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LegacyCloud

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  1. Thanks for taking the time to try and assist. Have tried again setting her to work near a fixed marker instead of self, but no improvement. Also went through all of DarkFox' video again and it just confirmed that everything appears to be setup as it should be. So sadly we're still no closer to a resolution :(
  2. So for all the CK oddities I've managed to figure out over the years, this... is not one of them! And I'm at a complete loss now after circling around every guide I can find on the topic over the last few months for this. So reaching out here in the hopes that someone can help figure out what is wrong here. This is a merchant (food) NPC made using a custom race. the following parameters have been set in accordance with the various guidance I've been able to find, but for the life of me I can not get the dialogue option to appear when speaking with her. VoiceType: FemaleYoungEager Stats > Class: VendorFood Factions: JobInnkeeper @ Rank 0 (tried with and without), JobInnServer @ Rank 0 (tried with and without), JobMerchantFaction @ Rank 0, Custom Service Faction @ Rank 0 AI: Assistance set to helps friends & allies Custom Service Faction setup: Can be Owner: Not checked (tried both ways) Vendor box: ticked Start/End hours: 0 - 24 Location: Near self, Radius 0 Buy/Sell List: VendorItemsInnkeeper Not Sell/Buy: not ticked (tried both ways) Unique container placed in same cell and referenced Appreciate any and all help as this is one of the last real bug bears before I can release this mod now!
  3. Round 1 testing is now closed to give me a chance to rework a few things. If anyone else is still interested in taking part then please still reach out and I will advise once the repackaged version is available.
  4. Finally after almost 2 years of (mostly) neglecting my other works, this gargantuan project is at a state of completion which I can look to push out. This is a very big mod including a new worldspace (not quite Solstheim in scale, but still significant), questlines, npc's, player homes, magic schools, player race. The list goes on... Needless to say with such a colossal amount of data, there is a lot that can go wrong. And some almost certainly has! So I am reaching out to the community here to see if anyone is willing to help me stress test the mod before I dare call it fit for publishing. This is currently just for the vanilla version of the mod, as there is a series of support patches that is next on my to do list. I should also note that this is exclusively for SE at present, AE is not supported as I do not use that and do not know the process for converting something to it. Once the development is complete and if others are able to assist/guide then the option may be explored. The initial data package should be available in the next day or two, depending how painful my internet decides to be today. If you are interested, then please let me know either by response here or you can drop me a PM. Thanks in advance for the support!
  5. As the title suggests; this is a little more drilled down that a general request of 'wouldn't it be nice if...' I am beginning work on a content/gameplay mod which requires two relatively simply modular outfits (male & female variant of a uniform in essence). However, whilst I am perfectly adept at working with textures, I am not so hot these days with Blender etc. So putting the call out to see if there are any experienced (or inexperienced but looking to gain some!) clothing modelers who may be interested in contributing on this project. Specific details would be provided to the contributing artist on signup, as the mod is not in a fit state for announcement at this time and I do not want to generate undue hype unless this first hurdle can be crossed. But in short, the list of required items is as below: - Tunic (m/f) - undershirt (m/f) - Pants (m/f) - skirt (f) - pantyhose (f) - belt (m/f) - boots (f) - shoes (m) The female pieces would be expected to support UNP base, though ideally we would like to also include bodyslide support for the uniforms if that is something the author is willing/able to provide as well. Textures would be expected to be optimized 2k/1k - again if the author is wanting to provide additional options, 4k/2k would be a 'nice to have' optional extra. There is scope for further modelling contributions beyond the outfits components listed here, so if you are equally curious but - as myself - not so adept in working with clothing setups, feel free to get in touch anyway! Expressions of interest can be picked up from responses here or PM. Thank you for taking the time to read :smile:
  6. So just as a little update for all concerned; this rp site has now been opened up allowing unregistered visitors to see more of what's available :)
  7. http://pre07.deviantart.net/3ef2/th/pre/f/2017/013/0/6/cybelelogo_copy_by_legacycloud-dav8mb6.png First up let me just say; I don't know if this is the right place or not for a post like this, but being an RP community I have to figure that this may well be of interest to folks here; MEC is a newly formed forum RP set in the year 2171 CE. It is a non-canon but lore friendly entity in the ME universe, made to allow RP'ing members greater freedom to act without fear of lore-contradicting consequences! It is also built on a bespoke location-based setup of forum rp, with the more traditional story driven threads being delivered alongside the main action; with character trackers and an interactive 3D environment (early beta just now) to support this! We would love to share this - along with the dedicated fanfic areas of our site - with the larger ME RP community and so welcome you all to visit us at The Order of Midnight. It is a converted Enjin site so only basic registration is required for forum access and viewers are as welcome as contributors! And as a final intro; here is the official teaser trailer for MEC - I hope to see some new faces there and welcome all queries on the project (also do hope not to be treading on peoples toes here!)
