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MightyNINE

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Everything posted by MightyNINE

  1. I sorta understand. but I already made a new set of armor/weapons in CK (right click> New) and in those records I pointed it to the proper meshes in My follower mod. I made sure those items were in followers Inventory. The Armor is the Black Rose set and the sword is the Dragonbone Katana. So I would have to load those mods up with My follower mod? Then just make copies of those records with unique prefix. Such as Black Rose Curiass>Right click> Duplicate> rename dupilcate? I don't know what you mean by set them as master though. It takes Me a min here LOL Mind is muddled alot.
  2. How do I add custom Weapons/Armor to a Standalone Custom Follower? I don't think this is as easy as it might seem. I tried to do it with a new Standalone Follower I am making but it didn't show up in her inventory. I have all the proper .nif files and textures in the proper places in the folders. All the nif files point to the proper textures. In CK I created new weapon and armor set and pointed those to the custom sets in the mod folder but its not showing up in game. I know this is possible because I have seen others do it. How do I fix this? Please explain clearly in needed steps if you know. I have Multiple Sclerosis so concentration can be a problem. A link to a video tutorial and/or text based tutorial to do this would be extremely helpful if anyone knows one.
  3. Make an AI template using SitTarget then make an AI Package especially for your NPC Princess. Make SURE that there are no extra AI Packages above the SitTarget Package you just made. To get here to follow you, put Potential Follower Faction on her in the Factions tab. Make sure it is set to -1 so you can have her follow you when you free here. (Also if you make her exceptionally hot and want to use her as a wife, add the Potential Marriage Faction) In the case of a princess in a jail cell I would suggest WallShackleMarker. (Who doesn't put a beautiful princess in wall shackles.. I mean come on!) Place ImpWallShackles with the marker and slightly below it, so it looks right when she is shackled. You kinda gotta fiddle with it. (I suggest making a test cell and do the entire process there first to get it to look and act right) place the Princes NPC near the WallShackleMarker Place an Xmarker on the floor. Link Ref the WallShackleMarker to the Xmarker. Link your damsel in distress to X Marker Click on NPC and click Edit Base Go to the Special AI Package you made for her in the AI Packages Tab and open it with a double click in the Package window which comes up click on the Package Tab you will see an empty box titled "Public Package Data" Right click and choose new, you will see the word target and then notice to the right that the Selected Package Data has become available. click on the button just below type and select the WallShackle Marker as your reference. The Public Package Data should change to reflect what you just did. Save your progress! Place all components of your scene in jail cell. (Make sure door is locked.. its a jail cell after all. Might be a good idea to create a key that opens the jail cell and add it to the guards via their Inventory Tab... see Darkfox127's Tutorial on Functional Keys on Youtube on how to do this) http://www.youtube.com/watch?v=7Qz3WvPkchw Make sure components are all linked as in above ^^ Once you release her you should be able to have her follow you and give her equipment like any normal follower. To make it more interesting make a dialogue scene where you talk to her before letting her free. Personally I would Lydia her and make her swear to carry My burdens and to serve Me faithfully, but hey that's just because I am a freak like that LOL. :cool: There is some type of Script you could also use but I don't know the scripts that well. Google that and learn. And THAT solves the old question of how to creat a Darkbrotherhood Dawnstar Torture room as well by the way... Exact same process... To have them give up info on treasure though you have to create dialogue and use the same scripts the torture victims use. Look at the DB Torture vics in the CK for more info on that. I haven't taken it quite that far but I can put NPCs in shackles, restraints, or even... ahem Bondage Furniture.... and make them stay. I would provide images but... this ain't Lover's Lab and the mods would probably ban Me LOL
