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Deleted2628341User

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Everything posted by Deleted2628341User

  1. I've released the initial version of this mod. Crossing my fingers! http://skyrim.nexusmods.com/downloads/file.php?id=14273
  2. That worked perfectly! Thank you! I'm pretty sad when it comes to scripting, and papyrus just goes right over my head. Thanks once again!
  3. After looking over the Creation Kit tutorials, this is what I came up with for a script: if (MG08.IsCompleted() ) BahamutRef.enable ArchMageNoteRef.enable endif end Now CK is telling me it can't compile when I try to save it, but when I go into the Build Menu in the script editor window and select Compile it says compile successful... It's a basic script, all it needs to do is activate two references when that particular quest has been completed. If someone can look at it and tell me if I messed something up somehow that would be great.
  4. Hello again! I'm coming to down to the final stage of a mod and I need some scripting help to make it work the way I need it to. I made a new dragon variant and am placing it in a location where a quest takes place. I've tried to find another location but there's always something nearby and ultimately decided that the location I chose was actually quite fitting. I want the dragon to remain disabled until after the corresponding quest has been completed (it's a vanilla quest) in order to avoid slaughtering under-leveled characters if they take that particular quest relatively early. I'd really appreciate some help with this. Scripting for Fallout was hard enough and I don't really get the Papyrus stuff. As always I'll be doing what I can to figure it out myself but if one of my fellow modders out there is willing to lend a hand and get this released a little faster that would be greatly appreciated! In an effort to save time, this is how I have everything set up: Dragon is placed in the world and is set as 'initially disabled.' I've managed to make this work for Fallout 3 where a certain script condition will enable the reference, but it wasn't connected to a quest, it was connected to an activator... Thanks for any help.
  5. Okay it seems I've taken a step backwards now... actually I took a step forward and another step backward so essentially I'm in the same spot I was before. Here's what's changed: My merchant now appears ghost-like in game. Basically I duplicated the SavosArenGhost NPC, changed the ID and renamed him, then set everything else the way I had before, the correct factions are in place, the container is in the same cell as the merchant, the formlist is set up correctly and I even double-checked the faction settings to make sure they were right. Before I made this particular change, the new NPC could be interacted with and would bring up the merchant window, although it was empty. After this change, however, the NPC simply greets the player when they get close but now he can't be interacted with at all (it brings up the talk option but it does nothing). So now his appearance is correct but something isn't working with the dialogue. I've tried a couple different voice-types but that hasn't done anything. There doesn't seem to be anything in the ghost scripts that could be interfering with anything but I wasn't good with scripts in Fallout and the new scripting system in Skyrim really confuses me. As much as I want this to work, I'm ready to give up on the merchant part of my mod. I really need some help with this. Thanks...
  6. When you go to run Skyrim, on the launcher is the 'Data Files' option greyed out? If it is you need to rectify that first, seems to affect any installed mods where they simply won't show up in game. Check you skyrimprefs.ini file in your C:\Users\YOURNAME\Documents\My Games\Skyrim folder, find the [Launcher] (hit ctrl-f and search for Launcher) and make sure under that section you have this line: bEnableFileSelection=1. That needs to be there, even if you use NMM to manage your mods, adding that line in your skyrimprefs.ini file is necessary and required to run mods.
  7. I'm working on my first Skyrim mod, I've created a new item (a spell to be more specific) and I've tested it extensively to make sure it works the way I want it to. The next step was to create a merchant to sell the spell, as the spell is EXTREMELY useful and I want it to be obtained in a specific way. I've actually run into several problems with the merchant, including getting him to stay where I want him, getting the dialogue option to purchase from him, making him appear more like an apparition (like the ghost of Savos Aren or any of the spectral creatures) and getting the item to show up in the merchant's list of things to sell. So far, I've fixed the location and the dialogue issue. I have an idea on how I might get the ghost effect I'm looking for, so the important thing at this very moment is getting the spell to show up in the list. This is how I have things set up so far: I followed the tutorial on creation.net for how to create a merchant, so I have the container, the factions set up properly, the sell radius to self, and the formlist which I created specifically for this merchant. Everything is pointing to the right place so far as I can tell but the spell tome simply isn't showing up in his vendor list. Any suggestions would be greatly appreciated. I can try to elaborate more or provide screenshots if requested, not really sure how to describe the problem. Oh, the spell is a Master Alteration spell, not sure if that affects whether or not the PC can buy it if they aren't at a high enough level...
  8. Hello all! I've been doing personal mods for Fallout 3 and New Vegas for some time but I am now getting into Skyrim and I want to do something relatively basic to start off with. I am trying to create a new magic spell that reduces the target's Damage Resist and Armor to zero. The spell itself is not supposed to do any physical damage to the target but make it easier to take them down (useful for more powerful enemies, such as giants and dragons). Basically I'm trying to imitate the Marked For Death shout but instead of only reducing the armor by 75 I want it to reduce it specifically to zero, as well as the target's base damage resist. I'm trying to do comparisons between how Marked For Death works and how I want my spell to work but every time I load the plugin all I've got is the desired visual effect but it doesn't seem to effect the target's resistances to physical attacks. If anyone can provide some guidance here, such as which conditions I should be using or if I need to be using a specific spell type (destruction, alteration, etc) that would be greatly appreciated! EDIT: Nevermind, figured it out... It was a lot easier than my mind was making it seem.