  8. Thanks for the input JetSteele; Your suggestion of replacing the akCaster with Game.getplayer() seems to have paid off - it now works! So now thanks to the assist from both of you here, the mod should be publishing later today - and I can finally utilize a proper player wardrobe system! :D You will of course both be credited for your assistance with this - thanks again :)
  9. I am actually working on something similar but to add lip synced dialogue to the PC, though I'm not quite at that stage yet (still working on implementation for actual dialogues!). My best suggestion - and personal plan - is to dissect and reverse engineer a script which does the same for a follower mod like Vilja or Sofia, since these are highly intelligent and even quest/location aware rather than simple event triggers. If there's any further way we can help each other out (given similar developments it seems) drop me a PM :)
  10. I knew it would be something stupid like that lol Don't even know how they came to be there, had assumed that papyrus had done it as part of the compile since I never typed them , oh well at least now the spell fires - and now I can see that it doesn't work anyway :( Back to the drawing board...
  11. Problem: For the life of me I can not get this spell to fire and would really appreciate some assistance! Goal: a lesser power which when used triggers an activator in a home cell (for remote access to outfit manager) Here's what I have so far: Scriptname _LC_outfit extends activemagiceffect ObjectReference Property _DC_SortClothes Auto {Event OnEffectStart(Actor akTarget, Actor akCaster) _DC_sortclothes.activate(akCaster) Debug.Notification("Accessing Safehouse") EndEvent}This is assigned to an effect which is tied to a lesser power spell with Voice activation. The object reference has been set in the properties tab and everything compiles correctly but when the spell is cast in game nothing happens, not even the debug notification http://tesalliance.org/forums/uploads/emoticons/default_aa_sad.gif I've no doubt that I am once again missing something really simple but in my hours of searching have not come up with any results so now turn to the community for guidance! Should it be of consequence; the target object belongs to a seperate plugin (this spell is being made as an addon/patch for that plugin), however the origin .esp has been esmified and is confirmed as being recognized by this plugin as a master.
  12. I use Merge Plugins Standalone for the same purpose. It is an advancement of the old old Tes5Edit script and is capable of handling scripts etc. too, though I haven't merged any scripted mods yet as the necessity isn't there for me.
  13. Yeah that's what I did in the end. Well the good news is that everything compiles and saves properly now. Bad news is that after all that; it doesn't work *cries* - no sound at all in game though the descriptor plays fine in the CK :( I think maybe it's about time I give up at trying to do this and wait in the hope that my request for collaboration posted elsewhere brings forward someone with the scripting expertise to deliver this project. Thanks for your efforts to assist though :)
  14. Yeah I think you're right, just banging my head against the wall reverting the script to remove the erronous property in order to verify that was it. Edit: Seems to have been the case, it now compiles without error. However, after compiling I close the window and when I reopen to check again it's as though no code has been added. This reflects in the source as well where the last line it saves is the new property. The begin fragment always loads by default with the following comment in place, not sure if this is the cause or not: ;WARNING: Unable to load fragment source from function Fragment_1 in script TIF__0007F6BC;Source NOT loaded
  15. Thanks for clarifying. Clearly I'm still misinterpreting something though, since doing as you said - with the property defined - it now tells me that "variable lcsvendor01 is undefined" :(
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