Jump to content

Austvinden

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by Austvinden

  1. Hello, There is a mod called "Assassinate Mod", created by Osbar. This is by far my favourite mod for Bannerlord. Unfortunately, it has been left in the bin of dead mods for almost a year. Many people would love to see someone with M&B modding experience bring this mod back to life. I have personally tried to contact the author, but to no avail. Here is a link to the mod Here is a direct link to the source code, left by the author in the link above. Kind regards, Kamil
  2. 1. Make sure your mod order is correct. 2. Are you using the updated version of Bannerlord Tweaks? There is a seperate mod page for it. 3. When you update to a newer version, remember to delete the old zzzBannerlordTweaks folder in your game directory. By default you can find it in "steamapps/common/Mount&Blade II Bannerlord/Modules" 4. I'm not sure, but I think Character Reload might conflict with Detailed Character Creation, since they both focus on editing characters. Did you try fully uninstalling one of them? By fully I mean removing the mod folder from Modules in your game directory. Hope this helps.
  3. I thought the same thing when I first executed someone. This has to be done by someone!
  4. I feel so stupid now because I fixed my own problem that I've been having for months. The way I fixed the missing texture mipmap on satchel.dds was by removing the manually extracted textures from my data file. The "textures\clutter\containers\satchel.dds" in my data folder was causing this issue. I have tried removing and adding it plenty of times before, but I think that the reason removing it worked this time was because I validated my game files. I apologize for littering the forum section with nothing to offer with this post. Moderators may remove this post if convenient.
  5. I feel so stupid now because I fixed my own problem that I've been having for months. The way I fixed the missing texture mipmap on satchel.dds was by removing the manually extracted textures from my data file. The "textures\clutter\containers\satchel.dds" in my data folder was causing this issue. I have tried removing and adding it plenty of times before, but I think that the reason removing it worked this time was because I validated my game files. I apologize for littering the forum section with nothing to offer with this post. Moderators may remove this post if convenient.
  6. Problem description: Some time ago I was working on a mod, and accidentaly tangled with a texture set, it's the one responsible for the satchel container (e.g. the apothecary satchel). I don't know what happened, but in-game, and in the creation kit, the texture is missing (and as a result the mesh is covered in blue). I get two error messages when loading the mesh (Satchel) in the Creation Kit, they are: DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\clutter\containers\Satchel.DDS and TEXTURES: Texture set missing texture textures\clutter\container\Satchel.DDS I have added an attatchment to this post, which is a screenshot of what the mesh looks like for me, both in-game and in the creation kit. Solutions I've tried: I have already checked the Textures BSA Archive in my data folder, and the textures "satchel.dds" and "satchel_n.dds" are both there, so the problem isn't in the BSA Archive where the game gets it textures. I have tried removing the appcache folder from steam, then restarting my computer, then starting steam, in order to get fresh appcache. Then I validated integrity of game files of Skyrim, through steam, but had no luck with that either. I have also tried manually extracting the satchel.dds and satchel_n.dds into my data folder with the pathing "Textures\clutter\containers\", the same pathing that's in the Textures BSA Archive. Appreciate all help I'm running low on ideas on what I could possibly do to get the textures to show on this mesh. Based on the error messages in the creation kit, I'm guessing it could have something to do with a missing texture set in the game files, which I was hoping would come back from validating the game files. I could be wrong. Thanks in advance for any help, this has been bugging me for some months now.
  7. Problem description: Some time ago I was working on a mod, and accidentaly tangled with a texture set, it's the one responsible for the satchel container (e.g. the apothecary satchel). I don't know what happened, but in-game, and in the creation kit, the texture is missing (and as a result the mesh is covered in blue). I get two error messages when loading the mesh (Satchel) in the Creation Kit, they are: DEFAULT: TEXTURES: texture does not contain mipmaps & will not be used : textures\clutter\containers\Satchel.DDS and TEXTURES: Texture set missing texture textures\clutter\container\Satchel.DDS I have added an attatchment to this post, which is a screenshot of what the mesh looks like for me, both in-game and in the creation kit. Solutions I've tried: I have already checked the Textures BSA Archive in my data folder, and the textures "satchel.dds" and "satchel_n.dds" are both there, so the problem isn't in the BSA Archive where the game gets it textures. I have tried removing the appcache folder from steam, then restarting my computer, then starting steam, in order to get fresh appcache. Then I validated integrity of game files of Skyrim, through steam, but had no luck with that either. I have also tried manually extracting the satchel.dds and satchel_n.dds into my data folder with the pathing "Textures\clutter\containers\", the same pathing that's in the Textures BSA Archive. Appreciate all help I'm running low on ideas on what I could possibly do to get the textures to show on this mesh. Based on the error messages in the creation kit, I'm guessing it could have something to do with a missing texture set in the game files, which I was hoping would come back from validating the game files. I could be wrong. Thanks in advance for any help, this has been bugging me for some months now.
