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ElliotSternberg

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Everything posted by ElliotSternberg

  1. I've got 31 (or more, havn't checked in a bit.) settlers in the farm co-op. This is unmodded. I've also got 26 in sanctuary (though it says 21 very often when I look at it, but sometimes also 51 or random numbers.) 24 in abernathy farm, grey garden and more. Randomly the game decides there aren't enough beds there and happyness starts dropping till I go there and open the workshop menu. Then it realizes it has enough and claims to start going up. (I'll look and it will randomly say ith as 2 when I'm out, then back to 38 when I get back.) Pretty sure we're going to need to wait for a official patch to get some of these issues fixed. Seems like typical bethesda coding to me.
  2. Basically it annoys me that we've got the clean stripped suit and no hat to go with it. As someone who finds Kimbley from FMA a man with a great sense of fashion, I'd like to see some hat retextured to look like kimbley's. If I knew how to do these sort of retextures I'd do it myself, but I have no clue. If you wanna send me links to relavent tutorials I'd be willing to try and learn. Thanks, -Elliot
  3. Intellectually I know that the long war stun changes make sense, but I can't help but save scum every time I go to stun. It would be more fun and less frustrating to have stun chances back to vanilla levels. I've tried to figure this out on my own with the tutorials availible, but now I'm 2 hours in frustrated and tired. If someone would be so kind as to tell me what to search and change in the upk I'd be very grateful, because I'm having a ton of trouble. Thanks a ton in advance, -Elliot
  4. I always seem to end up screwing something up somewhere. It's frustrating, can anyone who has a stable install with a lot of mods help me out here? I have a few questions that I can't seem to find good answers too: 1) Does it matter whether I install mods all at once before starting a new game via Live Antoher Life, or start a new game and install the mods slowly over time? I understand that it would make it harder to know what's casuing crashes, but is it okay to install 20-30 mods I know work well together before starting? I've had games where I do the former and it's a slow, laggy, glitchy mess, but then I install them slowly and get everything working well. I'm just trying to make sure it's not either mental, my computer or another stupid thing I've done. 2) When installing mods over time, how long do you wait between installs, and how many do you change at a time? 3) Do you check your Papyrus logs often, and if so what should I look for in there? 4) If I get a CTD, what's the best way to troubleshoot it? Are there any tools you've used that help figure out what's causing the issue? 5) Do you have any other tips or tricks that are relavent to this situation? Thanks a ton, -Elliot S Here's possbily pertinent information: I'm using a SSD, have 16 GB ram and 2 GB vram on a nice comp. I'm using Project ENB and CoT. I'm also looking to use a HD texture mod, but am not sure which one. Suggestions? I'm following STEP to the letter this time, and then adding my own other misc mods. I'm going to use Skyre and Sands of Time. I'll be modding with MO. Please ask for any other pertenent information.
  5. How much does the stuff in hearthfire cost? Is it really better than just using housing mods? It just struck me as a console DLC rather than PC. The perk potions mod looks cool. I always want more perk points. Thanks! Any more Suggestions?
  6. I can't find my ex-girlfriend anywhere though... Already did that. Thanks anyways.
  7. I've been making a lot of gold and want mods that can let me spend it on something other than new weapons and armor. Thanks a ton.
  8. I just make a little esp with the CK and edit the game settings for cell and cleared cell re-spawns to 1 and 10 days respectively. I use a timescale of 5 and am fine.
  9. I think you misunderstand what I'm asking. What about using a staff with a much longer model and have it use a magic effect to deal damage to things directly in front of them in the range it would hit? The info about the new DLC is promising though. I'll probably wait and see.
  10. Basically I was thinking when reading the Tera weapons page that it would be cool if the lances could stab. I thought of what uses a stabbing animation when i remembered my vanilla 'staff of fireballs.' Here's my question: Has anyone tried using that animation to make a thrusting weapon possible? If not can someone either help me or point me to where to learn how to make it? I could see a lot of places where it would be helpful. Thanks in advance, -Elliot
  11. I have set up a mod to allow the player to recharge ANY weapon's enchantments (Even modded ones I've never seen.) by creating soul gems with magicka. The problem is that I can't just hand the player soul gems, because it can be abused easily to get crazy enchanting $$$. What I'm doing is adding a new soul gem, "Magicka Crystal", then adding a lesser power to add one into your inventory and remove any unused gems after 2 seconds out of menu. This way it can be used as a recharger, but no-one can enchant something in that time. Unfortunately when I use the power nothing happens. I can add the Magicka Crystal manually and use it to recharge, so that shouldn't be the problem. Assets(ID-Name-Function): MagickaCrystalItem-Magicka Crystal-Grand Soul Gem MagickaCrystalEffect-Magicka Burst-Holds the script MagickaCrystalPower-Create Magicka Crystal-Fires the magic effect MagickaCrystalScript-Detailed Below: Scriptname MagickaCrystalScript extends activemagiceffect SoulGem Property MagickaCrystalItem Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().AddItem(MagickaCrystalItem, 1) Debug.MessageBox("Crystal Added") RegisterForSingleUpdate(2.0) EndEvent Event OnUpdate() ; This event removes an unused gem after 2 seconds. Int Crystals = Game.GetPlayer().GetItemCount(MagickaCrystalItem) If(Crystals > 0) Game.GetPlayer().RemoveItem(MagickaCrystalItem, Crystals) EndIf EndEvent The script compiles nicely, but doesn't work in game. Your thoughts? Thanks in advance, -Elliot Sternberg
  12. I'm going to bump, but I can't find a list of rules for the forum. If this is in violation please let me know and I'll cease to bump immediately. I generally just treat others as I would want to be treated and stay non-offensive to be safe. Thanks.
