmeat.
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you should "own" that horse at this point (you can ride it without it being stealing right?) you are also spot on about the AI packages, that's why that horse won't stay in one place and always wants to walk back to wherever. you would have to force that horses ref into that "PlayersHorse" Alias on the stables quest to get the proper AI package, or somehow force that horse to use that AI package without filling the alias I don't think there is a way to do either of those from the console tho, sorry.
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I know I know, I keep dragging up this old thread. Proof of concept posted here: http://skyrim.nexusmods.com/mods/31399 if anyone is interested. :)
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Well, not to again bring up an old(ish) thread, but I have made a little progress on this. I can at least get the dang horses to *stop* fast traveling with the player. I've only tested a little so far, but it shouldn't be that hard to get them back either. At least in theory... Getting them to stay in place or wander back to a stable shouldn't be all that hard either... "Tying" them to a nearby tree however, might be another story. (something else I was thinking of) anyways, sorry to dig up an old thread again. Hopefully I can have something working pretty soon here. (and aren't those famous last words??)
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sorry to hear about you having to work weekends... no fun. ever. :) the quest in question (lol) is called "stables" and yes it does sort of control the players horses, but only up to a point it seems. it gives the horse selling guys some dialogue, controls how much you pay for em, etc... I have tried to stop that quest, reset it (which set all the Aliases to none), cleared just the "PlayersHorse" alias on that quest, none of that had any effect, my horse still fast traveled with me. I actually made a little mod with an item I can use to test manipulating that particular quest, unfortunately none of my ideas worked. I too looked at the source of many of the vanilla scripts to see if there was something "hidden" in there, there wasn't, as you found out. We might be just jumping at shadows here... but I hope not, it would be very handy to be able to drop off a horse somewhere and be able to fast travel without them.
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Interesting... you've used this variable, can you tell me what it is, or at the very least how you accessed it for your mod? If we know more about the nature of how this is stored, we might be able to devise a solution for the OP in how to clear it... well now I realize that I may have worded that kind of funny. Anyways, you can easily access this variable by using Game.GetPlayersLastRiddenHorse() which will return you an Actor reference. That's all fine and dandy, but it seems to be read-only. There's no way I could find to set it to "None" or even another horse reference. That is what I meant when I said the game stores this variable *somewhere*, I would imagine there is a "PlayersLastRiddenHorse" variable somewhere, it's just a matter of how to change it... I just do not see a way to change the Actor Reference that is obviously stored *somewhere*. I would imagine it could be done with something like SKSE, but I have no idea if it's even possible. The only other thought I had was that it possibly has something to do with map.swf, since that is where you initiate a fast travel, but I haven't had time to look at that, and I know I'm not all that good when it comes to screwing around with the swf files. hope I didn't just confuse anyone more. :)
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I read this the other day and got to thinking if something like this was at all possible. I do not think it is. When you ride a horse in skyrim, the game sets a variable (somewhere :S ) that remembers your last ridden horse, I use this variable a lot in my "Horse Whisper" mod. Stolen horses however, do not seem to count as "Players Last Ridden Horse" so they should not be fast traveling with you. "Dismissing" your horse is a great idea, but I cannot find a way to clear this "LastRiddenHorse" value from the game, no matter what I tried my horse was always there when I fast traveled. (Unless, of course, you kill your horse, then they stop fast traveling) There must be a way to do this. Perhaps someone with a bit more experience can figure it out. :) Sorry to dig up an old-ish thread, but just wanted to try and get this idea out there, maybe if some other brains start thinking about it we can figure out how to clear the value and/or re-set it when we need to.
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it's whatever map mod you are using. remove <SKYRIM>/Data/Interface/map.swf (and maybe ~/Interface/Exported/hudmenu.gfx) and it will start working again. You *will* lose whatever functionality that map mod provided however. (Like if you had the colored map markers mod, your going to lose the colors) Same problem drove me nuts for a couple of days... Hope that helps. :)
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rye, I fixed that exact mod to work with skyrim 1.8. I can't upload the fixed version to that page, and I don't really want to make yet another "Colored Map Marker" mod page here on the nexus (there's already enough) If you (or anyone else) would like the new version, please send me a PM and I can email it to you or something.
