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PeterTran

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Everything posted by PeterTran

  1. That's the correct folder, and if that's the case... Then your scripts are ok. Same story here, none of the scripts you mentioned showed in the folder, still have the transformation bug Is your transformation bug exactly like the one I had in the video?
  2. That's the correct folder, and if that's the case... Then your scripts are ok.
  3. Of course I don't want you to go through the ordeal I did. Here's what you do: go into your scripts folder, and find any files that start with DLC1, and delete it, go into your source folder (that's within the scripts folder) and do the same thing.
  4. You can only edit the properties, not the source. Like I said, it's because Beth didn't release the source scripts yet. That's what I was doing while the bug happened, I was editing the properties. Just right click the script in question.
  5. You can only acess the DLC scripts from the CK. Beth hasn't released the DLC scripts to the public. Probably to avoid piracy or something like that.
  6. I've already uploaded the mod if you want to check, it alter's the Vampire Lord perk tree. Thing is, I tested it with another mod that changes perks on the Vampire Lord perk tree, and my mod works fine with it. Now if a mod adds new perks to the tree (like mine does), then it probably wouldn't work.
  7. The last suggestion is interesting, since I cannot script (yet hopefully) either. I decided in the end to just simply add it to a perk tree. But thanks for the help!
  8. No no, the perk isn't part of the spell itself, but the perk is needed in order for the spell to properly function. An example is when your using a spell that raises all undead in the vicinity, and usually you can only raise one or two, however it is possible to create a perk (which I have), that makes it so you can summon more. And you can make it so that perk only applies to that spell. Now, how do I auctualy get the player to have that perk?
  9. Hi, I'm making a spell, and I need to add a perk to be able to use the spell. (Like adding a perk that allows the player to have multiple summons) I can make the spell and perk fine in the creation kit, but the problem is adding the spell to the character. I don't want to add it to a perk tree, I just want to make it so if the player has the spell, they automatically get the perk associated with that spell. As of right now, the only way I can do it is if I add in the spell manually using the console in game, and while that's fine for me, I think that will be a major annoyance for anyone who uses my mod. Any advice is appreciated, thanks.
  10. I'm not exactly sure these are the only two files that are added by the DLC, but by the looks of it, they are. All you need to do is delete dawnguard.esm and dawnguard.bsa in your data folder. Then go to Skyrim in your Steam library, and verify the integrity of the game cache.
  11. Bump, and I've looked in my Papyrus log and found something I think is relevant to my bug. (Yes I have been at it all day) But I don't know what to do about it, I tried adding those properties it says is missing, but I haven't got a clue how. [08/04/2012 - 05:53:07PM] VAMPIRE: Casting transformation spell on [Actor < (00000014)>] [08/04/2012 - 05:53:07PM] warning: Property DLC1PlayerWerewolfSavageFeeding on script DLC1_QF_DLC1PlayerVampireQues_010071D0 attached to DLC1PlayerVampireQuest (020071D0) cannot be initialized because the script no longer contains that property [08/04/2012 - 05:53:07PM] warning: Property WerewolfFeedPerk on script DLC1_QF_DLC1PlayerVampireQues_010071D0 attached to DLC1PlayerVampireQuest (020071D0) cannot be initialized because the script no longer contains that property [08/04/2012 - 05:53:07PM] VAMPIRE: Starting change anim... [08/04/2012 - 05:53:07PM] warning: Property DLC1VampireChangeEffect on script dlc1playervampirechangescript attached to DLC1PlayerVampireQuest (020071D0) cannot be initialized because the script no longer contains that property [08/04/2012 - 05:53:07PM] error: Method GetAlias not found on tweakdfscript. Aborting call and returning None stack: I just don't get it, even if I somehow modified the scripts, simply verifying the game cache should've fixed that; and hell, reinstalling definitely should've fixed it... Surely someone has even the slightest idea? Any suggestions, please. EDIT: Ran another test one more time, here's another log for good measure: [08/04/2012 - 07:06:44PM] VAMPIRE: Casting transformation spell on [Actor < (00000014)>] [08/04/2012 - 07:06:44PM] warning: Property DLC1VampireChangeEffect on script dlc1playervampirechangescript attached to DLC1PlayerVampireQuest (020071D0) cannot be initialized because the script no longer contains that property [08/04/2012 - 07:06:44PM] VAMPIRE: Starting change anim... [08/04/2012 - 07:06:44PM] warning: Property WerewolfFeedPerk on script DLC1_QF_DLC1PlayerVampireQues_010071D0 attached to DLC1PlayerVampireQuest (020071D0) cannot be initialized because the script no longer contains that property [08/04/2012 - 07:06:44PM] warning: Property DLC1PlayerWerewolfSavageFeeding on script DLC1_QF_DLC1PlayerVampireQues_010071D0 attached to DLC1PlayerVampireQuest (020071D0) cannot be initialized because the script no longer contains that property [08/04/2012 - 07:06:45PM] error: Method GetAlias not found on tweakdfscript. Aborting call and returning None stack:
  12. Update: Even now after completely uninstalling skyrim and reinstalling it... the bug persists. Update 2: Even after creating a new character to try, still does not work. I'm looming over the edge of despair.
