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Jackal2233

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  1. Can someone please help? I don't know what I'm doing wrong but I've been trying for hours to get this working since updating to 1.7.2. and all the associated mods. The only mod I am able to install is Harmony. I load up Butterlib after Harmony and an application error *_* I tried loading up Harmony 2.1.1 but then UI Extensions crashes, let alone Mod Config menu and stuff. What is everyone playing it on? Because I can't play anything but Vanilla. :sad: I'm installing/deploying using Vortex. I tried launching the game with Vortex, vanilla Launcher and Butloader, all crashed.
  2. Sadly would be beyond my mediocre skill level, can't write code from scratch lol Would need the marker to spawn -30000 away from the actor when the actor dies, then get used as an anchor teleport, then disappear once the corpse gets dumped in the void.
  3. Nah, mod script. It seems to work as scripted now but it seems moving the actor (placed by CK, not spawned by encounter) away from the cell means it won't respawn. I tested the kill() function with the setposition and I come back after 30 days and they respawn. But not with moveto function when it moves them to a different cell. All I want to do is to remove the bodies of the pre-clones without messing up the actor respawning in the future. The setposition command would have been perfect (and works) if I can only place them like -30000 units away from the player.
  4. Nevermind... got the script to compile, and it worked - in theory. Only problem is, it seems by moving the damn actor and killing it, it still won't respawn (assuming because the actor is now in another zone?) So this has been a total fail :(
  5. Erm... so I added the lines above, then went to the quest, added filled it up with anything on the aaamarkers cell as corpses are just teleporting there anywhere, but script wont compile, same error as before. Sorry this must be such a noob post and a simple tweak
  6. Thanks, how do I fill it afterwords as E3DemoMarker?Right now it says "no viable alternative at input 'Property'" when trying to compile.
  7. Hi guys, I'm trying to edit a script file that clones an NPC. The original script using Disable() or DisableNoWait() or Delete() on its original while cloning a copy which removes their spawns permanently and I'd rather not do that. I want to use Kill() on the actor but move them away from player sight in doing so. So far I'm using target.Kill() and then target.SetPosition(0.0, 0.0, -1000.0) but it doesn't move them anywhere. So I am wondering how to use the MoveTo function to send them somewhere else. The E3DemoMarker in AAA test cell looks like a nice place to dump. Something like... ObjectReference killzonetarget.MoveTo(killzone) Except how do I reference killzone to be E3DemoMarker for example?
  8. Awesome thanks! Though, is it possible to upload to Nexus please? I prefer it instead of having to go online through Steam which force-updates all my games and renders them unplayable until I download gigs of data which I don't always have available.
  9. I never liked the AWC random abilities, my sniper with the phantom perk gimping her ability to overwatch-ambush enemies has really messed her up. Some abilities just don't work well when cross classed, if anyone could make a mod to make AWC selectable or at the very least - rerollable it would be good. I wouldn't mind sending my sniper to retraining for 10 days just to get rid of a useless bonus perk.
  10. I had this problem but with Cait, for me I fixed it by completing a quest which seems to have bugged out her AI routines. Turn in your active quests (especially script-heavy ones like main quests) and see if it fixes it.
  11. I normally just go: player.setav shoutrecoverymult 0.1 (for near instant recovery) I don't like the modav command, because it alters the attribute by a number which I tend to forget. Setav just sets the number to what I want. It does make the game rather easy though unless you can discipline yourself not to feim every second or crowd control with ice form, and wuuld everywhere.
  12. I'm having the same problem with my current character, it started happening out of nowhere, I removed all recent mods but it didn't fix it, tried the unofficial patches, didn't fix it. The strange thing in my case is that it seems to be an invisible barrier that spawns wherever you go. Like I can walk into a house no problem, but then it spawns next to me, then I go outside and it follows me there.
  13. It's an old bug I've been waiting for ages for someone to fix it and I have no idea how to fix it either. In fact, I found this thread by googling "skyrim follower sound bug" cause I'm still looking for ideas how to fix it. Only workaround is a quickload. It's not major but a pain in the ass.
  14. Has anyone has played with this mod by qlhaele? http://skyrim.nexusmods.com/mods/12468 These scripts are also utilised by a few famous house mods like Riverside Lodge and Sleeping Tree Sanctuary Unfortunately the author has stopped updating and as such I'm wasting quite a lot of time manually storing my junk and missing the auto storage system. If anyone can find a way to add auto containers to Hearthfire houses it would be much appreciated.
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