Jump to content

Shadohz

Premium Member
  • Posts

    76
  • Joined

  • Last visited

Everything posted by Shadohz

  1. @dybill Yeah it'll work. I tested it by going to Stumpy in Riverwood, Vigilante in Markarth, then Meeko at the shack. I had plans on building a hunter follower that went after non-hostiles. I was going to work in the "kill da wabbit" song as a response. :laugh: @maxaturo No problem. The follower I tested this with is designed the same way. She uses a Follower AI package and a main quest with repeated stages rather than what you see with other followers that use vanilla framework system. I would use the game's Commnentary mechanic to fire off the scene if that's what you're trying to do. Although I could try seeing if I can get a scene to repeat in the same manner. Shouldn't be difficult to set up. You learn, we learn.
  2. I accomplished this with a dog like so: Create an alias. Mark as Optional. Find Matching Reference, InLoadedArea, Closest Target: Subj GetIsRace, Race: DogRace == 1.00 Create Misc/Idle dialog Create line of dialog ex: "Shut up mutt!" Subj GetDistance Alias dog < 25 (10 or 15 will be much more precise) GetIsID Actor (name of follower) GetStage Quest: (NameOfFollowerQuest) == ## (number of stage follower is in follow mode) Set your Hours until reset if you want.
  3. I need feedback on the exterior part of cathedral that's going to be part of a larger mod. The purpose for the cathedral is it being an alternate location for marriage. For the time being I've only moved it to its perspective location. I'm not 100% firm on it. Download it from the link below. I need back on things like location, lag/fps (with high res mods and whatnot). I wanted to move it by Solitude or Windhelm where it would blend in with the stone architecture more but there's no space near those cities. I can't use the Solitude or Windhelm worldspace because I didn't want to have to deal with a bunch of compatibility packs. I need honest feedback. "Move it <here> but add more homes around it./Move it around the back of Whiterun where the farms are./Move it to XYZ location but slide it into the mountainside". Critique away. Just remember this is a cathedral for marriage so it has to be in a place where there you'd see traffic coming through. It's currently located in Whiterun exterior by the stables. Thanks https://drive.google.com/file/d/16Gtt6TDx9g9Y-v9ZjJqiW-gTjxLcHhyJ/view?usp=sharing
  4. This is just a general question. Do you typically ride mounts while on Solstheim? Yes, no, only in certain areas?
  5. I ran across another suggestion someone made to selectively debuff the player using a custom perk but for the life of me I can't remember where I saw. One of the downsides of a privacy browser. No history. Sorry I couldn't help.
  6. *shrug* Explosion-on-hit is a rather finicky feature. I was looking at Auriel's special arrows to figure out why my throwing potion bottles kept failing to explode unless they hit human instead of any impact type. I ended up just copying an existing Impact data set. I suppose he could set the bolt damage to 0 and mod the damage via script. Throwing out ideas might help him come up with a workaround.
  7. Capture the current HP of the initial target then limit the projectile's damage to not exceed that value. It's a cheaty workaround but the player won't notice because the secondary explosive will finish the kill. Worth a shot at least.
  8. View/Object Window Magic (left panel)/Spell You can adjust the magnitude of spells. If there is an an actual script attached then you can right-click and select UseInfo to the Magic Effect. The magic effect is in the left panel above Spell. The Pap script is on the bottom left. You normally wouldn't need to edit scripts though (depends on the changes).
  9. You don't have to requote everytime that you respond. If you need to quote someone you're conversing with then just use a snippet of whatever pertinent part you're discussing. You're being too vague with your problem to get good assistance. Part of that is because it's probably your first mod so you don't know the right questions to ask, so that's okay. What type of mod are you trying to make? What exactly are you trying to do with the scene (explain the plot)? Why are you trying control someone else's mod? Why are you making it more difficult trying to get compatibility out of EFF? What companion are you using (there may be a problem specific to that mod)? Your problem could be something as simple as changing the quest priority.
  10. Let's start from scratch and work our way forward. True or false: 1. The scene works fine if EFF is not installed? 2. The scene works fine if EFF is installed but the follower is not under its control? 3. The scene fails to work if EFF is installed and he follower is under its control? If EFF is responsible for the scene failure, you have two options. 1) put a post that you will not support EFF due to a compatibility issue. 2) you will have to forcefully dismiss the follower from that framework. Noone ever does #2 that I've seen. Look at all the more popular companion quest mods and somewhere you will notice they mention not using follower mods while doing their corresponding quests. PITA. On your scene create a new starting Phase. On the Completion tab select End On Conditions. Add a new conditions: 1. GetDistance. Alias to NPC. Comparison is <. Value is 512. Run on Player. 