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duchessnukem

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Everything posted by duchessnukem

  1. Done! Most of the functionality is in the mod at this point. Hope this works the way you want it to! http://skyrim.nexusmods.com/downloads/file.php?id=10131
  2. Yup. I combined them and that did the trick. Everything is working perfectly now. Thank you so much for your help. I'll clean this thing up a bit and then put it up on the workshop!
  3. Do you mind posting the script that isn't working, or even better, uploading your mod somewhere so that I can download it and take a look?
  4. I can give you the console codes for candles, but I'm not sure how much that's going to help you, seeing as you can't add them to your inventory without some sort of mod. I like this idea though. I'll see what I can come up with. In the meantime, you should check out that equippable lantern mod on the Steam Workshop.
  5. You make an excellent point. I don't know why I made them separate... making them separate increases the likelihood that there will be some sort of conflict. I'll combine them and let you know the outcome.
  6. Lol, understood. Look at the DBTortureVictim AI packages and try to replicate them on your own NPC. You'll see that part of it is tied to the shackle references, which I'm sure you can switch to the ones in your abode.
  7. You have to give it more than 10 minutes before you give up on it, buddy! This is a great list of ideas... I especially like the parachute idea. How great would it be to jump off cliffs and not die every time? I guess we'll find out when that mod gets made.
  8. No probs. That may be the first time I've actually solved someone's problem, instead of just leaving them confused with more questions. This pleases me.
  9. I think looking at the WEBountyCollectorQST would be a perfect reference point for you to start from. It may help you learn more about the system than having us explain exactly how to do it, step by step. Look at the quest scripting in particular. To make the quest advance when sleeping in a bedroll, you need to add a script to the bedroll object that extends ObjectReference, and includes an OnActivate event. If you are still having issues after looking at that quest, reply!
  10. Can you list the factions and relationships the NPC has? That would help us identify any conflicts.
  11. Perhaps something is missing... you see where yours says (248.47 KB/ 10.00 MB)? Mine says (249.03/10.00MB). I know that's less than a kilobyte of data, but hey, just a speculation.
  12. I am tempted not to respond due to how rude this man is being, but it's not my place to get involved in forum patrol. Have you looked at your torture-victim NPCs' AI Packages? That is where most of this stuff is defined.
  13. Are you sure that your NPC has the specific "miner" keyword attached to him? The dialogue looks like it is conditionalized on that. Ex. The NPC Verner Rock-Chucker has the keyword 'MinerCorundum'
  14. I am so glad I am not the only one who thinks this needs to be changed. People looked at me like I was crazy when I said that the most irritating thing in Skyrim for me is when I think I'm being chased by wolves, and then I turn around and it's actually just a fox. This probably would just involve a simple file swap.
  15. Thank you for the speedy response! Here's the rest of the OnEquipped script, if you wouldn't mind taking a look. There is a companion OnUnequipped script as well, but I don't think that would do anything to interfere with this. And I'm not sure how to get rid of the wonky syntax highlighting the forum is implementing. Sorry.
  16. This is a great idea. Challenge accepted.
  17. Creation Kit buffs, your help is needed! I did a lot of modding for TESIV in that scripting language, but this is my first attempt at scripting with Papyrus. I am making a "faction armor" mod, that makes it so that when the player dons the armor of a guard, their bounties are ignored and NPCs will not recognize if the player is a stage 4 vampire. I've done pretty well with most of the mod (if I do say so myself), but I'm having trouble with the Vampirism aspect. Most of my code is scripted in an OnEquipped event, and includes a snippet that is supposed to make sure that NPCs do not become hostile to stage 4 vampires: Event OnEquipped(Actor akActor) ; When player puts on Guard's helmet and cuirass... if akActor == Game.GetPlayer() if Game.GetPlayer().IsEquipped(cuirass) && Game.GetPlayer().IsEquipped(helmet) Game.GetPlayer().SetFactionRank(VampirePCFaction, -1) Game.GetPlayer().RemoveFromFaction(VampirePCFaction) Game.GetPlayer().SetAttackActorOnSight(False) endif endif endEvent VampirePCFaction is a Faction property, which is filled with the real VampirePCFaction. When I run the game, I find that the player is not actually getting removed from the VampirePCFaction, even though the script is running correctly otherwise (checked by putting in debug text). If I remove the player from the faction manually via the console, it works just fine. Anyone know what my issue might be? Any help would be greatly appreciated. I've been trying to fix this for hours now.
  18. Had this idea too and started making the mod yesterday. I'm running across a few difficulties with handling guard behavior, specifically: -How to check whether there are any guards that detect the PC (not just one specific guard) -Vampirism (attempts to remove the player from the VampirePCFaction and set that faction rank to -1 have not succeeded while scripting them in Papyrus, only in the console. I'm going to ask these questions on a separate thread, though. I'll let you know when I have a version that I'm willing to put out in the open!
  19. You're having the same issue as these guys: http://forums.nexusmods.com/index.php?/topic/552898-to-kill-an-empire-start-bug/ Not sure exactly how to fix it, but hopefully it will give you some comfort to know that Bethesda is aware of the issue and trying to fix it. Trouble is, it's difficult to reproduce.
  20. I'm sure that save is bugged. If you reinstalled, you shouldn't have those problems in the future, though.
  21. Sorry about that, now that I think about it, the issue that I was having was flickering *textures*, and not shadows. Anyway, from what I hear, there isn't a complete fix out there yet, but disabling AA may help immensely. Tell us if that helps at all!
  22. Interesting, I didn't know that was an option on previous builds. Anyway, point is, everyone is just as apostrophe/quotation impaired as you now ;).
  23. Okay, thanks for getting the refids. That helped me figure out that what's going on is pretty messed up, and shouldn't be happening for any reason. One of the silverhand guys is from Dustman's Cairn, which you haven't been inside before. The other is a bandit from Robber's Gorge. The only common link between these two is that they're based off of the same NPC template (lvlbandit). I can't even possibly imagine what would cause this, because neither of these two are ever part of random encounters. If you want to at least get past the bug (but not necessarily fix it), try turning off combat ai (tcai) before you enter the temple of mara. That might at least get you through the ceremony before the guys start attacking. What a pain! Sorry I couldn't be of more help. That's completely bizarre... even more so now that we know the NPCs involved.
  24. I know, my intention was not to insult your intelligence. I assume that most people on the nexus forums are experienced users. Do you have the new HD Texture pack installed? That's been causing issues for a lot of people recently.
  25. Understood. Thanks for the extra info. And you do seem to know what you're talking about. After all, Sorex is the best potential husband in the game, imo. I married him on my game back at home.
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