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kingtitan

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Posts posted by kingtitan

  1. ok. i got a mod as you know called goranga travling merchant, i manually installed the game and when i play it, it only gives me the horse and stuff but no dialoge to sell my stuff to people. i dont know why this is so plzz help.

     

    This is a prime example of how we won't be able to help you with such an extreme lack of information. If you really want any of us to be able to help you we will need SIGNIFICANTLY more info. For starters please post up your load order and ANY additional information that can help us help you.

  2. I meant the mod, as in the esp itself. I put this in mod requests, but no one really looks there.

     

    Ahh I see. Well, esp's in a foreign language can sometimes cause conflicts with existing mods, so unless someone does a total conversion you will probably be out of luck.

  3. I have googled about this to no avail, and there's no mention of such a bug on the UESP. I haven't checked the readme for the UOP; could very well be that as it created another problem for me earlier, with M'rajdaar, that Striker identified and helped solve (if he recalls that). :) However, I am quite happy with the UOP for Oblivion; it has fixed many, MANY, bugs, with quests or otherwise that would've caused a lot of problems for me, and I don't want to play without it, tbh.

     

    Understandable if you don't, that's your right :). However I should clarify: I have personally been wary to use it in my game because I have probably heard about as much good about it as I have bad. I'm one of those people that tries not to download or install anything that has the risk of doing more bad than good. It's my personal stance however and some people enjoy the risk more than me. Good thing, balances stuff out in the world! Aside from my digression, it may just be that is a sacrifice you will have to make by having it installed. IF you are set on having a companion, you can always just get the CM partners mod and practically recreate this character with CM scripts (not too hard either). Honestly that might even make your experience more enjoyable simply because CM partners have many many more options than vanilla followers do. Again up to you though :)

  4. Sad to say, but I've actually been looking for a new default female body mesh. Was using LightGUTS, but the arms are no bigger than twigs, and obviously were not the *ahem* "focal point" of the upperbody if you catch my drift. Nonetheless, I'm thinking about looking into this mesh simply because it seems a bit better (at least to use with the BBB spell).
  5. Can someone translate the mod harvold linked to english? Or give instructions on how i could do it myself?

     

    Use Google Chrome. It has a translate function that can translate the entire page for you.

     

    As far as putting in my two cents on this "mod" idea, here are my thoughts:

     

    I suggest using what is already available. As @kibblesticks said, it would appear that you are a beginning modder (by the way it is spelled "models" not "modles") and this is not a project for a beginning modder. It also sounds like you wouldn't be able to contribute much to the project yourself (seeing as you are asking others to do the work for you).

     

    Learn some basic modding concepts and come back to this when you will be able to personally contribute. I don't say that out of rudeness, I just know from personal experience that people will be much more likely to gather behind you if you are able to significantly contribute yourself.

     

    As far as anyone else goes that is still reading this thread, there are existing mods out there concerning this topic, I highly suggest you look into using them if that is what you are looking for.

  6. Try this:

    Open up the console and click on one of the followers. Their name should be at the top middle of the screen.

    Close the console.

    Walk outside of the sanctuary (to an exterior cell).

    Open the console back up.

    Type "moveto player" without the quotes.

    Try to get them to follow you again.

     

    Let us know if the problem persists after that.

  7. If I remember correctly, I believe it is slang for "chubby" or "fat", ect. If that's the case there are already a couple options in existence, both by mesh and by skeleton (although the skeleton version is unusable for female characters if you are already using bbb).

     

    Edit: Acronym is "Big Beautiful Women"

  8. Hahah very nice find. Well, I would certainly employ them if I understood their function. However, with these packages the schedule is pretty rigid, so there isn't too much more that I want to do with it. I am thinking about re-vamping the miner's schedule a bit but I haven't decided. I don't have as much free time this week unfortunately to work on it (or test much).

     

    I'm hoping today I can actually find some time to read your long post striker. I still haven't managed to find time yet!

  9. I was actually hoping someone could just post the entire code instead of pieces of it? I know that sounds very lazy, but being completely honest, I know absolutely nothing about scripts except where to copy and paste them. If someone could do that for me I would be very grateful.
  10. Hello all. I am not a scripter, if I was I would gladly do this on my own. However, I need to add "auto-close" functionality to an existing activator in game (cgate01). Here is the script attached to the door at present:

