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Lazer382

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  1. Thanks this is helpful. I'll try leaving the fix as-is first and then if that doesn't work use scripting to add the foxfollower faction as allies for the companion/hireling faction.
  2. So I'm trying to troubleshoot an issue with my mod where a companion fox can end up in fights with other followers/companions. The fox has been given its own faction and this may be part of the problem. I think I narrowed this down to the foxfollower faction not having currentcompanion and currenthireling factions as allies. My question is do I need to update the currenthireling and currentcompanion factions to see the foxfollower faction as allies as well? I was trying to avoid modifying those factions unless I truly need to (for mod compatibility reasons). I'm just concerned that if I don't then the current companions may get mad at the fox, but not vice versa. Any insight on this? Thanks.
  3. Hey thanks so much for reviewing my mod did an awesome job covering everything you're the best!
  4. Hey these are cool think you could do a preview video for my mod? (if you like it of course) Eevee The Magical Fox Only have screenshots so far but I'd love to have some video :) Thanks!
  5. Still trying to figure this out. Could it have something to do with the fox not having an animation for magic casting? I'm not very familiar with modifying animations so I have no idea how to go about adding them :( Any ideas here?
  6. Although I'm not aware of a mod like this it sounds like a great idea. Also made me think it would be cool if there was a way to temporarily leave your character in sandbox mode and take over the controls of a nearby npc. Possibly some big technical challenges though.
  7. I don't get why you would remove it just because you didn't have time to update anymore. Can't you just call it finished and leave it online? Strange reason to pull it down tbh given its popularity. I'm using it too, was going to recommend it to others but I don't have a link to give now.
  8. So I tried looking into the chaurus a bit since it has a projectile spit attack similar to what I'm trying to do with the fox. My observations were that in the ChaurusRace class under what he can equip has spells checked off and can equip on both hands. The class also has a reference to the chaurusspit ability and a check off on magic aligns with projectile node. I also opened up the skeleton model and found a node named ProjectileNode located slightly in front of the chaurus which is clearly used as reference for where the spits originate. So I opened the wolf skeleton (fox uses this) and gave it a new node named ProjectileNode. I also set my CompanionFoxFollower class to have the same settings I mentioned with the chaurus above. I go in game and get into an encounter, the fox just runs kinda up near the enemy and stands there looking like it wants to attack but it won't. What gives? Maybe there's a way I can debug this or something? Seems like it tries to attack but something is failing along the way...
  9. Hey guys I've been working on a mod (Eevee the Magical Fox) which gives you a fox follower that can be transformed into different elemental forms. I'm getting close to implementing all the features I had planned (just got setting home location to work!), but there are still a couple things magic casting related I'm not quite sure how to do and they have been bugging me for some time now: How do I get an animal npc to cast ranged magic spells? The best I've been able to do is modify the melee attack info to include a magic effect. This causes my fox to run up and use melee magic attacks (with effects and all) so it works, but I would like the fox to cast magic from a distance. Adding the spells in its inventory won't seem to help either. Do I need magic attachment points in the model or something? Change AI behavior somehow? I would also like to have a healer form which avoids attacking and instead hangs back to cast heal spells on the player or other allies. I'll be happy even if it heals the player only but I'm still not sure how to set this up? Thanks, hopefully someone can point me in the right direction!
  10. Noticed the custom race I was using didn't have spell checked off under the combat data so I checked it. The fox is apparently set to equip in the right hand by default so I copied crAtronachStormLightingBolt named it crFoxTrainedLightingBolt and in the properties made it a right handed spell. Also put this new spell in his spell list. Went in game to test and he just keeps a distance with the enemy and appears like he wants to cast magic but won't. I'm starting to think this is an issue with the fox not having hands defined and therefor nowhere to equip spells to before casting?
  11. Hey guys I've been working on a follower mod that lets you recruit a magical fox. So far so good, I've got past the dialog and script issues and its working now but although I was able to make the fox cast some fire attacks, I'm having difficulty with the magic system. To make him cast fire I went to the actor's Attack Data tab where he is overriding behavior from WolfRace. I looked in the list of attacks and added crAtronachFlameFirebolt/crAtronachFlameFlames to most of the Spell fields. I also added the atronach firebolt and flames attacks to the spell list although I'm not sure if that was necessary. Anyway making the fox use some flame atronach attacks seems like I'm on the right path but there are problems. For example the fox won't shoot from a distance but will run up pretty close and essentially melee the opponent shooting a fireball/flames in the process (which is actually kinda cool but not exactly what I'm trying to do). I also tried adding the storm atronach's bolt attack but seemed once I did this he wasn't casting anything at all. I even tried setting the encounter class to wizard and override behavior to high elf with a basic spell list seeing if I could get it to act like a thalmor, but again he refuses to fight like this. Any idea what I'm doing wrong here? Also if you're curious to try the mod so far: Eevee The Magical Fox Thanks
  12. Yeah this seems to be the best way to solve this for now. Oddly it can sometimes make some objects never show but its worth a shot. Would really like to know what this issue is as it seems to be asked on here multiple times a day and no one has the real answer.
  13. Yes you did comment out the right line. To compile scripts go to Gameplay > Papyrus Script Manager and then you can right click the scripts to compile. Also I released the fox mod (http://skyrim.nexusmods.com/downloads/file.php?id=10304), but since we are modifying the same files they might conflict :( To avoid conflicting we might need to create our own copies of the DialogFollower quest. Then on the custom WEFollowerScript have it point to the new DialogFollower (different name though) made specifically for your new companion(s). Haven't tried myself but in theory should fix potential conflict with modifications to DialogFollower.
  14. I'm doing the exact same thing with a fox. You are on the right path with the WEDogFollowerScript but there is a bunch of things you will have to do to make this work: Make a copy of WEDogFollowerScript. Rename it something like WEPolarBearFollowerScript. Open the script and there is a line which says to go to state "done" after activate. Either remove or comment out (put ';' infront of) that line so the actor never goes to the state done. This fixes a bug where if you dismiss an animal follower he wouldn't follow again because he was no longer in the waiting state. The next thing you will need to do is open up the quest DialogFollower. Go to DialogViews and find the dog's dialog prompt/responses for dismiss and the one for wait here/follow me. You will need to copy each of these and then edit them. You will see that one of the requirements for these dialogs is that the follower is in the DogCompanionRace. The trick is to create a PolarBearCompanionRace and set the dialogs to check for for that instead. You will also need to make sure the polar bear follower is a PolarBearCompanionRace.I recommend making a copy of the PolarBearRace (or is it BearRace?) to use as the base and make sure PC dialog is allowed. Might be a couple other things I missed but that should just about cover it.
  15. It likely has to do with recalculating the LODs or the occlusion for that area. I've been trying to find an answer to this for days now and it seems no meaningful explanation of the process can be found. In the mean time you can try opening the props attributes and check off Full LOD. That seems to do the trick although I'd consider it a hack of sorts.
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