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Jokerine

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Everything posted by Jokerine

  1. As far as I know, for that kind of feature you'd have to either edit dialogue or add new dialogue lines for each companion with result scripts telling them to stay at this shack when dismissed, which can be quite tricky if you're messing with default NPCs. It may be possible to use some conditions in the dialogue to try and work your way around it, but I don't really think it would be a good project for a beginner I'm afraid :( Good luck nonetheless! :)
  2. In response to post #54682783. I loved the end of your post! Thank you, I needed a smile this morning. Kudos #Vape :)
  3. In response to post #54671943. #54672703, #54677478 are all replies on the same post. I personally understand that maintaining two different versions of the site may be too much work, and this will probably be an "adapt or die" situation. But, well, if the site is switched over for good and we're all forced to use the new redesign I'll most likely stop using the site altogether, or only visit very, very rarely. I have a choice in this matter, thankfully. I'll just take death :laugh:
  4. In response to post #54660448. It took me a while to figure out how to reply, but I gotta say I agree. Having a lot of trouble with this.
  5. wilianto92 banned. Reason for the ban Non-Steam copy of Skyrim Special Edition. All legitimate PC copies of Skyrim Special Edition require Steam. Please offer proof of purchase in your unban request if you wish to return. For more information, our Terms of Service can be found here. Reference post
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  9. Did you actually put the DDS somewhere under /Textures? You could send me the mod and the texture and I'll take a look.
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  11. Similar to what madmongo said, if it's just HP you're after, just use "Player.ResetHealth" in the dialogue's result script.
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  18. I literately gave you a timed script in my post...
  19. You could try something like this instead. This is my go-to "cutscene" script. I use an Int (internal variable, in this case "MySequence01") so, when you use StartQuest, you should do Set MyQuest.MySequence01 to 1 StartQuest MyQuest The advantage of using ints is that you can merge all of your teleports into one script, and simply check for what int you're using to do different things. But, for a basic one with only one int, this is the script. The quest should have priority 10, delay 0.100000, and not start enabled. scn CutsceneScriptThing ;----------------------------------- int MySequence01 ;----------------------------------- Begin GameMode ;----------------------------------- if (MySequence01 == 1) if Reset == 0 DisablePlayerControls 1 1 1 0 1 1 1 IMOD FadeToBlack5sISFX Set Timer to 0 Set Reset to 1 EndIf Set Timer to Timer + GetSecondsPassed if Timer > 5 Set Reset to 0 Player.MoveTo MyMarkerREF EnablePlayerControls Set MySequence01 to 0 StopQuest MyQuest endif endif You could change the IMOD to one like FadeInfromBlack to make the screen black immediately. You can change the value of Timer > 5 to more or less depending on how long you want the player to stand still. Sorry if the thing about using different ints this isn't very clear. If you need help with that I can give you some more examples.
  20. Tonko has received a formal warning. This user has now received 1 formal warnings. The warning was given for the following reason: Reference This warning was issued for what took place here Restrictions in place As part of the warning, Tonko has had the following restrictions placed on his or her account: This user cannot post comments on the sites or forums for 3 days Important links: Our terms of service
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