Jump to content

greyday01

Premium Member
  • Posts

    824
  • Joined

  • Last visited

Everything posted by greyday01

  1. I'm thinking they may have been added by Realistic Needs and Diseases. I'll have to check. I thought they were Hearthfire at first because they were only at those 3 houses.
  2. I can't figure out how they did the wells at each house. When I go to the tamriel location in the CK there are no wells. Looking for wells in the CK there seem none used by Hearthfire. Can anyone point me where in the CK they are?
  3. I uploaded a mod and on testing I found some errors I need to fix. I was wondering what kind of changes will cause problems for past saves with the mod installed. For example one of my mannequins won't work. Can I delete it and remake it or will that cause crashes? Should I sink it below the floor instead? Similar problem with a display for one staff. Can I delete it or should I move it? Any other changes I should avoid?
  4. after the civil war will my character be attacked by wandering soldiers of the side I didn't join? I've been avoiding the civil war because of that possibility.
  5. I think there is a checkbox like "No havock settle" when you edit a msc object in the ck. Try checking that as well as adding the script Things moving from where you placed them in the CK can be a problem with the placement getting baked into a save. Do you have a clean save made from before your mod was activated? You could try deleting the dagger and note and dragging new ones into the render window..
  6. After Glory of the Dead Aela, Farkas and Vilkas won't leave the tomb. I assumed they would follow but several quest lines later they were still missing. I went back to the tomb and went though all their conversation options. They still wouldn't leave. I went back to Whiterun and used prid then moveto player to move them to Whiterun. Aela immediately started running and the other two walking back to the tomb. I tried setting the quest stage to 200 and doing that again. They still go back.
  7. More options for unique rewards. The daedric quests want you to betray/murder someone. When you do you get a nice unique reward. Refuse, quest failed and nothing. I want a different reward for thwarting the daedra so good characters get something too. Unique items scattered in random locations. Say 20 unique items randomly placed in 100 possible locations at game start. A treasure hunt to find them all and each playthrough different.
  8. If they destroy any towns have them slowly over time go back to normal. All it would take is using a dozen xmarkers to enable/disable stuff instead of just one so the town is either untouched or a total wreck. That's just lazy. Killed named merchants replaced by generic ones like the guards. And more generic, respawned wanderers in and out of towns for more life. Clutter that when you pick it up doesn't turn upside down so you could decorate your place more easily. and doesn't fly all over for no cause. Pay attention to center of gravity when making your meshes people. Would it be possible to make windows in an interior cell that could show what would be visible in the exterior or some other cell? Spell creation. Enchanting.I liked making fun spells like a dagger that healed on hit. Spells that tame creatures making them into followers. Much more random conversations between NPC's and spoken to the player. Instead of a list (usually a short list) of conversational topics being able with a keyboard or mike go up to a NPC and say things that you type or speak like "Ask where someone is", "Where's the Inn?", "Tell me about Whoever", and things like that and get a response to what you say. I like text parsers in games and trying to find the right question to ask the right NPC..
  9. Make him a drunk that sings loudly. Usually dirty songs about various races that enrage anyone within hearing.
  10. Bethesda missed a way to make the post civil war damage much better. Instead of a single Xmarker to enable/disable damaged/normal objects in cities they should have had a dozen of the markers. Each time you visited the city after a certain period a marker should be activated removing some of the damage and setting it back to normal. Over the course of time all the damage would be gone. Just having a single marker and leaving it destroyed was simply lazy. They did the same with Oblivion, just leaving a city destroyed. There are some mods that remove the damage but I don't think any that do it incrementally over time.
  11. Use MO2 for mods you are using in your playing game. That keeps your Data folder clean. If you are going to do any scripting unzip scripts.rar to your Data folder. Running Skyrim directly from the exe with no mods active get all the way through the intro and I usually wait until I reach Riverwood and make a save and use that for testing my mod. For making my own mod I open the CreationKit directly from its exe. For loading someone elses' mod I usually if it isn't complex install the files into Data manually or use NMM. When modding you want all your assets easily found, so any script, or object you create should be given a name starting with a 4 letter mod prefix. It makes it easy to search for things you make. In the Data Folder make a folder called textures, and in that make a folder with your mod initials. Put textures you make in that folder. In the Data Folder make a folder called meshes, and in that make a folder with your mod initials. Put meshes you make in that folder. For the Scripts folder and in Scripts the Source folder you can not have more folders just for your mod unfortunately. So just make sure all your scripts start with your mod initials so you can find them all together. For making your mod ready for uploading make a folder on your desktop with your mod name. In that make a folder called scripts and in that make a folder called Source. Copy your esp from Data into the YourMod desktop folder and rename it yourmod 01. The next time you save copy the latest version of your esp into the desktop folder and rename it Yourmod 02. And so on. That way if you make mistakes you have earlier versions available. Drag the entire meshes folder with your meshes into the desktop yourmod folder, do the same with textures. For your scripts open scripts in the data folder and select and copy just your scripts (they should all be together by the mod initials) and paste them into yourmod desktop folder in the scripts folder, the same with your script source files. To make a mod to upload just select the latest esp (with no version number), the meshes, textures and scripts folders and Zip them.
  12. Which mod manager are you using?