  4. See this post. It worked for me. Same thing I just told him in the above thread....
  5. Make an AI template using SitTarget then make an AI Package especially for your NPC Princess. Make SURE that there are no extra AI Packages above the SitTarget Package you just made. To get here to follow you, put Potential Follower Faction on her in the Factions tab. Make sure it is set to -1 so you can have her follow you when you free here. (Also if you make her exceptionally hot and want to use her as a wife, add the Potential Marriage Faction) In the case of a princess in a jail cell I would suggest WallShackleMarker. (Who doesn't put a beautiful princess in wall shackles.. I mean come on!) Place ImpWallShackles with the marker and slightly below it, so it looks right when she is shackled. You kinda gotta fiddle with it. (I suggest making a test cell and do the entire process there first to get it to look and act right) place the Princes NPC near the WallShackleMarker Place an Xmarker on the floor. Link Ref the WallShackleMarker to the Xmarker. Link your damsel in distress to X Marker Click on NPC and click Edit Base Go to the Special AI Package you made for her in the AI Packages Tab and open it with a double click in the Package window which comes up click on the Package Tab you will see an empty box titled "Public Package Data" Right click and choose new, you will see the word target and then notice to the right that the Selected Package Data has become available. click on the button just below type and select the WallShackle Marker as your reference. The Public Package Data should change to reflect what you just did. Save your progress! Place all components of your scene in jail cell. (Make sure door is locked.. its a jail cell after all. Might be a good idea to create a key that opens the jail cell and add it to the guards via their Inventory Tab... see Darkfox127's Tutorial on Functional Keys on Youtube on how to do this) http://www.youtube.com/watch?v=7Qz3WvPkchw Make sure components are all linked as in above ^^ Once you release her you should be able to have her follow you and give her equipment like any normal follower. To make it more interesting make a dialogue scene where you talk to her before letting her free. Personally I would Lydia her and make her swear to carry My burdens and to serve Me faithfully, but hey that's just because I am a freak like that LOL. :cool: There is some type of Script you could also use but I don't know the scripts that well. Google that and learn.
  6. This one I know how to do... Make your NPC you want dead... place whatever loot you want them to have in their pockets (via the character Inventory tab) then place them in the spot in your cell where you want them to be dead. Double click on them and tick "Starts Dead" You don't really have control how they will end up, but when you load the level you will find them dead at that spot. Havoc Physics takes care of the placement of the body. They just crumple and fall. Depending on which skeletin the Player has installed it might be vanilla and stiff looking or in the case of the XP skeleton it might look better. It also helps to apply Blood Decals (DecalBloodSprayGround) around the area to show they died horribly.
  7. If you are talking about the My First Quest tutorial on the wiki, it will give you the basic tools to start making quests. But only one tutorial will not answer all your questions or explain all issues. I have done a few quests for my own mods and also for a few other mod authors, and I can tell you from experience there are many reasons a quest will not fire. The first and most important is are your aliases being filled at the start of the quest. After you are given the note, open the console and type, "sqv yourquestname" without the quotes. You will be told if your quest is running and at what stage it is in. Also if you use the Page Up key you will be able to see if all your aliases have filled. If any say <none> then you need to find out why it has not filled which is probability why your quest is not firing. One of the reasons why an alias does not fill, could be that you have not set a persistent location for one or more of your actors. You can circumvent this by making your aliases "optional" that way the quest will start even if they all did not fill, but your quest may not progress if one of the aliases is an actor or even a note that is needed to continue on with your stages. This is a good way to find out which one did not fill and go from there. If you second quest is started when the first is completed, is there a script fragment in the final stage of the first to start the second. You can do this by going to the scripts tab of your first quest, click on it and make your second quest a property of the first and at the final stage, add something like, quest2.setstage(10);or whatever is your first stage you can't use 0After you finish the final stage use the sqv command to see if in fact the next quest is running. Using the sqv command is one of the easiest things to do to check if the quest is running or if all aliases are filled. You can then have a place to start as to why all is not working as designed. As a side note, your second post was not a good way to get people to help you. Most every person on these forums have real lives outside of Skyrim and sometimes a post may go for days without being answered, or the description of the problem may be to vague for someone to answer. I myself have placed posts in that the past that have not been answered. But I push on and may be rephrase the question so it is more specific. And add more info after I do a little more research myself. I've went through at least five different tutorials, from the Wiki to TESalliance. I got the Courier Quest figured out except I don't how to make the Quest point to the NPC instead of a barstool. (there doesn't happen to be any bar stools in the FrostFruit Inn) Now here's what happened before, because I got so aggravated I deleted everything and started over. Courier gives Me the note. Objectives pop up on screen (no map markers pointing where to go btw) I go to FrostFruit Inn and sit at table and quest completes. So after starting over I decided to combine the two quests to cut out the middle man. I can get the Courier to give Me the note, but I want the map marker to point to the Farmer. I can't even find the proper script to use for it. I've googled and searched and tried every combination of keywords I can think. Nothing. Thanks for the suggestion on the use of the console but I know how to do that from TESAlliance. So what I really want to know is how to make the quest show markers pointing toward the Farmer hanging out in the FrostFruit once I have read the letter. As for My reaction, I've been working on this now for close to five days solid, watched/read hours worth of tutorials and nothing seems to answer this simple question I have. And those that do answer hit Me with an condescending attitude that definitely gives Me the feeling they think I am an idiot because I don't know how to do this stuff. Or worse yet the tutorials all tell Me to different things which screw the whole thing up. How to make the map marker objective point to the Farmer once I get the letter and get the Dialogue initiated once I do get to him? How really hard is this stuff? All the Farmer will say is "Need something?" Makes Me want to drive My fist through the monitor. I've designed a hell of a cool Dungeon, highly detailed but I might as dump the whole thing in the trash if I don't have a Quest to support it.
