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gettps

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Everything posted by gettps

  1. I'm seeing exactly the same thing. SSE Mods I've already installed, checked for updates and when downloading the update, get the same error message every time now. Haven't changed anything. Absolutely everything works, just get that message. Nvm. My own fault, just me being stupid.
  2. Back to the last stagb Back to the last stable release. 1.10.8. It seems to be working for now. But it looks like lost every change I made in the past 2 months. All written mods, ini changes... everything. It completely reset my entire game back to vanilla. I'll need to see if there is some way I can install two Skyrims to test MO2 alongside. I can't have this happen again.
  3. That appears to be working for now. Thanks! Problem now is Vortex is reporting if I don't keep it updated, it will disconnect me for Nexus. Now I need to take stock and see what all Vortex wiped and how much new work I have in store for me. This really sux.
  4. I need to know if this will be fixed and/or how to roll back. Every time I deploy, it wipes my entire mod setup. EVERY TIME. Even if it completes. I'm a mod creator and I just lost over a months work. I need to know if this will be fixed because if I have to switch to Mod Organizer, I'll need to get started because switching to an entirely new system will take a long while. And I can no longer trust Vortex's current version.
  5. It sounds to me like you're contradicting yourself. I asked what can I make mods for within the confines of the permissions, What can I get away with? You said "NOTHING" and then quoted Cannot use any part of the mod without permission. That doesn't leave any room for interpretation. Now you're saying I CAN access parts of the mod? Well, until a more clear ruling is made, I'm not going to risk it and get myself banned. Thanks for the... help.
  6. Not according to that Showler. I can't even REFERENCE anything in that mod.
  7. So, I can't even write a mod that USES those assets? If a mod creates a faction, i can't USE that faction in ANY mod since that's USE of an asset... Well, that sucks. I guess that mod is just going to die then.
  8. I am just posting this to make sure I don't break any rules. This is in regards to the FlowerGirls mod. This mod has been abandoned for roughly 5 years now. I'm not asking for full permission to the mod, that likely won't happen. I'm just asking how far I can make mods for it without breaking any rules. The mod has a number of flaws that I have long since fixed on my own computer, but releasing those would entail uploading pieces of the original mod, such as scripts. I also have a number of add-ons, some which use some of the original files, and some that don't. Can I like have mods that interface with it? I guess I'm basically wondering how far I can go with this completely abandoned mod where there has been absolutely no contact from the mod author by anyone. It's just an enormous shame that there are people who are perfectly willing and capable of updating and supporting it but it would be forced to just fade away and die. What can I get away with?
  9. Was wondering if its possible to change the keybind of the Right mouse button in the Pipboy? I'm constantly accidentally right-clicking and dropping crap all over the place. Wanted to see if I could change the "Drop" from the Right-mouse button to something else... Tried posting this in several Fallout Reddit forums but the moderators are being little children and are deleting all my posts with no reasons.
  10. I would recommend against "Copying" an existing structure. I've tried it several times and every time the mod broke for no reason at all. Random CTD's in a completely different part of Skyrim I never touched. You can use vanilla structures pre-designed in the CK, but don't copy an existing structure already placed somewhere. It's never worked for me. The first time I took the time to build it myself, it's worked flawlessly. It takes longer but much less prone to errors.
  11. Not sure exactly. The "!" means it can't find the mesh for the objects. Maybe you accidentally moved the folders around? Were those vanilla walls or modded?
  12. I'm working on a custom voiced follower that has her own affinity system. That part works fine. It will increase/decrease affinity by calling a simple script function. My current goal is to fill out likes and dislikes during various situations. I tried adding a dialog Under Combat, {Assault}, {AssaultNC}, {Murder}, and {MurderNC}, and none of them are firing. I have no conditions on the dialog other than to assure it's said by my follower. GetIsId. Are those subtypes not working? Or am I somehow doing it wrong?
  13. I've just done something like that recently. I was making a test mod, an Amorous Adventures-style quest for Maven Black-Briar. As a test, I wanted to see how completely I could integrate myself into their household upon completion of the quest. It worked almost perfectly. All I did was give the PC the manor key (to unlock the doors), make them part of the house faction (so they're not kicked out), and made the player Rank 1 with Maven for good measure: Alias_MavenRef.GetActorReference().SetRelationshipRank(Game.GetPlayer(),1) Game.GetPlayer().Additem(BlackBriarManorKey, 1) Game.GetPlayer().AddToFaction(RiftenBlackBriarHouseFaction)That did the majority of it right there. The only thing I can't figure out is how to fix the "BED" co-owner bug. But I think that's a flaw in the game.
  14. I'm not new at modding, but I'm certainly not an expert. Since there is basically no tutorials or instructions at all, I'm mostly self-taught. So, I imagine a lot of what I know is skewed. I'm having trouble with Scenes. ANY Scene. I can't get any to work whatsoever. I set up the scene in a quest, ONE actor. Travel package to go from Point A to point B. I set up a property in the quest stage Scene SceneName IDOfScene I call the scene from the quest stage script SceneName.Start() It refuses to run. If I put a Debug.Notification("Crap") in the scene Start under Data, the notification never plays. I've tried copying other scenes IDENTICALLY from other parts of the game. It refuses to run. I tried creating a Story Manager random event to start the quest. Set the scene to run on quest start. The Quest starts, The scene refuses to run. I tried following: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Scenes It refuses to run. Is all this just hopeless?
