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LumenMystic

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    Skyrim Special Edition

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  1. Hi there, Thanks for getting back to me, but I figured out the issue. I'd been using CK just fine before so I knew it wasn't the installation location or how I was using it, but some kind of unknown file change. I installed CK on another computer and had the same trouble so I went through everything the two computers had in common. Turns out the issue was being caused by my antivirus program which was the same on both computers. For anyone else who experiences this problem, add an exception for Creation Kit to your antivirus software as it may be preventing CK from accessing some of its software. This also explained why it used to work just fine and then I started seeing problems; an update for the antivirus had changed the restrictions just enough to be an issue. Thankfully I was able to figure this out with the help of an extra laptop and hopefully this will help someone else in the future.
  2. Hey folks, the 'canvas' or workspace of the scene section in Creation Kit is totally blank. I can't add anything or see anything that is already there from the vanilla game. This also manifests on the dialogue view section though I don't use that. I've reinstalled it twice without any fixes in case they were the issue and tested it through the Bethesda.net launcher and as Admin with the same result. As it stands, I can't edit any scenes or build new ones. If anyone has any ideas on potential fixes please let me know. I don't work on scenes very much so I don't know when this started. Thank you.
  3. Nope. The test was done was a whole new save and the NPC has other dialogue that isn't working either. It just seems odd to me the misc dialogue is still working.
  4. I was in the final testing for a new mod with a dialogue heavy quest with a new NPC when suddenly the dialogue stopped working on my third test. The NPC runs their Misc dialogue, greeting the player when approached, but nothing from the quest line which is set to start first. The quest is start game enabled and isn't marked as an event. The quest dialogue is set to start at stage 0. It was working before with no changes made. I deleted the old seq and ran a new one, but the NPC still only says their Misc dialogue. Does anyone have any ideas about what might be causing this or what else I need to check?
  5. Hello everyone, I built a crafting system that boosts speech and set it up using the basic tools of Creation Kit. But the items are low cost so it gives very little experience for the resources its consumes and things will be unbalanced in game if I boost the cost. Is there a script or anything not tied to SKSE that I can use to boost the amount either with a multipler or a base amount rewarded per item. I've tried to look at a few scripts in mods that I use, but I don't have the source codes so I'm a little stuck. Any suggestions or pointing to videos or tutorials that can help are greatly appreciated. Thanks for reading this.
  6. Problem isn't completely fixed, but I've had NPCs at least go into the new room now. I'll keep going through my mods and removing any that change the same cell. Thanks for the help, I thought that the load order would override the navemesh changes so this took me by surprise.
  7. It worked! Thank you, that narrowed things down enough for my brain to properly understand what was happening. I was able to link the object reference enabling to the end stage of the quest in question beautifully.
  8. I have added a new room onto an in game location and added navemesh. Everything checked out and no warnings were found. I also checked the paths around the corner into the room with green results. I finalized the navemesh and yet when the AI package sends an NPC into the room, they try to walk through the wall which has no navemesh in the gap, up to the wall or even close to the other side of the wall. Does anyone know what I might be missing?
  9. Thank you, that is very helpful. I'll take another look at that particular script and work on that next.
  10. Hey there, I'm working on a new mod and I'd like to have some items that the player fetches appear in display cases after the quest is done, but not before. Does anyone know what kind of scripts I should be looking at. I've seen similar things done with other mods that static items appear or disappear based on certain conditions, but I'm not sure what resources I should be looking at. So far my searches have just confused me so any help is greatly appreciated.
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