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LE Trying to make a new creature... but it's invisible.
r1de replied to EvilDeadAsh34's topic in Skyrim's Creation Kit and Modders
no problem. I'm glad I could offer some advice. Makes having stayed up teaching myself this pretty much otherwise useless skill somewhat worth it at least. :) and actually I just went and looked, the "Morph" things I was talking about are actually in the race settings, on the general tab. look for the "copied data" section. If you just want them to look like normal mudcrabs then just set both of those to "MudcrabRace" and it *should* work. but if you want like zombie golden mudcrabs or something, you'd have to create your own skin. Those are a combination of an Armor Add-on and an Armor. (Look at "NakedMudcrab1AA" in Armor Add-ons and "SkinMudcrab" in the Armors to get a general idea) hope that helps. it at least will get it on here in case anyone else needs it too. :) have fun! -
LE Trying to make a new creature... but it's invisible.
r1de replied to EvilDeadAsh34's topic in Skyrim's Creation Kit and Modders
crap I know this... lets see if I can remember. you created a new race, you can use the "Morph" drop down(s) in the actors dialog box to use the other crabs skin. or you could create your own skin (which is an "armor add-on") but then again, I'm not certain about leveled actors, never messed with em yet. I know it's not the best info, but I hope it helps. :) -
Basically, the female khajiit voicetype doesn't work with the dialoguefollower quest. So you will not get anything other than the normal NPC "Hellos". Sorry, but the only way (I know of) around it, is that your either going to have to create and write your own quest/dialogue or change her voicetype to something else.
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I also did not want to have to use another mod, I made my cave before the relax too mod came out. But... now that I think about it, and having looked at the way dovahkiin relax too works, there may be a way to do it with papyrus, there's lots of ways to do lots of things with it... but I do not know for sure. It'll be fun to screw around with and try though. :) Sorry I couldn't be of more help.
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I made myself a hotspring in my "homebase" I created, I have those sit (sit cross legged, lie down, etc...) markers all around for the NPC's (and they seem to use them in "sandbox" mode just fine) but I don't think they are for the player to use at all. The way I made it so I (the player) can sit down in the spring too is to put a bench under the water, or sort of embed the bench into the cliff edge. Just be careful not to "embed" it too much or you wont be able to activate it as the player. The Nordic Ruins benches seem to be ok for this, they kind of look like smoothed out rock already. The NPC's have real issues pathing around these if you stick them into a step or something like that, but other than that it seems to work just fine. Only other way I think is to use the Dovakiin Relax Too mod. I hope that helps somewhat. :) I did just take a screen shot a few minutes ago that may help illustrate this.... let me see if you can see the bench. I'll edit this post if it is any good as an example... yep you can see it just fine, this is my idea: http://r1de.net/~ride/pics/skyrim/cliffbench.jpg
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You all did the same thing today huh? :) Hope this helps, sounds like the exact same thing: Previous Post from Just Today
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Hey Sly, sent you a PM too :) just so this is available to others too: check the box for Portals and Rooms under View -> Show/Hide Window Delete all the portals and rooms that show up I think the rooms are for sort of designating an area to be somewhere, like "X's bedroom" things like that. the Portals I think are for controlling which parts of the cell get rendered in game, so your not rendering the entire cell all the time. (I could have this backwards) *edit* this is not how they work. I have not quite figured either of them out, but I haven't looked to hard either. sounds exactly like what I saw when I was making my cave, drove me nuts for a little while till I removed all portals... Why do I suddenly have a need for "Testing" ;)
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well with both of your suggestions together, I might have gotten it to work. At least, it seems to be working so far... Kinda nice being able to find the stupid horses. :smile:
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Thanks. :smile: That's why I asked, to get others ideas and insights... I'm still pretty new at this too, especially the scripting part. I do have a little bit of programming know-how in me, but not much. I think I tried that using "as ObjectReference" and it still did not work. I'll check it some more at some point today, my syntax was probably off or some other PEBKAC error. :smile:
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No, the script in question was not a fragment, it is a separate script attached to the quest, the "My_Horse" property of the script is set to the Alias on the quest. I'll try setting it within the fragment. maybe that will work, I don't think I tried that avenue yet. I think I've tried about everything else, I really didn't think it would be so hard... Thanks Tuna! :smile:
