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greyday01

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Everything posted by greyday01

  1. I believe you are right about actors in active quests. I'm not sure what would happen if you start a quest, add an item then immediately end the quest. For the player since the player never respawns they keep the object, but for a npc I'm not sure if they keep it, keep it until they respawn, or lose it immediately.
  2. This video. Creation Kit Tutorial Create a Merchant (Revisited) - YouTube
  3. Disabled items are not rendered. If the room has a room bound and the new floor is outside of that room bound any items, including the new floor would not be rendered in any case. I would expect all vanilla cells would have already been optimized by room bounds and portals but I haven't checked. See this tutorial Creation Kit Tutorial Series - Episode 8: Optimization - YouTube
  4. In the cell View Window L. Click a cell to edit it. In the box that pops up near the bottom is a check box for "Can't Fast Travel Here".
  5. To be safe I would not delete. If you want to remove a lot of items quickly in a cell there is a fairly quick method. With the cell in the render window put a floor a ways below the floor in the cell, out of view. (I don't know if this is strictly necessary). Under Edit - Render Window Picking Preferences - exclude the sort of items you don't want to move like water, statics, actors, ect. Then by clicking and holding down control while you drag you can make a selection box that will select everything in it that wasn't excluded. Drag the entire set of selected items below the original cell floor and drop them onto your new floor. Try using F to drop the entire set. This makes a less messy looking render window, but if you don't want to MOVE the items selected you could disable while leaving them in place after selecting them. You can use the control click and drag method if you want to move a large part of an entire cell say if you want to extend a passage to an already made room. As long as you are sure that no other mod uses the items you delete it shouldn't cause a crash, but it might be better to be safe.
  6. Make a run once quest. In the script section make a script with properties for the actor and the item. Use Event OnInit(). and under that event YourActor.AddItem(youritem, 1) Try something like that. I don't think you need to bother with using aliases.
  7. Download this tool Voice File Reference Tool at Skyrim Nexus - Mods and Community (nexusmods.com)
  8. Skyrim LE has a mod called "Crafting pulls from nearby containers". The author says he's to busy to make a SE version. It needs C++ which I have no knowledge of. Could you perhaps look at that mod and see if you could make a SE version?
  9. This is a useful youtube for Skyrim LE. Probably works for SE also. Creation Kit Tutorials - Worldspace LOD - YouTube
  10. I might set the default land to 0 and the default water to either plus or minus 500 depending on if you are creating an island or not. If I was not creating an enclosed area like in a cave with a sky view I would not check the small world tick box. Other people have had floating cell issues when creating world spaces. I would suggest using the landscape tool to make every land cell at least slightly edited. Drag the surface up or down and use the flatten and soften tools to shape all the land, especially at cell borders. Use the B key to toggle visible cell borders. Place some items like trees or buildings in each cell. See if that helps.
  11. You can also avoid the intro with the mod "Live another life". It gives you a wide choice of how and where you start the game like Camping in the woods, shipwreck victim and so on,
  12. There is a legacy mod called that that I really like. The author is too busy to make a SE version. I so wish someone with the skills could make one instead.
  13. It will work for NPCs as well. Just remove the line checking for the player and change the line below it to akActor.AddSpell(SheepSpell) or akActor.RemoveSpell(SheepSpell) that would work for any actor that equipts the item
  14. Actor Property PlayerRef Auto Spell Property SheepSpell Auto Event OnEquipped(Actor akActor) if akActor == PlayerRef PlayerRef.AddSpell(SheepSpell) EndIf endEvent Event OnUnequipped(Actor akActor) if akActor == PlayerRef PlayerRef.RemoveSpell(SheepSpell) endIf endEvent
  15. At least in MO2 the scripts and their source must be made into a plugin and activated like any mod, while the dlls and exe are placed in the main Skyrim folder along with skyrim.exe
  16. When you go to open your mod in the CK are you setting SKSE to be one of your parent master files just like Skyrim and Update?
  17. It sounds as if your setup is correct. Now when you start the CK through MO2 and its time to open up your mod be sure to when you are selecting the plug-in master files and the active mod you are working on that when you click File-Data you place a checkmark on Skyrim, Update, Hearthfires, Dawnguard, Dragonborn, and what,ever you named your SKSE mod, before setting your mod to be the active mod. The SKSE mod is a required master for your mod just like Skyrim and Update.
  18. Duplicate guard so there is a new editor ID. Edit the new guard and set as essential. Select the original guard in the render window and use Control F to find and replace the original with your new guard. Delete the old guard from the object window. Try this.
  19. Maybe something like Event OnItemAdded(Form akBaseItem, int aiItemCount, objectReference akItemReference, objectReference akSourceContainer) If akSourceContainer==PlayerRef self.RemoveItem(akItemReference) self.AddItem(akBaseItem) EndIf EndEvent I have no idea if this would work but the idea is to remove the stolen item reference and add a base item of the same type, that doesn't have the stolen flag..
  20. Simplest would seem to find a bandit in the game somewhere that spawns from a leveled list. Then find the leveled list that it is spawned from. Duplicate and rename it. Edit it so all the npcs in that leveled list are non-hostile and are called something other than bandit. You probably want to edit their default outfits also. Then just scatter them around like populating a dungeon with bandits except these will not attack. Let the game manage the spawning and unspawning. Scatter some idlemarkers around to they have something to do.
  21. Thank you. I never knew about the backslash to make a single line of script be split among several lines.
  22. If you are checking for half a dozen or so conditions on an event would you use nested if / then's or a long if with multiple and checks on the same line? This won't be running continuously or even frequently so speed would not be really an issue.
  23. Is there an easy way to determine whether a npc hit by a spell is a person vs something like a dragon or horse?
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