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nachtdaemmerung77

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  1. I don't know if that's the thing you're looking for, but there's also the Mod function for global variables: http://www.creationkit.com/index.php?title=Mod_-_GlobalVariable
  2. The red exclamation marks are missing meshes. Two possibilites come into my mind: either one of the vanilla game's BSA files is broken or missing, in that case verify your game files with Steam, that will restore them. Or some ressources from a mod are broken or gone. In that case, try to reinstall them (it doesn't look like a vanilla room or house, so you should try that mod first)
  3. These two tutorials should cover most of your questions when it comes to custom voiced NPCs / followers, I used a lot of things written there for my mods. http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1 http://skyrimmw.weebly.com/skyrim-modding/making-a-custom-follower-skyrim-modding-tutorial
  4. I don't know much about SG Hairs (the mod isn't on the Nexus anymore, so you should better check if it's okay to use it for a mod you want to publish), but if the missing hairline isn't in the Data folder, it could be stored in a BSA file. In that case you need to extract it from there. The CK doesn't load or let you point to ressources from BSA files, just the loose ones in Data.
  5. It's in the Creation Kit. Just open the respective quest where the dialogue is and look for the "Follow me, I need your help" and "I think we should part ways" lines. When you open them by double-click, the associated Papyrus script are in the lower third of the window. Here's some visual guide, just ignore the "CODE NOT LOADED" http://i.imgur.com/EoLhXi9.jpg
  6. If I remember correctly, the Deck16 tutorial copies Mjoll's follower dialogue and then make changes to it to work for the new follower. In that case your follower will use the vanilla functions per default as they're copied as well. But if you want to double-check it, the script fragments are: To recruit: (pDialogueFollower as DialogueFollowerScript).SetFollower(akspeaker) To dismiss: If !(akspeaker.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) EndIf
  7. I have some experience with custom voice followers, and it seems the most important thing to make them work fine with UFO (and AFT) is that you use the same Papyrus functions for recruiting and dismissing as vanilla followers do. Also use the proper follower factions, and use the CurrentFollowerFaction to check if the follower is currently following or not. There might be some small glitches, but those can surely be patched. For example, Minerva comes with those patches. Hope that helps you a bit.
  8. For Racemenu presets, go to the Data\SKSE\Plugins\CharGen\Presets folder. Each file there is one of your presets, this is the only file you need to send someone else to import your preset. However, if you're using a mod that adds (for example) hair options, the other person needs the same mod too to get the exact look. If they don't have it, the preset will still load, but will switch to another (most likely vanilla) hair option. That's also true for eyes, body meshes / textures, etc. You don't need to send them those mods / files, just the info you're using them.
  9. The only other follower framework I'm aware of is Immersive AFT (http://www.nexusmods.com/skyrim/mods/71689/). It's a modified version of AFT, so depending on what you disliked in the original it might be worth a look.
  10. Simply search the Nexus and/or Google for "Fomod Tutorial" or "creating a Fomod installer" and you'll find plenty of topics dealing with this. Basically the installer consists of two XML files you include in the archive you upload to the Nexus, so if you have already some knowledge in XML or HTML it's pretty simple.
  11. Cool idea, really would like to see that! You should consider to include M'aiq, it wouldn't be a complete set without him, would it? ;)
  12. While I understand both of your ways of thinking in that matter, I clearly prefer the addition of some randomness into the game. As a player, it is simple to explain why, it adds more fun to it. I usually prefer games which are a bit dynamic in their content, when you have branching quests, NPCs reacting differently regarding your decision and some well designed randomness. And when one thinks about it, to some degree the vanilla game already makes dynamic changes to stuff. For example, Cumaril (the creator of the White Phial) can be either a normal high level Draugr or a Dragon Priest. So it isn't fixed lore in a manner of speaking. Of course one can say, the world of Skyrim is set and you simply explore it, but since I started using Skyrim Unbound (where you can set up the starting conditions or randomize them) it's all more fun to play. The world is the same, but I experience it different each time. Each playthrough is a kind of a "What if" scenario. That said, I think small changes to the randomness of Skyrim is a good thing...it may sound a bit immersion-breaking, but the reason why the puzzles are the way they are, is not because the ancient Nords thought this was the best way to lock up Dragon Priests, but because Bethesda made the puzzles rather simple (and a bit boring). And lastly, the reason why modders make mods is to change the world of Skyrim. But of course you must like and stand behind your own ideas, if you have too much of a doubt then better not do it. Hope this helps you a bit :)
  13. In my opinion, Reachwater Rock is a very good place for a better claw puzzle. The quest is a classic treasure hunt, so it would be fitting if the price is locked away with riddles. The three doors you mentioned could be a sort of three tests to prove your worth, skill or knowledge (like in Indiana Jones and the Last Crusade with a mix of Fate of Atlantis, where you also had turning stone circles to open something) And I think, you can spice up all the puzzle doors, the ones connected to important quests a little less, the other some more. Skyrim is lacking some puzzles ;)
  14. You did nothing wrong, changing the voice type under "Traits" in the only thing you need to do. But the problem is, the FemaleSultry voice doesn't have any recorded lines for Housecarls, so she can't speak them. Only FemaleCommander, YoungEager and EvenToned have those lines, so have to pick one of those.
  15. Yes, the Unofficial Patch fixes the Necromage exploit for vampires.
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