  8. 1. Check if you have the Dragonborn DLC loaded up properly. 2. Make sure the mod is below the Dragonborn DLC in the load order. 3. Check your BSA Archive (Meshes) and look for the mesh (MQ03SkaalVillageBarrier01). It should be there, if it's not, validate game files. You could also try extracting the mesh from the BSA Archive, and path it correctly into the Texture folder. If the last option fixes it for your game, you would have to copy the pathing to the mesh (Textures, x, x, x, MQ03SkaalVillageBarrier01), and add it to your compressed version of the mod. On another note, I notice that the mesh has MQ03 in the beginning of the ID. I don't know this for sure, but since MQ03 means "miscellaneous quest 03", perhaps it's related to a certain quest that requires to be active for the mesh to be visible/active? Just an idea. Good luck.
  9. Been a while since I've scripted anything, but if I remember correctly, you can actually use the quest/scene function to open doors. If you want the NPC to do it regularly I think you could do so by creating an AI Package, though I'm not sure.
  10. Yep. I've tried both of the things you mentioned, to no avail. But thanks for the input anyway. Thanks, I'll try that, sounds like a very plausible solution :smile: I'm gonna try to use defaultAddItemScript on each NPC and report here how it goes. Edit: It worked! Thank you so much @Grospolina, this was causing a tremendous headache for me. --------------------------------------- SOLUTION (for anyone else having this problem): Instead of adding a key directly to the NPC's inventory, go to the inventory of the NPC you want to add the key to, select "Add" in the script section, and choose "defaultAddItemKeyScript", edit all the values, choose your key, the amount, if it's unique (respawning or not).
  11. Sounds like you have to attach a faction to an outfit / piece of armor. Only way I can think of it is via papyrus. You would have to use both "AddToFaction" with "OnEquipped" and "RemoveFromFaction" with "OnUnequipped". You would have to use the factions that are already in the game if you want to use e.g. the guard faction and bandit faction in your mod, because those are already enemies with each other in the vanilla game. However, if you would want the guards to attack you for wearing thieves guild armor, or daedric armor, or any other specific piece of armor / outfit, you would have to create new factions for those specific pieces of armor and specify in the faction settings that they are enemies with X. Why? Because some factions, like the Thieves Guild faction, don't make you enemy with the guards automatically upon entering the faction, like the bandit faction and guard faction does. Making a new faction tied to a specific piece of armor / outfit seems like the most clean and non-conflicting way to do it with these kind of outfits. Good luck.
  12. Hello. So I've been working on a mod that adds a bank/storage outside Markarth for around a week now. In the testing phase, I found out that some NPCs got the mis-matched texture bug known as "gray-face". It doesn't happen to every NPC that my mod touches, so I figured it's a conflict. I found out it's conflicting with "Inhabitants of Skyrim - NPC Overhaul" (Version 2) by Rops1981 Link: https://www.nexusmods.com/skyrim/mods/23755?tab=description I don't understand why my mod conflicts with this one, except that the only reason for it to conflict should be that my mod adds keys to 20 NPCs, and not all of those NPCs get the gray-face bug, even the ones touched by NPC Overhaul. List of some NPCs my mod adds keys to, commenting on whether they get the bug or not, and mentioning NPC Overhaul changes: I have 15 more NPCs to check in TES5Edit. I won't mention all of them here because those five will prove the point I'm trying to make. As you can see in the spoiler, 5/5 NPCs mentioned are touched by NPC Overhaul in the same way, changing hair, facial hair, or textures (face tint), yet, only 4/5 NPCs have the gray face bug, Aicantar being the one who doesn't get the bug. wtf? I have tried exporting the FaceGen data in the creation kit, but to no avail. I've also tried removing the Textures folder in Skyrim/Data to try to clear the folder in case any other .dds files were in there irrelevant to my mod, again, to no avail. I have tried moving my mod below and above NPC Overhaul in the mod order, without luck. My mod doesn't change textures, so I don't see how it could conflict. Nor does it change any sort of appearance for the NPCs in question, it's basically got the vanilla hair and all that, but every mod that touches NPCs with e.g. inventory or AI Packages has that. I'm thinking maybe I need to make a patch with TES5Edit? I don't know how but I could look it up on YouTube. I figured I'd ask here first before I waste another ten hours trying to fix this issue.This however seems highly unlikely for me, because out of all the thousands of mods I've tried that change NPCs in any way shape or form (inventory, outfit, NOT custom hair/textures), have never conflicted with NPC Overhaul. Any help would be highly appreciated :)
  13. If you want to manually remove dirty edits you can download TESVsnip. You can find it on nexusmods. You simply load up the esp (your mod), and all changes / edits show up, which cell, and the item references, you can right-click and delete the edit. I usually do this as I get a clear overview of what my mod does to the game, which can sometimes be hidden edits that you never notice. https://www.nexusmods.com/skyrim/mods/11405/
  14. I'm not really sure how this works as I don't have any experience with using enchanted items in recipes. The first thing that comes to mind when I look at the screenshot you've provided is that your subject is "Enchantment". This doesn't tell the game that the item is enchanted, but that you're specifying the condition to be an object type which is an enchantment. Enchantment as in the recipe like "Absorb Magicka", or "Frost Damage" which you see when you enter the arcane enchanter. I'm sorry I can't provide you with any more help, I believe however that a certain level of scripting would be required. Maybe creating a new misc item scripted to be referring to an enchanted item in the same inventory? Good luck.