  13. Basically I'm making a mod that will make the guilds for pure warriors/mage's/thieves only by introduction of significant buffs to the class required and debuffs to the others. For example if you join the companions guild you can gain a move that teleports to an enemy greater than 10 range away, staggers him and deals damage equal to stamina*(1.05-%of health remaining) unpon impact. The downside is that each use costs stamina and magicka before at 25 uses permanently destroying magicka down to 1 remaining. (Setting things to 0 is generally a bad idea from what I've seen. 1 magicka isn't very useful anyhow.) My question is how I can make all spells cost 15-50% more. Like the Saarthal amulet in reverse. I've found I can't use negative values to fortify skills in the CK, and I can't find any papyrus functions to do so. I don't want to go into spells or anything else to do it, as I want to avoid making conflicts like that. Any ideas would be appreciated. Thanks!
  14. And that's why I hate coding anything. :wallbash: So finicky. I do wish there was a more comprehensive reference guide, as even the official site is pretty lacking. Thanks a bunch though!
  15. I'm really annoyed. I wanted to make a bank for part of a mod I'm making, but the damn code won't compile right. =/ I keep getting the error below: Compiling "WithdrawGoldScript"... g:\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\WithdrawGoldScript.psc(7,4): type mismatch while assigning to a int (cast missing or types unrelated) No output generated for WithdrawGoldScript, compilation failed. I can't figure it out. I've searched for about 2 hours, so please offer some quick help. (It's probably a face-palm worth error if past experience is anything to go by.) Here's the code: Scriptname WithdrawGoldScript extends activemagiceffect ObjectReference Property Gold001 Auto GlobalVariable Property GoldStoredInBank auto Event OnEffectStart(Actor player, Actor akCaster) int goldvar = GoldStoredInBank.Getvalue() if(goldvar >= 1000) GetCasterActor().AddItem(Gold001, 1000) goldvar - 1000 ElseIf(goldvar < 1000) GetCasterActor().AddItem(Gold001, goldvar) goldvar = 0 Debug.MessageBox("You're out of Septims, please deposit more soon to take advantage of our payment services!") Else Debug.MessageBox("You're out of Septims! Careful or you'll have some... collectors coming...") EndIf EndEvent I've got a global variable in the CK that it refers to. This is on a magic effect, so I can make a lesser power to activate this. Let me know what to do, thanks a million.
  16. Extremely impressive, great work! I look forward to a finished release, but at that time please include install and uninstall instructions. Install is generally simple, but a lot of authors don't include un-install directions and cause me to break my saves. =/ Thanks in advance, -Elliot S
  17. Lol man, you sound mad for some reason, it's supposed to be a friendly lighthearted conversation not a fight. I'm not even going to argue back, so just chill out. Peace, -Elliot S
  18. Not if it voids all of your heavy armor set perks. (which are important when using skyre and other difficulty mods) My point is that you're using a forge, so why can you only make three things?
  19. How do you make a quest that has absolutely no benefit to 2h weapon users?!?!?! I can get a 0 armor crown, a shield to look nice on my wall or a staff to summon a robot spider... Seriously? Giant quest for nothing?!?! Has anyone made a mod that makes this less annoying? Why are all the cool weapons in that game 1h? Just wanted to rant, but info on a mod would rock. Peace.
  20. I'm working on a mod that will make followers require pay on a weekly basis. The pay is dependent on level and number of followers, but I have a few questions. Please keep in mind that I'm new to creation kit, but not coding in general. 1- How can I make a note that will change text depending on what the follower wants? I would have the player ask "How much do I owe you?" to which the follower would say "Here's an invoice, tell me when you have the money." From there I would want the note to have the amount owed change to what the follower wants. It would then also need to update when the player pays by changing some text inside. 2- What would be the best way to account for more than once follower? Since different mods can let the player use 2+ followers I would need to have it account for that. Would I need to do it on a per-mod basis (compatibility or something.) or can I do it some other way? 3- How do I add global variables to the mod? I've yet to find info on that. 4- How do I make those pop-up menus that many mods use for options? I can't find info on that either. Thanks in advance for the help.
