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geekminxen

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Posts posted by geekminxen

  1. I'm trying to prevent an intermittent problem with a mod where a follower gives the player a custom perk twice in a row and then the game freezes. I got advice to add an "If" statement to the dialogue result script where the perk is given, but I'm wondering if it needs an ElseIf, as well. This is what it is right now:

     

    If Player.HasPerk CustomPerk == 0
    Player.AddPerk CustomPerk
    ShowMessage CustomPerkAdd
    EndIf

    Do I need an "ElseIf Player.HasPerk CustomPerk == 1" line before the EndIf?

     

    Thanks for any help. I haven't modded enough for any of this to really stick with me, so I appreciate the guidance.

  2. I don't see any "gateway" variable in that result script to inform either dialog that the Perk has already been added. Which is probably why you are getting the subsequent "perk added" message. The "gateway" variable should be defined and initialized in the quest script and used as a condition to both the dialog lines.

     

    -Dubious-

     

    Okay, I'll try that! Would that account for the problem only occurring once in awhile? Just sometimes the game gets overeager and gives you the perk twice because there's nothing telling it not to? :)

  3. Thank you, uhmattbravo. The script is a dialogue end result script:

     

    Player.AddPerk BennyReturnsLadyLuckPerk
    ShowMessage BennyReturnsFollowerMsgPerkAdd

     

    But there are two separate dialogue paths that can get here, depending on whether the player has a specific perk (Black Widow, if it matters). They only get one dialogue choice depending on that perk, not both, but if having the option available in two different dialogue choices might be causing a problem, I'd be happy to change it to a regular script and see if that fixes it.

  4. I have an old mod with a problem I've never been able to solve and I would LOVE for someone who actually knows what they're doing (as opposed to me) to look for the bug and help me squash it. If anyone's interested in doing that, first, you have my eternal gratitude. Second, you should know that the bug is intermittent, which I'm sure will make it harder to find. But if someone's interested in tackling this for me, it's a bug in a companion mod that occasionally gives you the follower's perk message twice and then freezes the game. I recently did a fresh install of NV with only this mod loaded and did half a dozen run throughs; in five of them, the hiring process went without a hitch. One of them exhibited the bug.

     

    Anyway, that's the nutshell version of what's going on. If anyone would be willing to look at my scripts and see if they can find the problem, that would be great and much appreciated. :)

  5. Question about changing saddles:

     

    I'm using Swift Steeds Stables and Swift Steeds Frost. I'd like to use the custom saddle from the Frost mod on one of the horses in SSS. I've gone into the CK and changed the equipped saddle to the one I wanted, but it didn't work. I tried making a copy of the saddle and equipping that. Also didn't work. I'm not sure what I'm missing, or where I need to change things besides under Default Outfit in the Actor window. I know I'm missing something, I just don't know what (as usual), so any help is welcome!

  6. I'd like to make a couple of Diamond City signs craftable in the workshop, but they don't appear in the "Created Objects" dropdown list in the Constructible Object window. I've searched the kit and online looking for how to add them, but without luck. Does anyone know how to add items to that dropdown?

     

     

    Edit: Never mind. I just duplicated an item that was already on the dropdown list and pointed its model to the .nif of the sign I wanted to make craftable.

  7. When I go to confront Connor outside his father's room in the castle, there are various corpses already waiting to attack us. Afterward he transforms into the demon and initiates the fight. However, after the demon vanishes the first time, nothing else happens. We're just trapped in the room with wards on all the doors. I'm assuming the corpses attacking us as soon as we walk in are the ones the demon is supposed to summon, and since they're already dead (or dead again, or whatever), the battle won't progress. Any thoughts on what might be causing this and how I might fix it? (And yes, I know there are other ways to proceed in the quest. I really wanted to take this route and would like to fix it if I can.)

  8. I always go for an independent Vegas, but I don't hate the NCR. I just think they have California's best interests at heart, and not the Mojave's. They give me the impression that, to them, the Mojave is not citizens, it's resources to send back home. That said, I think they'd be the second best option for governing the region.

  9. Hey, I appreciate the reply. It's an old game and I'm happy other people are still reading the forums. Thanks!

     

    Since it's something that is known to happen in the vanilla game (PS3 and PC versions only, oddly, and apparently not on XBox), I'm guessing it's one of those cases where the problem is something really counter-intuitive, or it's a conversation that's easily derailed as you suggested by something else being given precedence. Bummer, but oh, well. :)

  10. Yes, the conversation never happens. My character meets the requirements, the dialogue just never happens. I don't think I have any mods that affect party_camp.dlg or party_camp.dlb, and this is a glitch that actually affects the vanilla game (it's mentioned specifically in the DA wiki, in fact). I just did a runthrough with IRS; I suppose next time I'll try the dialogue patch and see if that changes anything.

  11. I'm running into the problem where his "You're the first woman I've ever spent the night with" dialogue won't trigger. I know there's a dialogue fix for him, but it doesn't say it addresses this problem, and honestly if it doesn't (and if there's one that does) I'd like to know now rather than at the end of another playthrough.

     

    Thanks for any help!

  12. ...or possibly elf. Hard to tell without a head. I've just started playing DAO on PC, so I'm playing with a bunch of mods I've never used before and don't expect anyone to be able to tell me exactly which mod (or mod conflict) might have done this. But if anyone could tell me what files I should look for in the override file to possibly fix it, I would appreciate it. :)

     

     

  13. Hopefully this isn't too stupid a question, but here goes anyway. I've modded Fallout before, but not Dragon Age. Before I start tearing into/breaking my game too much with a modding program I know nothing about yet, I thought I'd ask people with actual experience-- would it be possible to create a spell that would summon a (previously killed) NPC? My thinking is to execute Loghain at the Landsmeet, then summon him during the battle with the archdemon so all the GOOD wardens get to live. I know it could be done with console commands, but it'd be nice if I could actually incorporate it into the game a little more...realistically.

     

    Is this feasible, or should I just resort to the console and leave well enough alone?

     

    Thanks for any feedback!

     

     

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