  8. Strangely enough no one suddenly seems to be able to help? Any other time some one would but when a noob asks for serious help its Ignore City. Pay it forward!
  9. This may actually be the fix I was looking for to solve the Quest Dialogue problem of the dialogue not firing when I talk to the Quest Giver. If it works, Arthmoor shall be counted among the Divine Gods of Modding. Right up there with Talos and Darkfox 127
  10. I know this has probably asked a billion times before and I am not sure if this the right thread for it but here it goes. I managed to create a Custom Courier Quest- where the Courier runs up to you and gives you a note. 1st problem: Map Objectives do not appear. No floating arrows over the location or even when I get to the location floating over where I am supposed to sit. 2nd problem: After completing the 1st Quest (bc I know what is to be done) 2nd Quest doesn't start. I'm supposed to talk to a farmer who is the Quest Giver but when I talk to him I get no dialogue options and the quest just doesn't fire. I followed the tutorial on CK Wiki to the letter and also one from BestInSlot and some other kid (which was basically exactly the same and both were a video tutorial of the CK wiki) But none of this stuff works. I followed it step by step, three times now going back over my work to check for errors and everything is the way is suppossed to be according to the tutorials but when I try to talk to the farmer he just looks at Me and says "yes?" or "Can I help you?" I need help with this, I have been working on this for 72 hours almost straight and I am tearing My hair out. I know there must be something simple I am doing wrong but for the life of me I can't figure it out. If someone can point towards a tutorial that isn't outdated by 4 years that would be great too.
  11. Have you tried this? 1. Find scripts.rar In your C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data folder. (If it is not there go to Steam and verify the game cache) 2. Extract the contents scripts.rar to your desktop. 3. Open the extracted file and look for the Source folder it should be in \Scripts\Scripts\Source. 4. Copy the Source folder and drop it in C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts and over write when asked. 5. Reinstall the SKSE scripts ( make sure latest version) and over write when asked. http://skse.silverlock.org/ THANK YOU!! Finally someone who knew they were doing! Big Thumbs up for you man.
  12. I wish people would stop putting links to that wiki up. Everytime you go to look at it it puts you on the landing page then you can't ever find what you're looking for. Damn site is broken it seems like
  13. you know what none of this s#*&#33; works. I have watched every available video and read and tried every available text tutorial I could find and nothing works. Every single one of these "tutorials" ASSUMES the person watching them or reading them has some grasp on it and just expect the audience to know certain things. If you're watching/reading a tutorial the POINT is to learn this stuff. Being treated like we should already know certain stuff is like saying we're idiots because we don't. It's frustrating beyond belief.
  14. I listen to THIS guy :) And it worked perfectly thank you.
  15. THIS is exactly what I was looking for to solve the problem I was having. Combined with: I am now able to upload and mod Heathfire. THANK YOU GUYS that Strings crash error was driving Me bugshit.
  16. I figured it out. #1 place Wall Shackle marker. #2 drop a Xmarker in front of the shackle marker #3 Ref Link shackle marker to Xmarker #4 Link NPC to X marker. NPC must have the SitTarget AI package with nothing else. Also the Wall Shackles seemed to disappear on Me, so I placed a set of IMPwallshackles slighty below the marker set . You have to tweak it in size and position to get it to look right though.
  17. I have much the same problem, however I did the above, and now loading multiple master files works just fine. But anytime I try to load Hearthfire, the program complains about missing blocks in the ENGLISH STRINGS then immediately crashes. What is the fix for that?
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