  9. Just out of curiosity, what version of Skyrim do you have? Is it the same as your FNV (East European) or is it the plain English version? I'm wondering if there is a region conflict somewhere and NMM just isn't able to work with your FNV because of that. It would be kind of like how NVSE doesn't work with certain regions of FNV (namely the no-gore German version). It would seem odd that FOMM would work fine but not NMM. That's my best guess.
  10. I got it "straightened" out. Bunch of fiddling in Blender and NifSkope, must have started over a dozen times...
  11. Chances are some of your mods are conflicting with each other somehow, so FNVEdit is not able to compile them.
  12. I found that using the external ArchiveInvalidation Invalidated utility does a better job of getting custom body mods to work right. If you can find it, download the latest version of that and before you run it, go into your Data folder and delete any ArchiveInvalidation-type BSA's. I ended up with three of them at some point, one of them was AII.bsa, another was ArchiveInvalidationInvalidated!.bsa and the third was Fallout - AII-FNV.bsa. Not sure where they all came from, probably from trying FOMM's built-in utility, an outdated version of the external utility and finally the updated version. All I know is that utility works! Actually saved you the trouble of looking, you can find it here: http://newvegas.nexusmods.com/downloads/file.php?id=35935
  13. I decided to attach a screenshot of the issue, just to kind of clarify. EDIT: Started over, now the headgear crashes my game when I try to equip it. If anyone is interested in looking at the .nif file and can tell me what I need to do to fix it that would be greatly appreciated!
  14. Alright let me first start off by saying that I don't normally do work with 3D models directly, I usually only retex vanilla items but I'm working on a mod that required something a little more. I found a hood with an open face on the nexus but it wasn't playable, and it doesn't look like anyone has done anything with it yet, so I got all the necessary items to get Blender and NifSkope running. After a bunch of trial and error (and a bunch of googling) I got some headgear to look the way I want it. It looks good in Nifskope and the GECK, but in game it's not only sideways but it's got some distance from the PC. I tried the Update FaceGen Model Availability in the GECK as well as the FNVEdit fix which are the ONLY two solutions I've found for the sideways headgear issue but neither of them have done anything to fix the problem. I know that usually sideways headgear is relatively close to the PC's shoulder and not like a foot away. If anyone can provide a little insight to this problem it would be greatly appreciated. As this is the first mod I've worked on to this extent if the problem can be solved without a screenshot that would be preferred. Thanks in advance!
  15. I could possibly help with the navmesh, it's not my favourite thing in the world to do but I'm relatively decent at it. I am currently working on an extensive mod of my own and doing my best to work out the kinks with scripting and quests. I'm pretty decent at taking an existing script and modifying it to work the way I want it to (the vault 22 elevator script, for example) but I'm still a novice when it comes to making my own scripts. Good luck!
  16. So I've had FO3 GOTY for some time and was running it on a PC with Windows Vista no problem. I eventually upgraded said PC to Windows 7 and was still able to run both FO3 and FONV without any issue, until Service Pack 1 patched up Windows 7 and now FO3 CTD's on me. I use FOMM to start up both games, FONV runs without issue (other than the ever-present issues it had before). I ran across this problem before but figured my install had become corrupted, tried reinstalling the game to no avail, and finally got to the point where I formatted my HDD, reinstalled Windows 7 without SP1, reinstalled FO3 and the game was working once again. Something about Windows 7 SP1 is making FO3 unplayable. Does anyone know what that might be? Thanks!
  17. Okay so obviously we can't eliminate the securitrons comepletely, but what I was thinking was replacing them with "humanoid" characters instead of them being these big, clumsy, one-wheeled robots. I personally can't stand the appearance of the securitrons, it takes a lot of effort for me to not just shoot them all up and get rid of them. They are, however, a big part of the main story regardless of which faction you side with. So I want to make them more appealing. Basically bringing back A3-21 but on a much larger scale. So not completely human, but not these ridiculous eyesores referred to as robots either. Android, cyborg, whatever, they appear human on the outside but are still mechanical on the inside. It's really the only way I can justify the fact that their dialogue will still sound synthetic. As I'm going through the planning stages, something hit me. I can make it work for the most part with the knowledge that I have but there is one obstacle... *SPOILER* *SPOILER* *SPOILER* *SPOILER* *SPOILER* *SPOILER* *SPOILER* *SPOILER* * * * * * * If you decide to side with Mr. House, you ultimately end up delivering the platinum chip to him, at which point he proceeds to upgrade the software drivers for the securitrons. This upgrade changes the faces on the machines (which can probably just be ignored, or instead of changing faces, change armor) and also upgrades the weapons. I'm not really sure how to go about having the weapons be "upgraded" if the securitrons no longer have their weapons built-in but are instead carrying them. This is where I'm going to need some help, if anyone else is interested in undertaking this mod with me. I could potentially just have that little section of the quest removed so you don't actually see the upgrade. Still something I may need help with. Here is my current plan: Create new NPCs, one for Victor, one for Yes Man, one for Jane, and one to replace the rest of the securitron army. Still deciding on armament and armor, but they'll most likely use an energy weapon of some sort, and I have an idea for armor. Copy existing dialogue from the robot securitrons to the cyborgs. Figure out how to solve the upgrade issue in Mr. House's and Yes Man's Quests. If anyone has any suggestions or any ideas on how to solve the problems presented (or if you think of another potential problem) please respond. Thanks for reading, updates will be posted here as progress is made.
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