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gasti89

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Everything posted by gasti89

  1. Did you tick "start game enabled" in the quest data tab? If not, you have to trigger the beginning in another way. Also, be sure to put NONE in the event field. Also, all the dialogues must have GetIsID or GetIsAliasRef (if you defined one) and ,if you need, a GetStage pointing to the owning quest. I think you want this quest to be enabled from start, but if not you can simply do this: - open up the quest that must trigger your quest - find the right quest stage and, if not already defined, define a quest item (leave it blank) - in the fragments field, click properties - add a new property - set it as QUEST property and call it myQuest. Then edit the value and fill it with your quest - now write this script: myQuest.Start() or myQuest.SetStage(0) You can put whatever stage you want. EDIT: if you wanna send me your esp i can take a look at it. I'm a modding noob, but i'm writing a full storyline, so did 3 quests and about 200 dialogue lines already. I think i can solve your problem ;)
  2. I became a beginner-medium modder (before i wasn't even able to load a plugin with the CK) in 2 weeks just by reading CKwiki tutorials and looking at the skyrim.esm. All the intermediate stuff is easy to do and learn. If you don't plan to make a mod do weird things, you just need to read the CKwiki tutorials. I'm writing a storyline with lots of crossing quests and events, and for now i managed to do everything with a little amount of easy scripts/features.
  3. BUMP Currently i need a male Khajiit dark wanderer-like voice. If someone is interested post here or send me a pm. Thanks!
  4. I think there's a bool condition "isDeath" or something like this. You can try putting it to false and see if when the followed dies they stop their package. Also i think you have to set it as "must complete". Dunno if it could work tho EDIT: just saw this on CK wiki Did you put another package with the same conditions under the follow package? It should stop running and the game should load the other package
  5. What you have to do is: - click on the reference for item you put and tick "initially disabled" - open your quest, quest aliases and define your item as an alias (force specific reference) - in the new alias tab, tick "allow disabled" - Now go to the final stage of your quest and in the fragments tab type the following: Alias_youralias.GetReference().Enable() Hope it helps!
  6. Hey everybody! I'm writing a brand new storyline. It's a huge project (nearly huge as the main skyrim questline). Due to this i need lots of custom voices to give to my actors. There are very few requirements for this: - a good english pronounciation - a good recording base (not only a skype mic) - lot of time to waste It would be awesome and time-saving if someone could make different kind of voices! Thank you in advance
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