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MoonlightArcher

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Everything posted by MoonlightArcher

  1. This title might be a little bit confusing but the thing is. I have an immense mod list and I know that there are some in there who come with a Joy Of Perspective compatibility patch. I didn't check the option on those because I didn't have Joy Of Perspective installed. Today I installed the mod though and now I want to reïnstall the others but I don't remember which ones had the patch. I have 115 mods installed and I'm sure you can imagine I don't want to reïnstall every mod just to get the patch for the 5 or 6 that need it. Is there a way to see which mods need the patch without having to reïnstall all of them? (I use MO2 to install the mods) The reason the patches are important is because JOP is now messing up the game through camera clipping, movement issues, etc. Thank you!
  2. Thank you! I was thrown off by the compilation issue. I didn't think that the script would actually be editable if it didn't compile. The only thing I had to do for it to work was indeed declare the properties and of course adding my own spell to the original doomstone script so my blessing gets removed when the player decides to activate a doomstone again instead of the NPC. Thank you again for the help!
  3. Hello Modders of Skyrim (SE), I don't know if this question has been asked before but I couldn't find it anywhere. So my goal is to have an NPC cast a blessing - similar to the doomstones - after a certain part of dialogue. What I need it to do is: On Dialogue End: 1. Cast the NPC-B lessing; 2. Remove current Doomstone-Blessing; 3. Show add NPC-Blessing message; 4. Show remove current Doomstone-Blessing message; I have no idea how to do this as I'm fairly new to modding. I tried a couple things already: 1. Add "TempleBlessingScript" to the dialogue -> Does nothing (obvious because it needs an activation trigger); 2. Copy doomstone script into "End Dialogue" box -> Doesn't compile; 3. Create a simple script myself: Blessing.Cast(Game.GetPlayer()) BlessingAddMSG.Show() BlessingRemMSG.Show() This shows the messages but doesn't cast the blessing. Also it doesn't remove the other doomstone blessings which is obvious because I didn't add a line for this (don't know how). Also there are a couple lines of dialogue but for some reason I have to create a seperate script for every line of dialogue instead of being able to reuse the same script for every line. For some reason to make at least the messages show up I have to write it in every "End Dialogue" tab, creating a new script every time. Is there a way to make this easier? You would be a lifesaver if you could help me out with this! Thanks!
  4. This would be a good idea. There is a mod like this: http://www.nexusmods.com/skyrim/mods/52871/? It's not really good, but it's a start.
  5. I am working on a mod, but now I want to have a scene with magic effects. Basically my scene works like this: Three people are doing a ritual and then a beam of light appears around the three people. As soon as the ritual is done the beam of light dissapears again. I know it might be really easy, but I haven't made a lot of scenes yet using this function. So if there is anyone that knows how it works, then I would really appreciate your help!
  6. I'm working on a mod, but I figured out that the SCK(Skyrim Creation Kit) loads up every .esm that you have in your directory. Now I have trouble opening the CK because two .esm files(Update.esm & Dragonsreach_hideout.esm) share the same file(or something). I get this error: FORMS: Non-parent NAVI form " (00012FB4) exists in both file 'DragonsReach_Hideout.esm' and 'Update.esm' When I click Yes to All I get this error: Assert File C:\_Skyrim\Code\TESV\TES Shared\misc\BGSLocalizedString.ccp Line: 2860 LOCALIZATION: Error opening or reading strings file. I've tried cleaning the files with TESVSnip and TES5Edit, but none of this seemed to work. I'm not planning on using these .esm files for my mod but when I uncheck them they still load up and when I delete them I get the error: "Missing needed .esm file 'DragonsReach_Hideout.esm' (Same with Update.esm) Is there any way to "disconnect" an .esm from the mod(.esp) file?
  7. Hello! I need help with a certain kind of script. So basically I need a script that allows you to take over the mind of an NPC. So you stop controlling your own character and gain controls over the NPC on a certain stage and after you finish the objective of the quest you change back to your own character and the NPC comes back to you and starts talking to you(I know how to do ForceGreets). First of all, is there a way to do this? If yes, what's the script for it or the way to do it? I hope some of you can help me out with this problem!