  13. EDIT: I fixed the problem, after a painful day, I found that the culprit was two loose script files I accidently made... Alright, I installed Dawnguard to give it a go, everything was working fine, I got through some of the vampire faction quests, got Vampire Lord form. Everything was working fine. So out of curiosity, I loaded up Dawnguard into the creation kit, and started poking around. I opened the DLC1PlayerVampireQuest, quest, and I was looking in the scripts and looked at the properties of the script DLC1PlayerVampireChangeScript, and I saw a property that read: CrimeFactions. I thought that might have had to do with NPCs attacking the Vampire Lord on sight, so I wanted to toy with it and I cleared the value in that property. An error came up, I don't remember what it was (it was really late), though I think it mentioned compiling of some sort. I ignored it and made a new esp to see if what I did worked. And when I got into the game, I tried to change into Vampire Lord form and well... this happened: Click here if video below doesn't work. http://www.youtube.com/watch?v=g1G-P-Psnbs&feature=youtu.be So after that I removed the esp, and the bug still persisted. I tried reinstalling DG (by deleting the Dawnguard.esm and the Dawnguard.bsa, and then steam automatically downloads it again), and that didn't help. I even tried reinstalling the Syrim.esm, and the misc.bsa. And even after all that the bug still persisted. I have no clue what to do, and would very much appreciate assistance. Note: I did not save at all during this process, I used my save from before my opening DG in the CK. I even tried reverting to a previous save, and adding the Vampire Lord power via console, and it was the same bug.
  14. Hi, I find it extremely annoying how the camera sways in first person whenever I unsheathe a one handed sword. It doesn't do this for daggers or axes/maces, but it does for swords. I'd like for someone to get rid of that swaying, or at least replace the animation with that of the one axes/maces have.
  15. Surely someone must have an idea? I'm desperate here. I'm not willing to give up this save, I've already invested many hours in it, and it has been my most enjoyable playthrough to date...
  16. Hello, I'm in need of a little help here. I'm on the main quest, during the Horn of Jurgen Windcaller section. I've retrieved the horn, slain the dragon at Kinesgrove with Delphine, and trekked back up to High Hrothgar. When I get inside the Greybeards aren't assembled like they used to be at this point, I talk to Arngeir and give the horn to him. He says stuff and tells me to follow him, and I get to the center and he words of power just pop up on the ground. Wulfgar isn't around to give me it, they just appear by themselves. I learn the word, but after that Arngeir says Wulfgar will teach me the meaning of the words, but he doesn't come. I find Wulfgar, and he just continues his daily routine. When I talk to him, he doesn't give me the meaning, and the rest of the Greybeards do the same, they just continue their daily routine. Arngeir just stands in the center of the room, continuesly telling me that Wulfgar will teach me the meaning of the words. I've looked this up and have tried countless things, like the gate for example, and nothing works. My situation is a little different, because the words do appear, and I can absorb them, but Wulfgar doesn't come. I was wondering if there has been any fix or any new ideas for this situation. Thank you.
  17. Wow, thank you so much. You have just made my life that much easier. :) And thank you for this, I will give it a try. But I find the details dialog to suit me for now, but probably once my mods get bigger I'll need this. Thank you!
  18. This is probably an extremely simple question, and I'm not sure which section it should be posted in. Anyways, how can I find files that have either been edited or added, within the creation kit? I know I can tell by seeing if an object has an asterisk next to it, but is there a way to make it filter so that it shows ONLY those objects which have the asterisks next to them? Thank you.
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