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I made a couple of custom horses for my Girlfriend and I, and then I made a quest that will set an objective on that horse so we can find it if it runs off. The quest uses an alias pointed at the ref of the horse as an objective. I was thinking this could work to track the GetPlayersLastRiddenHorse reference and work to find *ANY* players horse when they run off, if only I could set the Alias with "Game.GetPlayersLastRiddenHorse()"... I thought, this will be simple, and could be useful to other players... I was wrong. So I made a new quest to try this experiment... I have an Alias on that Quest, "My_Horse" In the Script attached to the quest, when I try to set the alias with: My_Horse = Game.GetPlayersLastRiddenHorse() The alias does not seem to get set, I have tried different things and either the alias never gets set or I get an error in the papyrus logs about a type mismatch. GetPlayersLastRiddenHorse returns a reference to an actor, why does this alias not set? Isn't this pretty much *exactly* what Papyrus is for? I have tried to set the alias type as ObjectReference, ReferenceAlias, Alias, Actor, etc... Actor and ObjectReference will allow the script to compile cleanly but no objective is set in the quest, because of a incompatible type. I have tried to "cast" the variable to other types, all result in error. (I am using say, My_Horse = Game.GetPlayersLastRiddenHorse() as Actor (or as ObjectReference or anything else)) and it still does not seem to work. I admit, I am probably using "cast" wrong.) There is a lesser power that starts this experimental quest and I put a "Debug.MessageBox(Game.GetPlayersLastRiddenHorse)" and confirmed that it is indeed a ref alias to the last ridden horse. What am I missing? I'm sure it's something simple.
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That I am not sure about, sorry. :) I know my NPC has the healing hands spell, but yeah... she never uses it on me... weird. if you figure it out I'd love to know.
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how I did it was to change the "combat type" to NPCbalrund (sp?) (something like that) he is the "light armor" spellsword. I think there is another one in that list that is just spellsword, and that one is more heavy armor orientated. give the NPC a sword and some of the left handed spells. Make sure they have enough magicka to cast those spells and it *should* work. Might want to bump up the destruction or restoration school a little bit as well. I remember when I made mine I had it all set, loaded up the game and she didn't cast anything, I was bummed and figured I'd just leave it and try again later... then all of the sudden out of nowhere these fireballs fly over my head and blow-up the wolf in front of me, I turn around and there's my NPC with sword in right hand and a ready fire spell in the other. not sure if it was some reset or zoning that finally started it working or what but it has worked ever since then. I've never noticed my NPC follower casting healing spells however, she does has them available, maybe I just never noticed. hope that helps at little, I'm just trying to explain it from memory. I can look through my settings later if you need me to be more specific. edit* jeez now that I think about it, I'm pretty certain I did it with tesSnip pre-CK even... lol
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They should be in a waiting for player = 1 state after you ask them to wait, you should put those back, it's probably why he won't stop following you. Ok, so did you attach a script to your troll itself, in my follower animal mod I have a variation of WEFollowerDog script, that is what sets the alias for the dialog follower quest, this sets the animal into "follower" mode, then you start to get dialog about wait here, go home, etc... You have to make sure the conditions in the topics are set so that your trolls are allowed to say those lines. (maybe GetIsRace?) My Quest Stages tab has nothing for the papyrus fragment on any stage. The fragments for the topics should be copied from the dog sections of the DialogFollower quest and modified (if needed) to suit your current mod. Make sure you auto-fill or manually set the properties on ALL of the scripts you have created/changed, that have to do with the quest/NPC and might want to recompile them as well, checking for errors... I really don't understand this stuff well enough to explain it sometimes, though I am learning. If you wanted to send me your mod I could look at it for you, I can do much better troubleshooting if I have things in front me. But I encourage you to keep trying, use the creationkit.com website, the nexus here, and the beth forums for references. you can do it! I jumped right in head first when the CK came out, eventually I made myself go through the tutorials, they helped A LOT, if you haven't done it already, I'd also encourage you to do them. :smile:
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your welcome. :smile: I'm sorry, but I'm not quite certain what your talking about... you removed that condition on what? Maybe if you got him working like one of the Follower Dogs first, then you could build off that? You could add a new condition to check for your new race on the quests for the dogs pretty easily, that might get ya started. There are also conditions for the actual dialog set by voicetype (at least for the dogs)