  15. So I've been trying to edit quest rewards. I want to make a mod for myself which edits the Dark Brotherhood contracts quest rewards (DBSideContract01, DBSideContract02...), the unique ones as well as the recurring ones (DBRecurring), and the bounty quests you get from stewards and inns (BQ01, BQ02, BQ03, BQ04). I want the rewards to give a specific item instead of gold, let's for example say the item I want is IronSword. How would I go about doing this? Can't seem to find it anywhere on the internet. Any help would be greatly appreciated!
  16. So after a couple of thousand hours in Skyrim, during my 1000th mage playthrough, I noticed that the staff animations are.. well, clunky, and un-satisfying to say the least. Seems to me bethesda rushed the game on 11.11, as the game engine in itself allows for much more complex features (including animations). I got no experience with animating or anything related to it other than installing animation mods.. so I'm a complete noob when it comes to this thing. Does anyone with enough experience have the time to make a better staff animation mod, replicating an epic staff holding animation like the breton mage does in the loading screen? I mean come on. That's the animation we NEED!!! Epic. Just epic. If anyone would make a mod where the staff animation replicates something similar, where the staff is held backwards (while running, too), I would be eternally grateful.
  17. I know it's kind of late but for anyone looking for a solution: In the top-left corner click on the "preferences" box, or right click in the render window "render window properties". Under preferences, go to the "Movement" tab in the far left. In the lower right side you can see a check-box with the text "Rotate camera around previous selection". Then adjust the rotation speed and zoom speed to your liking and you're good.
  18. Aye, it's true. However it is worth noting that the way the other master-level spells work are that they "Spawn" a "Hazard", as in spawning a scripted event, specifically called "Spawn Hazard". The spells seem to only do that, and so the actual visual effects reside in the Scripted magic effect. I am particularly talking about those big visual effects in mind.
  19. I have posted this in the mod request section: For some weeks I've been trying to make the vanilla master-level destruction spells like Fire Storm and Blizzard into concentration spells, draining magicka per second making me able to cast it for as long as I'm able instead of a "Fire and Forget" type of spell. Is this something anyone could do? I have been trying myself and I'm not exactly a mere apprentice in the CK, but just can't wrap my head around this. I'd really appreciate it and I'm sure a lot others would too. Now I'm making this thread to see if anyone is interested in helping me with this. I think it'd be epic, yet due to the fact that the vanilla spell "Blizzard" is marked as a script, I've been led to believe that this would require a bunch of scripting. Keep in mind that I would like to keep the ritual-animation from vanilla, and not only that but actually keep it held for as long as one casts the spell. Any help would be appreciated. Thanks.
  20. For some weeks I've been trying to make the vanilla master-level destruction spells like Fire Storm and Blizzard into concentration spells, draining magicka per second making me able to cast it for as long as I'm able instead of a "Fire and Forget" type of spell (while still keeping the badass FX from blizzard). Is this something anyone could do? I have been trying myself and I'm not exactly a mere apprentice in the CK, but just can't wrap my head around this. I'd really appreciate it and I'm sure a lot others would too.
  21. EDIT: Well! That seemed to fix it after all! I cannot thank you enough. The rank fixed it. I am eternally grateful to you, sir! Words cannot describe the frustration I've had with this! I wonder though, why don't ANY tutorials (including the creation kit website) mention this? Beats me. Again, thank you! I'll leave a solution in OP in case anyone else has this problem (even though I've never encountered any posts about this).
  22. I don't have a rank made in the factions tab. How would I go about making one?
  23. That is irrelevant. It's telling the merchant to buy/sell everything except the category highlighted above it (VendorItemMisc), which is a category of certain items. EDIT: Yes, I've tried that, without luck.
  24. Yes, I've tried that. Setting a different radius on both near self or setting a radius by itself. Also set a persistent location which is the cell the NPC is to reside.
×
×
  • Create New...