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ALittleBird

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Posts posted by ALittleBird

  1.  

    They use a lot of Oblivion Meshes as you can see the Skingrad LC Houses on the third Screenshot. Also a lot of Oblivion Mod custom stuff. And guess what, i think thats awesome. Hell, more people should do such things.

     

    We would do that more often, except for the tiny little fact that it's NOT LEGAL. I'm surprised the moderators haven't locked this thread.

     

    ... That doesn't look like Skingrad to me, my friends.

  2. I wish you the best of luck with this. I had an idea for a mod like it a while back, but didn't want to do this eventually, as an unexperienced noob in the modding world. I see some ideas of mine in this thread, which makes my expectations of it even better. :)
  3. Way of the Monk... haha, I like the name a lot. I'd really like that, playing an unarmed character in Oblivion right now, and I really think the developers made the wrong move removing the unarmed skills and such. Well, maybe we all whine about it now and din't ever play with it in "the old days". Maybe. I'd still like this, though :P
  4. I definitely love Relic, from only the screenshot. I hope his voice is great, he is definitely one of my favorites. I'll download the mod this weekend :)
  5. I got stuck on this too. It's because it's an animal, and not a human or khajit or argonian or what. Try looking at the WEFollowerDog Actor, as an example of an animal follower, and try learning how to make one off of him. It's how I did it.
  6. Yay, ALittleBird likes Dagri'Lon! :dance: I have a fan! :dance:

     

    And I can't wait to see what kris and Roarian come up with for Relic, it's going to be SO much fun to voice him!

     

    Maybe I don't like his voice.

    No, just kidding. Definitely going to give this mod a try though. I like how he is half in the shadow :)

  7. This looks like a great mod, definitely adding some great NPC's to the game from what I've seen. So just to get this straight, it puts a lot of new NPC's, some of them with small quests, in the game?

     

    Indeed. Currently there's 14 fully voiced ones throughout the land with another 25 who have text-only at the moment. There's one significant quest in the mod right now that was recently completed, with two more being debugged right now. There are followers and the like sprinkled in, though custom voiced stuff for these new characters has not yet become fully functional.

     

    There -should- be no conflicts, though some have been reported in the past : if you find some, let us know what unusual mods you are running that may be causing it so that it can be fixed. Right now it's still in loose files though a BSA version should be out soon; the current system was used due to earlier versions needing regular partial updates (that has since become unnecessary.)

     

    Cheers.

     

    Thanks.

     

    II'm especially interested in Dagri'Lon, he intrigues me :)

  8. This looks like a great mod, definitely adding some great NPC's to the game from what I've seen. So just to get this straight, it puts a lot of new NPC's, some of them with small quests, in the game?
  9. Hey guys!

     

    I was wondering, is there a mod in the works or already released that changes the Civil War? And with that I don't mean like WARZONES: Civil Unrest, but more like it alters the quests and gives you more things to do in the war, like for example infiltrate into the enemy's army or something

     

    Thanks!

     

    Tom

  10. I made a new DialogueFollower quest, just for the Troll, and copied the data from the original DialogueFollower quest. At the FollowerFollow and FollowerWait dialogue topics, there is a GetActorValue 'WaitingForPlayer' = 1 condition, and that's what I removed. You get it? :P

     

    But I think my problem has to do with the little script fragments you have to make at each dialogue response form the follower, to actually make him wait or follow. I just copied those from the Stray Dog follower.

    They should be in a waiting for player = 1 state after you ask them to wait, you should put those back, it's probably why he won't stop following you.

    Ok, so did you attach a script to your troll itself, in my follower animal mod I have a variation of WEFollowerDog script, that is what sets the alias for the dialog follower quest, this sets the animal into "follower" mode, then you start to get dialog about wait here, go home, etc...

    You have to make sure the conditions in the topics are set so that your trolls are allowed to say those lines. (maybe GetIsRace?)

    My Quest Stages tab has nothing for the papyrus fragment on any stage.

    The fragments for the topics should be copied from the dog sections of the DialogFollower quest and modified (if needed) to suit your current mod.

    Make sure you auto-fill or manually set the properties on ALL of the scripts you have created/changed, that have to do with the quest/NPC and might want to recompile them as well, checking for errors...

     

    I really don't understand this stuff well enough to explain it sometimes, though I am learning. If you wanted to send me your mod I could look at it for you, I can do much better troubleshooting if I have things in front me. But I encourage you to keep trying, use the creationkit.com website, the nexus here, and the beth forums for references. you can do it!

     

    I jumped right in head first when the CK came out, eventually I made myself go through the tutorials, they helped A LOT, if you haven't done it already, I'd also encourage you to do them. :smile:

     

    I removed the GetActorValue to see if it would give me the Follow and Wait commands, and it did. I did attach a variation of the WEFollowerDog script. I learned a lot from another topic in here, which you posted on, I think :P

     

    I can do it! You have to love Animal Followers, don't you? :smile:

    Yeah, jumped right into the Creation Kit as well when I got it. Now I'm going to check everything again to make it suit my mod. Thanks for the tips.

  11. I made a new DialogueFollower quest, just for the Troll, and copied the data from the original DialogueFollower quest. At the FollowerFollow and FollowerWait dialogue topics, there is a GetActorValue 'WaitingForPlayer' = 1 condition, and that's what I removed. You get it? :P

     

    But I think my problem has to do with the little script fragments you have to make at each dialogue response form the follower, to actually make him wait or follow. I just copied those from the Stray Dog follower.

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