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greyday01

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Everything posted by greyday01

  1. The effects of alchemy seem so limited. Just a few effects over and over again. How many ingredients have restore stamina for example. CC mods only have three additional I believe Light, nighteye and Absorb spell. Surely they could have used more imagination? Change size, water walking, become ethereal, turn into a rabbit, dance uncontrollably, become drunk and fall down a lot. Alchemy is just boring. And going through the list of ingredients pairing them so the "unknown potion" isn't shown. Why if all the effects of each ingredient is known is the resulting potion shown as unknown just because you haven't mixed them before?
  2. Terrible idea. I try so many mods most of which I shortly remove as I don't like them. Not that they are bad mods or full of errors, I simply don't care for how it changes the game or it conflicts with another mod I prefer. If I had to buy it I wouldn't try many mods at all. Most of the CC mods I got I really don't much care for and as single mods I wouldn't have bought.
  3. PlaceActorAtMe like was said, along with a muffle and invisibility spell put on the player. The running you would have to take care of yourself. Maybe have the actor set to be reckless and have a package that would cause it to run at and attack any enemies in a certain radius.
  4. With all the variety of lighting mods and ENBs what is a way to make your player home have lighting that is neither too dark or light with any options. Is it even possible?
  5. I was looking at Rudy for cathedral weathers. It requires water for enb but I'm using water 2. Does it matter?
  6. Just select all the triangles then while holding the Z key drag them all up.
  7. I haven't been able to find a combo that works well in SE unlike in LE. I used the STEP guide but I don't care for their choices so I'm looking for alternatives.
  8. In Riverwood sometimes Riverwood trader door is not visible, hidden behind strange flat wall textue but is still activateable. Some smithy pillars are strange looking. In Whiterun I can be walking waist deep in strange flat road or stair textures with the real textures visible near my feet. Some walls look strange and flat also. Whiterun in the distance is only partly showing with some visible pieces floating above empty space. All this doesn't show all the time. Comes and goes.
  9. Thanks, IsharaMeridin. I was planning some markers that could be placed by the player in any cell. I was trying to find a way to use a messagebox with buttons to give the player a choice of which to remove. I wanted to have the cell it was in be shown instead of item 1 through 4 in the buttons. I might have to leave that bit for more thought later. oh well. There are only 4 buttons. Can't be that hard to remember which one was where.
  10. Thanks, IsharaMeridin. I was planning some markers that could be placed by the player in any cell. I was trying to find a way to use a messagebox with buttons to give the player a choice of which to remove. I wanted to have the cell it was in be shown instead of item 1 through 4 in the buttons. I might have to leave that bit for more thought later. oh well. There are only 4 buttons. Can't be that hard to remember which one was where.
  11. Is there any script that can get the cell name as text to be put into a message? I'm looking for something that changes as the location of an item changes. Activate something and get a messagebox "I am in wherever". I can't seem to find anything in the WIKI that looks likely to help.
  12. Does it need to be a real bound bow? Couldn't you make a bow and arrow that just looks like a bound bow and arrows? To mimic unlimited arrows have a script that when a fake bound arrow is removed from inventory another is added.
  13. If you are making a player home that has some staff I would set the player home as a public area. I had a problem in a home I made with a housekeeper in that she started telling me I didn't belong there. Simpler if the house is unowned and public. The bed can still be set up to give a well rested bonus.
  14. I have a spell with a scripted spell effect. It's a fire and forget spell that when it hits the target checks conditions to see if it will take effect. Currently the Hit Effect Art is HealTargetFx and the Hit Shader is HealFX. I could leave it like that but the effect plays whether the spell takes effect or not. I could remove both Hit effects but then nothing would show. Is there a way to have the HealFX and HealTargetFX only play if the spell hits an appropriate target?
  15. Does it happen when no mods active? Does it only happen in certain cells? I had a problem with a bad custom mesh once. To fix it I had to select the cell in question, but not double click so the render window of that cell didn't open. Then in the reference list for that cell I deleted the custom items that were causing the problem. After that the render for that cell would open.
  16. You could put all the vanilla potions in a formlist and then check to see if the added potion is in that list.
  17. 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.
  18. This video. Creation Kit Tutorial Create a Merchant (Revisited) - YouTube
  19. 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
  20. 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".
  21. 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.
  22. 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.
  23. Download this tool Voice File Reference Tool at Skyrim Nexus - Mods and Community (nexusmods.com)
  24. 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?
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