     

    scn RFWHallPortcullis01SCRIPT
    
    ; activated by linked child
    ; activates optionally linked parent after 1 sec delay
    
    short init
    short open
    short next
    short busy
    float timer
    ref mySelf
    ref myParent
    
    begin onActivate
    
    if isActionRef player == 1
    	if open == 0
    		message " This gate is opened elsewhere."
    	endif
    elseif isActionRef mySelf == 0 && busy == 0
    	if open == 0
    		playgroup forward 0
    		set open to 1
    		enableLinkedPathPoints
    	else
    		playgroup backward 0
    		set open to 0
    		disableLinkedPathPoints
    	endif
    	set next to 1
    	set timer to 1
    	set busy to 1
    endif
    
    end
    
    begin gameMode
    
    if init == 0
    	; set up ref vars
    	set mySelf to getSelf
    	set myParent to getParentRef
    	; prepare linked pathsgrid points
    	disableLinkedPathPoints
    	set init to 1
    endif
    
    ; daisy-chain activation
    if next == 1 && timer <=0
    	set next to 0
    	myParent.activate mySelf 1
    endif
    
    if timer > 0
    	set timer to timer - getSecondsPassed
    endif
    
    if isAnimPlaying == 0 && busy == 1
    	set busy to 0
    endif
    
    end
    
    begin onReset
    
    reset3DState
    set open to 0
    set busy to 0
    set next to 0
    disableLinkedPathPoints
    
    end
    
    

     

     

    All I would like is for this script to close automatically after 4 seconds (vanilla default time)!

  11. Forewarning: I haven't yet read your above post at the time of posting this, I didn't think you would be so quick to reply striker! I'll apend this post as a reply later.

     

    HUGE breakthrough. I actually kinda feel stupid now that I didn't figure this out earlier (it seems to rudimentary!). The adding of the chair travel package after the original travel package helped me come up with this:

     

    "Hmm, why not just make a "find' type package that has the xmarkerheading as the location and the chair as the target instead of having two travel packages?"

     

    Needless to say, it worked beautifully. The NPC activated his lever, went to the location and immediately sat down.

     

    I'm making these packages more and more airtight! I'm dreading learning conditions though. I have one package in particular that I could use a single condition for, but at present it works fine without. The condition would just help eliminate a few more minor issues.

  12. Actually, those are the only three I ever use! I could see the "in cell" option being useful if for instance you had a wander package set inside a small cell, such as a waterfront shack. Beyond that, I can't see much use for it at all.

     

    New question though, something I have been thinking about since I started this. How do saves affect an NPC's AI? It seems like half the time when I use one particular save (I did not save in the cell as the NPC's) the one with the wander package never traveled to the location that he was supposed to go. He just stands close to his bed, idling aimlessly (during his wander package). Then when time comes for him to hit the lever after wandering, he still will. Now, bear in mind, normally his packages work fine, so that isn't the issue. I'm just curious how saves affect NPC behavior. Also, as a side note, his "editor location" is close to his wander location, so theoretically any time his wander package is active I assume he will be near there.

     

    Does this have anything to do with the "No low ai processing" flag?

     

    And as soon as I run those travel tests, I'll put up my results. Didn't have time last night unfortunately!

     

    EDIT: I re-examined the "wander" package mentioned above. I think that my mistake may have been embedded in the fact that his wander package location was set to "near current location" instead of "near editor location." I'll see if I run in to any more issues in the future, but I believe that should have fixed it.

  13. I recall reading in the CS Wiki about the differences between 'Near Reference' and 'Location'. I think they were advising against using near reference, but so many of the vanilla packages were using it and I just used them as a template. Can't say I've seen any problems from using it providing you're selecting the correct cell. I do use both methods though.

     

    Well, as I've hinted at before, I tried a lot of things that didn't work originally, splitting packages between two cells being one of them. I had to do a little bit of cosmetic work on the cell I'm using to keep everything in one cell, but it all worked out in the end.

     

    Having a travel package to an xMarker (duration zero) and then another to his chair is what I'd try before throwing in the towel. It's similar to what I finally landed on for the sit and read girls, but I lived with their warping for a while before I went digging into it again. When you're working on a problem on your own you sometimes have to give things a little 'soak time' before you can look at the problem with a fresh set of eyes.

     

     

    And that's exactly what I'm going to do. I had actually completely forgotten about the eating warp issue. I'm going to introduce another package like you suggested before the eat package so that the NPC will actually walk there. At present I have an idle package that fires directly before, and I think that is the whole cause of the "warp" issue. But, nothing that can't be fixed with a little bit of tinkering!

     

    By the way, if you for some odd reason run across the "near ref" and "location" article on the wiki, please send me a link if you can :) always looking to include my knowledge about the inner workings of the AI!

     

    EDIT: I also meant to include that instead of the fresh eyes, bouncing ideas around until they start poking holes seems to work pretty well too!