2. GetDistance. Alias to Follower. Comparison is <. Value is 512. Run on Player. 3. GInSameCell. Alias to NPC. Comparison is ==. Value is 1. Run on Player. This will make it so that scene will not fire off unless the player, NPC, and your custom follower (who are all alias) are grouped in the same cell in a 512 m radius. This will be Phase 1. Phase 2 is where your Action and Dialogue will start working. If no dialogue starts then you know there's something screwy in your Alias setup (possibly not being filled). To test whether an Action is working you can a) extend the move-to-marker Action for your follower to Phase 1 OR 2) create a new test AI pack that moves the follower to the marker. If the follower fails to move then you know you have an issue with something higher in the hierarchy controlling your follower. I suggest making a new copy of your mod first to test out the problem.
  11. They won't work that way. Forcegreet for example will fail while you are in follow mode unless you run it as a scene. At one point I just flat out told players I will no address any bugs reported if they were using a follower framework mod to control the character. I had to change the scene triggers to GetDistance so the follower would get to their assigned marker. Without knowing more specifications it would be difficult to tell you precisely why your scenes are failing? Are they not starting, are they not hitting their markers, are they not speaking, are they drawing weapons when they should (because you have your weapons in ready position), are they wondering off? What scene trigger conditions are you using?
  12. Disregard. Just now realized why this particular key was persistent.
  13. This isn't a request for help but more of an observation. I was working on a script to restore the player's environment so they can safely remove a mod I created. I noticed that the items I set up as quest items deleted successfully except for lock keys. My question is are there other items besides keys that require special attention if you mark them as an alias quest item? Thanks
  14. I always use the same clean/unmodded test saves. Use them for years. Consistency is a requirement. I created an SEQ file originally with TES5 because I had to make an edit to Hert. The "Change Location" build wouldn't make it of course. Anyway after you mentioned it I noticed the SEQ folder no longer existed where I had the Scripts folder. I may have deleted with an earlier build re-test or by another process. Not sure. I recreated it and the second issue no longer reproduces. The first issue however I can reproduce consistently. I even added an aliasRef.disable and aliasRef.enable at Stage 0 (start up stage) to force this particular actor to disable and re-enable to see perhaps that can act as a failsafe. His default state is already enabled. Since the secondary issue is resolved I'll ignore the first, though this behavior is curious. Thanks.
  15. @algol75686 Search Nexus again. Your mod request has been uploaded. https://www.nexusmods.com/skyrimspecialedition/mods/42515?tab=description
  16. I created a Half-Moon Mill playerhome as a mod request. It's a pretty simple mod. Only took a day to make and has a simple quest with NPCs added. What I have a problem with is this weird startup behavior with the mod. Attached are "Build 02" and "Build 03". They are exactly the same but exhibit different behavior. Build 02: Is set to "Change Location Event". The quest starts as it should. Once you enter Dead Man's Drink the quest starts up. You speak to Rongise and everything works fine from there. However if you reload from a clean save (that doesn't have this mod initialized) Rongise will not appear at the inn. I even tried using "player moveto" to bring him to me but it threw back an error that it was unable to find the ObjectReference. Rongise RefId is "xx000d65" if you want to duplicate that error. The behavior persists even when exiting to the Main menu then loading a clean save. You have to completely exit the game and return in order for the quest to work properly. You don't have to play the whole mini-quest. Just go to Dead Man's Drink, confirm Rongise is there, reload your clean save, go to DMD again and confirm he's missing. Build 03: Is set to "Start Game Enabled". The odd behavior here is if you go straight to Rongise he will not speak to you at all. You must do a save after the mod is initialized, reload the new save, then he will speak. It isn't location specific meaning you can save immediately after the starting the game up then reload that save to avoid the behavior. https://drive.google.com/file/d/18NfNrzlXbDjSWN6rNkfdOf9kRfR-vXjz/view?usp=sharing Can anyone else duplicate this issue on their system? Was there something I forget to do? I looked up related issues for hours and came up with nothing.
  17. OP you already crossed over the first hurdle. You got open permissions. Upload the patch on a page separate from your main mod and disable the donation feature. I know it's a PITA but you gotta do what you gotta do. Do you really want to have your whole mod pulled down over a minor technicality. Your main donation stream will come from the mod not a patch file. You could also hand off the patch file to one of the other modders who do patch compliations. They're usually lurking new mods and checking out potential problems. "It's better to beg for forgiveness than to ask for permission" is not a policy you'd want to make a habit of on Nexus. If the author has been gone a long time but gave no permissions for patches (which isn't your case) you just have to chalk it up as a loss. I make minor patches/updates and if I can't get an explicit permission I just keep it for myself. In one case the person responded almost a year after the fact then I released it.