  21. I understand that you have a lot to work on. I didn't realise you made jobs of skyrim. I used that mod for a while, but the voice acting killed it for me (no offense, it was just the way the orks would have the regular in-game greeting and then a much softer voice was exploding my face.) I will watch the newer version for updates. I would offer to help voice act, but I have been told I have the voice of angles queefing. Good luck on that one. Can you point me to any good resources on how to start modding? Where did you learn, etc? Once I get a bit better it will probably be easier, but there's a fantastic lack of instruction on papyrus scripting. Thanks.
  22. If you don't need such a mod, please don't tell me. I didn't add a negative vote option because if you don't like a mod you don't need to use it. I don't agree with a lot of mods, but I'm not telling them that I hate it. While I could point out the other abundant logical flaws in your post I will simply let it rest. To littleork: Do you mind giving me some help with the modding? I have the time and gumption to do this, but lack the experience and specific knowledge. My steam username is Rapester. (As in own, not the act.)
  23. I have been annoyed with the amount of gold I get during my travels, and the biggest problem I face is that I get too much money. Even with the hardest level of cutthroat merchants I find myself being able to buy things whenever I feel like it. 20,000 gold ebony armor is easy at level 12. I also feel like mercenaries charging 500 gold once and being your slave afterwards is stupid, along with other things. My solution is to make a mod that does the following things: 1- Followers ask for (20*playerlevel) gold per week, per follower. This would mean that the player would have a bit less gold. The gold would be removed and added to a hidden chest or global variable. The next parts would be split between the player's and the follower's gold when the player does them. 2- Inns cost 50 gold per night. Straightforward. Using a safe-chest mod would make inns a good choice to stay at before getting a house. 3- Houses cost more and cost money to upkeep. The fact that you're a thane means someone dusts and cleans while you're out, thus you pay 500 gold per week to keep a house. (Pay by talking to the person you buy a house from, and if you're late by three days the house locks back up. 4- Food is required. This makes marriage more useful, and adds some realism. Salt is made available for purchase at 5 gold per piece from the food merchants through dialog. This makes cooking easier. This would be much less complex than a needs mod, and assumes that water is drank from streams and other sources. It would basically be a -50 hp debuff per day you didn't eat 3 or more items from the food category. It also deals 50 damage when the debuff happens, making death possible. Followers get ignored. 5- Tweak and add other misc. stuff such as carriages and leisure activities. 6- Players can buy pets. They are tame foxes, wolfs, bunnies and more than can be only be dropped inside a house. They add to the houses upkeep fee. 7- Players can purchase extra house add-ons such as pools, buckets of jewels (which are worth 1 gold each to avoid being about investing.) and more. 8- Players can gamble. I'm disappointed at the lack of gambling. 9- Players can invest in towns. You could add a smelter to riften or another entrance to whiterun. More features could be added, but I felt this was a good start and would give the gist of the idea. The actual values would be adjusted as time went on. Additionally the punishments for not doing these things would be relatively simple like followers leaving and requiring payment plus interest before you can recruit ANY followers. I am willing to help make this, but I am very new to modding and would need some guidance. I'm a quick learner though, and have experience in C++ php and other skills that could help. It might be a lot of work, but I feel this would be an extremely awesome mod. I only speak English and have skype as well as a lot of free-time. Thanks for reading.
  24. Thanks a ton! I had waited to reply because I wanted to see if I could get a final product out quickly enough, but I can't reset the GOD-DAMN CHEST! It's really annoying. Everything works fine, but when I try to reference the chest through a property the compiler says 'reset is not a function or does not exist.' I've read for about an hour now and know it has to do with the way it's referenced. For now I'm looking at a few other mods to try and see how it's done. Here's my script if you want to have a look at it: Scriptname AddProfit extends ObjectReference Int TotalGold ObjectReference CurrentForm FormList Property BulkSellFormList Auto MiscObject Property Gold001 Auto Container Property BulkSellChest Auto Event OnEffectStart(Actor GetPlayer) TotalGold = 0 While BulkSellFormList.GetSize() > 0 BulkSellFormList.GetAt(0) TotalGold = TotalGold + CurrentForm.GetGoldValue() BulkSellFormList.RemoveAddedForm(CurrentForm) EndWhile TotalGold * 0.5 Game.GetPlayer().Additem(Gold001, TotalGold) BulkSellChest.Reset() EndEvent That is attached to the magic effect of the potion. Let me know if you or anyone else can point me in the right direction.
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