  15. Doesn't work. So far, noone knows why.
  16. I don't know what happened... I deleted the entire quest and everything, recreated it again. (this is the fourth time I tried this) Somehow it's working now. Can quests become corrupted? Like if you create one, it doesn't work, and you alter it, it will never work even if its correct? Like you have to delete it and recreate the entire thing every time? I'm positive I recreated it exactly the same as before. (I've done it SO many times that I'm sure its the same.) But it seems to be working now.
  17. I've tried hundreds of different ways... this is the LATEST attempt... Scene is in Silverblood inn. Want a simple conversation betwen Hroki and Frabbi. How it initiates is irrelevant. None work. Tried actor dialog events, location change events, even put an entry trigger in the doorway to trigger it. (Modeled after the ones in the bard's college) Nothing works. Set up a dialog quest. Basically modeled it 100% after the scene between Frabbi and Hreinn. "DialogueMarkarthInnFrabbiHreinnScene01" Quest is Actor dialog event, priority 30, no stages, no objectives, no scripts, no other dialog other than what is in the scene. Begin on quest start, stop quest on end, Nothing in Edit Data, everything else defaults. Have all the alias' set up identical to Frabbi and Hreinn's quest. Story manager Actor Dialog event, Created new stacked branch node, under that random quest node, Attached dialogue quest to that with conditions "GetQuestRunning {quest} == 0" and "GetInCurrentLoc MarkarthSilverBloodInnLocation==1"
  18. I've been trying to get a dialogue scene to play. At all. In ANY way other than creating a dialog option on an NPC that says "PLAY SCENE". Most of my attempts have failed. I have no idea why. I've attempted to recreate the vanilla scenes and triggers but almost nothing works. I HAVE gotten location change events to work, but ONLY if I'm in an outside location. ALL INTERIOR locations fail. I've tried SM actor dialogue events. (Quest never starts) I've tried SM location change events. (Quest starts but scene never plays) I've tried trigger boxes. (Trigger box appears to do nothing) Nothing works. It's like absolutely everything I do is being ignored. I recreate the SEQ every time I make even the smallest change. All I can see is that ALL CUSTOM INTERIOR SCENES FAIL. I've tried HUNDREDS of different ways and combinations of settings. So, if someone wants details on what I've attempted on ANY of them, let me know and I'll illiterate.
  19. Just tried this. Works beautifully! I'm using it in a dialogue scene controller quest. Put your suggestion inbetween the dialogue scene quest stages, now I have a 72 hour delay between scenes. Awesome!
  20. Realize the post was from years ago, but this is for anyone (like me) looking to find out why it doesn't work. You're "supposed" to add the quest into the story manager, which will kick it off. But, it doesn't work. The quest will never start. I've given up. It's IMPOSSIBLE to create a random dialogue event. Anyone else reading this, GIVE UP. It will never work.
  21. Give it up. Don't even bother. The game engine is severely broken. I've been trying for weeks to get a simple dialogue scene working but it's apparently impossible. Checked everywhere, what few help sites there are don't work. It's either broken or there's apparently a trick to getting it to work, but modders don't want to share. So, it's no use. Save yourself the frustration and just don't bother.
  22. I am trying to get a dialogue scene to fire off. I previously created an event dialog between Endarie and Taarie and that one worked fine. I want a scene to fire off between Elisif and one of the servants. I set it up exactly like my previous one but it's not working. I copied the configuration EXACTLY like the one between Falk and Elisif about meeting with general tullius. Yet, that one fires off 5-6 times a day and mine never does. I've tried changing quest priorities, (20,30, and 60) (Tullius one is 30) I've verified all the alias' and other settings MANY times, everything should be perfect. Yet, it doesn't work. I've noticed there are 10 random dialogues in the blue palace but only 1 or 2 ever fire. There are no conditions, priorities, or reason as to why the tullius meeting one fires MANY times a day and the others rarely do, and mine never does. They're all identical. The only thing I can think of is there is some extra "list" of scene priorities somewhere that I don't know about. Anyone know what that is?
  23. Never mind. Think I figured it out. If you right-click on an existing dialog and select "New", it'll appear above it. I'll use that. Not sure if how I'm doing it is the "proper" method. But it works.
  24. I'm creating a follower with a custom voice. I've created hundreds before, but none with a custom voice. So, I'm having to use dialog quests. The Dialog quest is working fine for the most-part. I want to have a dialog option on the follower that's always there. A "Your thoughts?" option. The dialog that plays will depend on the location and situation, so I'll want the player to have the option to select it many times depending on where they are. The context-sensitive and location conditions are working just fine. My problem is, once a dialog (any) plays, the dialog option "Your Thoughts?" disappears and cannot be selected again. Now, if I create a dialog topic info line with no conditions, like "None at the moment", It will keep the option. But, apparently it must be LAST in the dialog list or else it will always play first and override all the others. (because of the lack of conditions) As time goes on, I'll want to add more lines, but since I can't change the order in the CK, I have to continuously delete the "None at the moment" line, add the new line, and re-add the default line over and over again. Am I making sense? I think I either need a way to change the priority of individual dialog lines in a given dialog quest, or change the order of the individual lines. Anyone have any ideas?
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