  13. I wanted one playthrough where I saw all the quests but I don't think I'll ever do the daedric quests again in any other playthrough except for Merida and Namera and Nocturnal. I don't mind the thieves so much but I'll not do the Dark Brotherhood again except for possibly destroying it. They could have made more quests with good rewards suitable for people without a taste for murder.
  14. I bought and rode a horse from Riften. I also Have frost stashed near the entrance to Whiterun. I really wish they would just stay at wherever you dismounted, not fast travel to you or go back to their stable. To get Frost to stay put I had to walk all the way back to Riften after stashing Frost then get on/off my Riften horse to make Frost stay where I put him (hopefully). What good is a horse that runs loose all over the country instead of staying where you put it? I might have to kill my Riften horse so IT won't follow me. If you had a spell with a script lastriddenhorse = 0 would the game think that you never rode a horse so none of your horses would follow you until you did ride one?
  15. I had the meshes and textures extracted from Skyrim's and the DLSs' BSAs and put in my Data folder. Probably because I was using the creation kit and found it easier to find the paths to various meshes and textures. Amyway my game ran nearly crash free. Just recently I removed the meshes and texture folders from Data so my Data folder looked like the Vanilla game (I'm using MO2 so no mods in there). Suddenly tons of crashes at random spots and randomly missing textures. Restarting the game and different textures go missing. I'm going to put the meshes and textures back and see if the crashes go away.
  16. Have you done any playthroughs where you did everything? All or most of the quests, gone through all the locations, All the strange gems, all the insects in a jar, all the unique items you could find? I have never in any elderscroll games finished even half of all you could do, including never having finished any main quest. I'm trying to do so once with Skyrim. Then I think I'll try to play dead is dead, which I have also never done. I might join the mages so I could buy spells but no more, just wander and explore.
  17. If you created a holding cell that you can't fast travel from and put a horse in it then had some spell that set last ridden horse to that horse would it prevent your real last ridden horse from following you when you fast travel? Or just setting the global variable to 0?
  18. Try a script attached to the ring using an on container changed event.
  19. Most of the Daedric quests involve murder and betrayal. The Divine quests are fewer and not very interesting. Why are the elderscroll games so unbalanced? I would like it better if there were competing objectives and rewards so you could choose to play as a good or evil character with equally interesting quests and rewards.
  20. First try removing all mods and seeing if you can level alchemy. If you can't try verifying your skyrim files from Steam. If you can level with no mods try adding mods back one at a time and trying again until you find the problem mod. If the problem mod shouldn't have this effect try redownloading it.
  21. Not quite. You should pick any activator like the burialcairn01, duplicate and rename the duplicate something like "tMy Mod Initials trophybase", then rclick your renamed activator and choose edit, then beside "Model" click the edit, then beside the "Model File Name" click edit again, then browse to steamapps \ common \ skyrim \ meshes \ _byoh \ architecture \ byohhouse \ trophy \ byohbyohmannequinbase and doubleclick on the mannequinbase to select that model, then click OK, OK again. Your activator now looks like a trophy stand. Save your mod at this point. Now you need to edit it again to add a script. RClick, choose edit, in the scripts area choose add, and choose new and you can start writing the script you will need. It's going to start out something like Event OnActivate (ObjectReference aKActionRef) If aKActionRef == PlayerREF the rest of your conditions do stuff like enable or disable your trophies EndIf EndEvent The conditions might get complicated if you activate it without any crafted item in your possession or if you have more than 1, you might need to have it ask you to select which one you wanted You won't need a markerheading. Just place all the models on top of the base how you want them to appear and edit them to be disabled at the start. It's a bit messy with objects on top of each other, just place one how you want it, then select it and click 1 twice to make it invisible in the CK, then place the next creature and make that one invisible after it's positioned and so on. Or you could position one, then write down it's coordinates and drag it aside, and position the next and drag it aside, ect. At the end edit them back to their proper coordinates on top of the stand.
  22. Hmm. Maybe add new crafting recipes to the taming racks. If you have a bear pelt you can make a bear trophy (a misc item that uses the bear trophy in miniature). Activate the pedestal with it in your possession and it is removed from your inventory and the bear trophy is enabled on the pedestal while any previous trophies on the pedestal are disabled and their misc versions added back to your inventory. That way at least you would need to go hunt the ingredients. Those misc items themselves might look cute lined up on a shelf.
  23. For a start you could pick an activator, change the model to that of the trophy base. Place all the trophies you want positioned on top of the base and set them to be disabled except for the first. Then you would need a script using an OnActivate event to either cycle through the list disabling the current one and enabling the next. Or have a list you could pick from (I don't know how to script that but its do-able). You could also, instead of having the base be an activator, use a nearby button to do the same thing. disable one creature and enable the next
  24. creationkit.com under tutorials then video tutorials has a series of videos that show building a complete dungeon. A good series to get started with. Their video tutorials also have a bunch of community tutorials listed. darkfox127 has a bunch of useful youtubes about doing various things in modding.
  25. I read your explanation and it made my brain ache. I'm using MO2 for playing but I just can't get my head around using the creation kit with it. Maybe if there was some video tutorials like the Bethesda series on Creationkit.com to watch I could understand how to use it. Right now I've simply created a mod myself using the CK directly, loaded a mod for editing manually into the data folder or used NMM to load the mod I want to edit or look at. Its not hard to keep files straight with only one mod at a time being worked on it your Data folder and the vanilla stuff all in BSAs. I really do wish someone like Gopher or Darkfox127 would make some youtubes about it though.
×
×
  • Create New...