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gw5000

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  1. Some of the quests that are not active from the beginning are actually started through the story manager. There you can set start conditions e.g. reaching a certain level. Mods like Timing is Everything simply modify these conditions. However, this doesn't really help in your case. A quick and dirty way could be to modify the quest K01 of the Kaidan mod. Just uncheck the "Start game enabled" checkbox in the quest data tab. Attach a small script to the note that you want to place in the embassy which starts the quest manually once you pick it up. The problem with this approach is that if you enter the Abandoned Prison before starting the quest, things might be buggy because the actors aren't initialized correctly. Maybe place another note at the prison entrance as a workaround? For more elegant solutions you'd need the quest script fragment source but it seems that it isn't included in the package.
  2. Check also your CreationKitPrefs.ini in the Skyrim main folder. There are entries for position, width and height of all CK windows, e.g.: Creation Kit X=0 Creation Kit Y=0 Creation Kit W=1920 Creation Kit H=1080 Render Window X=90 Render Window Y=125 Render Window W=1494 Render Window H=875Set all x and y positions to 0. Maybe you can get the windows back this way.
  3. Did you add your global variable to the "Text Display Globals" box? It's in the Quest Data tab on the right side next to the OK button.
  4. This one: https://www.nexusmods.com/skyrimspecialedition/mods/10614?tab=description It does disable and delete, but as long as the objects are used in a quest alias, delete() doesnât do anything, iirc. Still, disabling alone can mess with quests. The mod does include options where you can control what to delete but there will always be a residual risk that stuff gets accidentally disabled.
  5. That's not a bad idea. However, this way I still need to hope that the players actually loot the bodies and retreive the quest items after I move them. As soon as they leave the cell, the bodies would get disabled again. That body removal mod is quite reckless :smile: I'll do some more experiments and try to get the enable() to work. Seems to be a rare issue...
  6. My mod adds two actors, initially disabled and dead. I enable them at a certain quest stage, because they have quest items on them. I was made aware of a mod that disables and deletes corpses as soon as you leave the cell which has the side effect that my two actors might get disabled again, too. Therefore I wanted to add a safeguard by linking them to a triggerbox that enables them again when the player is close. My issue is that they can't be enabled anymore for some reason. I doublechecked that my triggerbox is set up correctly, placed a button next to the bodies and tried to enable them via a script, etc.. nothing works. Not even when I'm in game and disable them via console and try to enable them back again immediatly afterwards. Now 'm slowly running out of ideas. My actors don't have enableParents, btw. Does anybody have an idea what's preventing them from getting enabled?
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