  14. Well, I'm almost ashamed to say it, but I remembered the "Actors in Madness" mod and took the cheaters way out http://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif. Plus, since I don't need the NPC to be writing at all times (and have no intention of developing his AI or personal schedule) it works out pretty well.

     

    But basically yes, a "use item at" package resulted in the NPC spamming the lever (as i tried originally), while defining the same package under the "find" condition instead made the NPC use the lever only once & let him execute his next package immediately. I actually have it set up this way at present (which works):

    -NPC activates lever

    -NPC immediately fires travel package (to travel to another location in the cell)

    -NPC immediately AFTER #2 starts his wander package at location defined in #2, but given a ~400ish~ radius from current location to wander in.

     

    However, this is not the NPC that was originally told to sit after activating a lever. Honestly, all combinations I have tried have not worked to make the NPC activate the lever and then go SIT. The only thing that has vaguely worked so far is to tell the NPC to travel to the same general area via an xmarkerheading. And don't worry, the chair had been marked as persistent the entire time. In fact, isn't it impossible to select it in the package window if it is not?

     

    Nonetheless, that did make me think of running a test (just like you said it might, haha imagine that!): I could keep all the packages I have right now for him; however I could possibly do two things to them that might work:

     

    1) Change the duration of the current travel package (that is in use and works) to 0 (instead of having the NPC stand in the location for the duration of the time I need him to be there).

    2) After that, introduce a second "travel" package immediately after for the same time but including the duration of the time I need him to be in that location. That way he would be close to the reference and not have to compute a path to reach his "location".

     

    No idea if that would work until I run it in a test, but I wanted to run it by you to see if it sounds at least logical. The reason I put that together is that I already have certain NPC's who are told to sit in a chair with a travel package and time set to any, duration 0. This works flawlessly since they just sit there all day (like I want them to). However, this also means that they are placed close to the location of the chair, so it is easy to find. My theory is that the NPC is too far away to "see" his destination via a travel package if it is set to a chair (just a game "bug" of sorts). By being close to his ultimate location, the second travel package, hopefully, would tell him to sit there after traveling to near the location. Also, since a travel package is defined in the package editor as "near reference" under the location tab, I could see how a persistent chair would differ from a xmarkerheading in this respect.

  15. Simple answer is yes. However it might be a bit more complicated if you are new to the business. Are you familiar at all with nifskope? (I assume skyrim still uses the .nif format for meshes).

     

    Edit: If not, at least download and install it, we can go from there.

  16. I was actually lucky enough by the grace of God to not even have wisdom teeth! However, I don't say that to brag, I've already had braces twice (for at least three years total) and the second time I had to get two teeth pulled that were preventing the other teeth from moving back. Worst part was that I was awake the whole time! But hopefully you will not run into any issues my friend. Godspeed.
  17. Just like the title says, I would like to take requests for books or scrolls as you need them in game. This could be a resource you need for your mod, or just some sort of clutter you want in your game. I can package it as a script or add it to an .esp, whichever is to your liking. There are only a couple guidelines I have before requesting a book or scroll:

     

    1) If your book has text, send me the text. This isn't a "I'll write lore books" kinda thing, these books are custom made per request by you. As such, I need you to provide me with the content you want in it.

     

    2) (And this goes alongside #1), If you would like pictures in your book, please have them ready to send to me. I will do the necessary cropping/converting to textures for you, but I will need the photos you want in the book (or scroll) and some sort of order for them. If they are not JPEG's, please either zip or rar them for me.

     

    I hope this is not a total flop, but if you need this done, please do not hesitate to request.

  18. This would be (I believe) much more difficult to employ, but hear me out. I found myself collecting ingredients much more in Skyrim for invisibility potions or health potions, or whatever really (those were just the main two). In my opinion, it would be much easier if you could sort by "properties." Sounds confusing, but let me explain:

     

    Some people mainly just need a small collection of potions. It would be easier on them if they could "click" on a container named (for instance) "Invisibility," and any ingredient in the inventory that has that property is filtered out into that container. Same is true for any other effect the person is going for in their alchemy. I think the only drawback to this would be if you had a "conflicting" ingredient that had two or more properties of the filter boxes, as that would probably require manual splitting, or a detection script that asks the player if they would like to evenly split the ingredients between the two containers. In this manner though, players could choose which "filter boxes" to keep and get rid of the ones they don't really need. You could also have a "Miscellaneous Properties" box to cache anything that made it through the filters (for those quests that you randomly need 5 nightshade or 10 troll fat or whatever the hell else). That way they would not clutter up the filter boxes and, sorted a-z, would be pretty simple and quick to find.

     

    This is just my idea for a #5, probably not that good of an idea as far as implementing goes, but it is the system I would use, if available!

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