  18. @zixi OP wants an immersive mod to take ownership. In this case, LandlordGenericNpc "Help me Dragonborn. My son/daughter has gone missing. It was these terrible people I leased land to at the Half-moon Mill. There's something... not quite right about them. People have gone there but they're never heard from again. The guards think I'm crazy or too busy to look into it. I'll give you the land if go there and take care of them - permanently. If you can, find out what happened to my son/daughter." You can kill Hert right away if you want. She's non-essential. The only downsides are you lose one quest option for Falkreath thaneship (selling lumber), cutting lumber for free, and lumber access to build the Falkreath homestead. Hern only spawns after you trigger the DarkBro quest he's assigned to (7 pre-requisite quests). He's attached to that and one other non-essential quest. For me honestly, waiting that long to access the property wouldn't be worth the effort. I'd force Hern in before the DB quest but test whether it's break it if Hern is killed beforehand. Getting around not breaking the DarkBro questline would be the biggest problem.
  19. Okay. Hand it over. I want to have a look at it. I think I can abuse this glitch.:)
  20. Should be simple enough to do. It's simply a matter of adding a generic dialog. Problem is Babette's a child. Using the bite animation may not work correctly. That's probably why it got passed on.
  21. You used this? https://wiki.nexusmods.com/index.php/Adding_a_Follower_NPC_to_Skyrim
  22. It wasn't a total loss. In brainstorming I at least figured out finally had to make her stop using shields and restrict her to daggers and bows.
  23. Thanks maxarturo but I had already exhausted those options. That was the part of the reason I reached out looking for alternative solutions. I needed it specifically designed this way to be flexible with identifying by armor type. I knew that I could SKSE and have this done in half a day but I didn't want to use that particular method. foamyesque "I would strongly recommend..." I know that tone. I use it all the time. Thanks for the feedback and potential pitfalls. Part of my follower script is below. I tried other methods. What I intended as a last ditch attempt was to create a formlist then cycle through each possible option until there's a hit. For example for "clothing" formlist a loop would cycle until hits on a valid item in the NPC inventory. Eventually it would hit something so it's not a problem if it's only clothing where all armor rating is 0 (the value of the items is not so much a factor so no comparison needed). In the case of light armor or heavy armor value and AR comes into play and that's where I obviously run into the problem. I would basically have to prioritize all armor based on AR in the formlist and allow the loop to work it's way through until it hits something. This of course isn't the optimal choice because there are just too many armor to account for and there surely had to be a better method micro-targeting inventory changes. I saw the SKSE options and knew right away it would fix all my problems in an instant (for the functionality I wanted). Ugggh. Bethesda why couldn't you just use old DnD rules and segregate armor use based on class like every other RPG that's been out since my childhood? I'm just going to pass on this and move onto my next project.
  24. That still didn't make sense. Sleep outfit shouldn't kick in just because you recruit someone. The AI package I use makes them dress in their sleep outfits only when the sleep package is running. I never had an issue with them putting on their sleep clothes unless I used a summon spell to summon them while they were sleeping. Are you sure you don't have a flaw somewhere in your follower where their sleep outfit is being called when you recruit (e.g. SetOutfit being called for the wrong outfit). Check your script properties. I could be wrong and you have some weird one-time glitch, but I've never seen this behavior before.
  25. Hmm. I hadn't factored in people RPing and only remaining on one continent. The chief justice of peace was to be the official filer of marriage licenses so 99% of the interface was to take place with him at the cathedral. Priests would depend on availability (i.e. you completed quests, if they are dead, if it is possible to splice their audio to make a coherent speech). The biggest PITA honestly is audio-splicing. I hate it and it's also a matter of cutting up enough to make something out of nothing. Ships captain came to mind, marrying on a boat came to mind. Orcs, argonians, and khajiit "traditional" weddings never came to mind. Omg does that make me racist? Uggh do I have to do another lore video binge watch to understand their practices? Honestly I don't think it's worth the effort. All these decisions don't have to be made right away. Other feedback and help might come in. Hypothetically speaking.
×
×
  • Create New...