  8. Hello! I need help with a certain kind of script. So basically I need a script that allows you to "set the stage after ... hours have passed". So a couple hours need pass before the stage is set to the next stage. I think you have to do something with the RegisterForSingleUpdateGameTime() command, but I don't know the whole script. I hope some of you can help me out with this problem!
  9. Hello, I need help with a something. I created a scene where someone is fleeing from battle. The problem is that he doesn't do anything or just keeps fighting. I don't why it is not working. I used 2 different packages(Escort/Travel) in the scene to see if that caused the problem but both are not working. Which package do I need? Also the dialogue is recorded and plays, but after the NPC finished talking the quest does not set to the next stage. It seems the NPC is ignoring the packages in the scenes and the quest is not setting because of that. How can I make the scenes work? The packages are in the right order.
  10. Are you still interested in a role in my mod? I have some characters that fit with your voice.
  11. I need 2 new voices: (Low Male Voice Singer)Viggo Braveheart: A bard that plays songs that are not the usual Skyrim songs. The songs are based on the legend of the mod. He also has normal dialogue and is important for some quests. (Male Voice)General Sven: Unofficial Head of the Whiterun City Guard. He will help you to protect Whiterun from being destroyed. He is important in one quest and has a lot of dialogue. I prefer someone for this role that can really shout out lines.
  12. Hello! I need help with a certain kind of script. So basically I need a script that allows you to "set the stage on multiple kills". So you have to kill all the enemies in one area before you set the quest to the next stage. This is probably a very simple script, but because I'm not really an expert when it comes to scripts I don't know how to create a script like that. I tried to look at the script from the quest Retaking Thirsk Mead Hall(Dragonborn DLC) Where you have to kill all the rieklings in that area, but that script doesn't make any sense when I open it in NotePad. I hope some of you can help me out with this problem!
  13. This voice is just perfect! If you want you can get one of the roles of the Death-Jarl.
  14. Of course. Here are a few lines of the Death-Jarl Dialogue: 1. If you don't worship Doben, you will die! 2. The mighty lord is rising! 3. Take over the city! Kill all human beings!
  15. The Death-Jarl voice has to be something like the Uruk-Hai Voices from Lord of The Rings. Deep and Growling. Well, that i can do! Just PM me the details :smile:. Could you post a sample of that voice? I'd like to hear it before I decide ;)
  16. The Death-Jarl voice has to be something like the Uruk-Hai Voices from Lord of The Rings. Deep and Growling.
  17. What roles/races do you need? All kinds of races and roles. I still need a main role khajiit. I also need Death-Jarl (Dark)voices and some side-roles(Male/Female). Also I need an 2 old man voices.
  18. I still need voice actors for many roles!
  19. Hey people of the nexus forums! So basically I am working on a town for Skyrim. I created exteriors and interiors and placed people(NPC's) in the town. The only problem is that they won't do their daily routines. They won't talk on the "topic markers", they won't work(Chop wood, farm, etc.), they won't patrol, and the only things that they are doing are sitting and sweeping and eating/drinking. I have the packages in the right order, made them the owner of their patrol routes and I tried placing them inside and outside of their houses but they just won't do anything else than to sandbox around. Can anyone tell me how to solve this problem?
  20. My mod is still in development so yes, I am still accepting people :) If you want to put a link to a voice sample, then I will listen to it and see if I have a role for you.
  21. NEW ROLES AVAILABLE! Town people: I have 5 really small roles, but essential for the main quest line. The town people just have a few lines so perfect for the people that don't have a lot of time to record stuff but still want to do some voice acting. OTHER ROLES! Arandil the philosopher(old-Male): He is a wise man that you can go to to philosophize about different things. It is a bit like the thing where you can meditate on words with Paarthurnax.
  22. If you need a voice for Captain Terion Here are my samples: https://soundcloud.com/thunder11/sets/voice-samples -Thunder You've got the part. I will send you the lines in a PM.
  23. NEW ROLE AVAILABLE! Arandil the philosopher(old-Male): He is a wise man that you can go to to philosophize about different things. It is a bit like the thing where you can meditate on words with Paarthurnax. OTHER ROLES: Eneril Lachance(Female) Captain Terion(Old-Male)
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