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MicManGuy

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  1. Derkeethus is no longer using the pickaxe for me. Even when I load to an old save where I KNOW he was using it. I recently installed a bunch of the typical mods, so I'm thinking one of them is the culprit. I'll include the full list here, but I'm pretty sure that the Unofficial patches aren't to blame. Unofficial Skyrim PatchUnofficial Dawnguard PatchUnofficial Hearthfire PatchUnofficial Dragonborn PatchSky UIFalskaarNo Bloom -Fix Eye Adjusting- - No BloomEDIT: Looks like the Unofficial Skyrim Patch is to blame. How do I fix this and still use the patch? I don't suppose there's a "Derkeethus" mod folder that I can just delete?
  2. Yeah I thought that it was strange that the flag mentions nothing about if the romance was active at one time or not. I basically forced those 4 conditions to be set and couldn't get it to happen. I think there must be another flag. Otherwise, he would basically default at saying the "There was a time when I thought... we would be together forever" line as long as he's warm. If so, that's kinda' funny. I guess in that case, you could think he was always secretly carrying a torch for her. haha.
  3. Well I figured out how to set the "still in love" flag. I had to browse the plot files (...) go in the _Global folder, open up genpt_app_alistair and then set APP_ALISTAIR_STILL_IN_LOVE to true. *Whew* quite a lot of work. I still can't figure out this flag: ALISTAIR_DEFINED_PC_FEMALE_ROMANCE_NOT_ACTIVE_NOT_CUT_OFF_WARM It's the requirement for him to say at the funeral "There was a time when I thought... we would be together forever." It doesn't get set to true if Alistair breaks up with you after the Landsmeet. So I just assume that this flag only happens if you break up with him somehow before the Landsmeet (in a way that ends the relationship, but does not cut it off from starting again).
  4. Oh my goodness. Thank you so much! You save me hours of desperate fumbling, yet again! I don't suppose you know where the game sets this flag? ALISTAIR_DEFINED_PC_FEMALE_ROMANCE_NOT_ACTIVE_NOT_CUT_OFF_WARM Seems like i can't set it in the dialogue's "plots and scripting" tab, but I can check to see if it is set
  5. So I'm trying to mod the conversation Alistair has with the Warden after he is made king after the Landsmeet (particularly when he is sole king and breaks up with the Warden). I cannot find this dialogue for the life of me. I found the one where Alistair is marrying Anora and Logain lives, easily enough (in alistair_main.dlg) but not the others. Anyone know where to find these post-landsmeet dialogues?
  6. OMG. Thankyou so much! It was right in front of me the whole time. I looked in the Funeral Folder for scripts and found nothing of use and moved on. There it is! if(( bDefendedJowan && !bJowanDead && !bJo*censored*illed) || bAllNPCs) WR_SetObjectActive( oJowan, TRUE ); That IS interesting. So now I have closure. If you send Jowan to the Circle, he gets made tranquil. Lily getting made tranquil makes a bit of sense since she was sent to the mage's prison of Aeonar. That tells a bit more about what goes on there. Does that mean she was proved to be a thrall or possessed? If they make everyone tranquil - even the innocent - just to be sure, why bother putting them through the prison at all? Unless the prison is just part of the tranquil process? Thanks again! You are one incredibly helpful person! This is the third time you've helped me this week!
  7. TL DR; In the toolset, how do I make a creature spawn in an area only if certain conditions are met? How do I review these conditions for a creature already in the game? I'm so close to proving this. Someone added to the wiki that Jowan and Lily appear in the epilogue. I attempted to prove this using the console and came up with nothing. I went into the Toolset and pulled up the Post-coronation area (Areas > Epilogue \ api300ar_post_coronation.are). They were not there at all. On a whim, I decided to check the Funeral (Areas > Epilogue \ api300ar_players_funeral.are). They were listed there! Their text was red, which seems to mean that they have a conditional spawn. But I cannot figure out how to see what those conditions are! I'm so close to figuring this out, but I'm too much of a noob with the Toolset to understand what to do next! Help?!?!?!
  8. Well I figured out in game that if you specifically tell the game to equip a shield to the right hand, it will just equip it to the left. So that's nice. I don't have to worry about which hand the shield is being told to go to.
  9. So been trying to make my first mod. haven't been able to find anything on making custom controls. If I could just see some source code of someone doing this I'd have a place to start. I also am looking for a way to control which hand an item is equipped into in the same script. Edit: I'm assuming that I'll have to use SKSE but it would be preferred to use Creation Kit.
  10. Yeah I know that. I just put the declaration up above. What I want to know is how the native function does that. I want to either edit the native function or make a custom one of my own. Basically I imagine it to look something like this: //I'm leaving out abPreventRemoval and abSilent because I'm lazy Function EquipItem(Form akItem) native If righthand = full If lefthand = full ConsoleUnequipItem(leftHand) EndIf ConsoleEquipItem(akItem, leftHand) EndIf Else ConsoleEquipItem(akItem, rightHand) EndFunction So ya. This is my psudocode for it as is. The idea would be to switch the leftHand and rightHand for the fix. I don't know the real commands that would be encased in my hypothetical ConsoleEquipItem() or i could just write a custom script myself. Of course, then, I wouldn't know how to make the script wait for a user event (using a quickslot key).
  11. So I found EquipItem() for Papyrus (which, in itself, apparently does not work properly). But all the wiki tells me is its declaration. I have no information about what it actually does within the function itself so I can make my own custom function. Function EquipItem(Form akItem, bool abPreventRemoval = false, bool abSilent = false) native { // I want to know what's in here!!!! }
  12. Ya that's basically my plan. I just don't know what those functions are called. Not to mention that I haven't been able to find ANY information on making the game respond to player input (aside from how to remap controls with a txt document - for which you don't even need scripting).
  13. So I'm trying to make my first mod and i need help finding the info on where to start. I'm completely new to this and I can't find any resource for editing user events. Basically I want to change the player controls. I want equipping from the quick (favorites) menu to default to putting it in the left hand first as opposed to the right. I want all other stuff to operate in reverse as well. Basically this will be a left-hander mod. But I'm doing it for another reason: shield mage controls. This way, I can keep my shield equipped and switch my spells. Dunno how re-equipping a shield from dual cast will work... but i know there will be a workaround. I've tried doing searches in several scripting wikis for "controls" "user event" "left hand" "equip" etc. and I can't find the functions I need to call in order to make this thing. The easiest fix would be to alter the source functions. It'd be basically no work at all if i could do that. But something tells me that's impossible and I'll have to make a workaround. Please, any help would make a huge difference. I just need a starting place to start looking. I spent 3 hours looking over libraries with nothing to show for it.
  14. Hi there! So I'm new to the site and modding in general. I'm hoping to create my own mod for Skyrim and am having a hard time finding how to get started. I really don't know anything about the tools i will need or how to edit scripts in the game. I want it to be Nexus Mod Manager compatible as well. Any advice and guidance would be greatly appreciated. The mod I'm planning on writing is one that makes the left hand have priority when equipping weapons/magic/shields. The goal is for players who use shields to be able to keep their shield equipped when switching magic in their right hand.
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