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Deleted38846565User

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Everything posted by Deleted38846565User

  1. 22 mods could be many things, so hard to pinpoint off of that. Though I would suggest using LOOT, and Wrye Bash if you don't already, both can help alot with crashes, there's videos on Youtube on how to use them. Other than that I'd suggest checking mod pages for incompatibilities.
  2. That's funny to me, my first mod was of a large Charus as well, and I used Dark's same tutorial XD, anyway, normally when I get that error it's because one of my properties are wrong. Also like Roadhouse said seeing the script could help
  3. Do you mean he pauses or he completely stops the package? If the former then untick one of the boxes in the second tab(not in ck atm so I forget the name, you should see it) it'll make it so the player can't interrupt him by speaking to him
  4. YES, okay so I got tired of this not working and decided to do something I know would work, so I started to implement some voice lines, and after testing the line I gave the scene another try, and the phase debug went off, and the player moved to the marker, I have NO idea what I did differently but now it's working, wow. Thank you guys for the help though, I appreciate it, when the mod is done I'll credit you guys for helping me with this :smile: [EDIT] *facepalm* well..... seems like the reason it wasn't working was because a certain npc was disabled, I wouldn't expect that to be the reason, he is an alias in the quest but had no part in the scene itself at the time, odd. I should be able to have him in a holding cell then an move him in into the scene then
  5. Aaand, still nothing. I did look at the vanilla intro quest where the player moves and the only different thing I noticed out of the gumbled mess of aliases XD, was they used PatrolStaticPathing, but didn't do anything different. Perhaps I can look for another quest that's similar but simpler. At this point I think it could just be one simple thing out of place, it normally is with ck.
  6. Going to sound like a broken bard, but still no luck, the scene was in a property but even made a new scene and set that like you said, still nothing, here's some screenshots of what it looks like if you see anything wrong with it. (sorry for the spam of images, Imgur doesn't want to upload any) Stage 10(where the scene plays) The scene itself And the exterior where it happens as well(going to make it nicer when I get this working, made the trigger large to see if it would help), the trigger sets the quest to stage 10, and that xmarker heading is the one the player needs to go to
  7. Still nothing :confused: I did add a debug to play at the beginning of the scene, but it never went off, so maybe the scene isn't playing at all, not sure why. Hoping I don't have to rewrite this part of the story, maybe I can adjust it some to work.
  8. Yeah, console commands isn't the best way to get through a story XD Nope, neither have conditions, and the player only needs to take like 4 steps to the spot, no load door. Almost afraid it's just ck being ck and not wanting things to work, if that's the case, atleast this is just the start of the mod, so I could remake this small part. If you do notice something let me know but thanks for the response anyways
  9. Just realized you're the maker of Santanism, watched MXR play it, awesome mod XD But here's the scene for the player to walk to the home, there'll be more to the scene, I just want to get this working again https://imgur.com/PxfpLbm And here's the package the player is using https://imgur.com/fT4CD2l Also here's the script I'm using on stage 10, everything works except the scene playing ;introduction to quest, player approaches homeDebug.Notification("YR_Q_BidTheOrcGoodbye has started, stage is set to 10")game.DisablePlayerControls(abCamSwitch=true,abSneaking=true)game.ForceFirstPerson()game.SetPlayerAIDriven(True)PlayerToHouse.Start() [Edit] I've also been using this as a reference, that's how it worked at first
  10. So I had a functioning scene where the player would approach a home, the player has controls disabled, is forced to 1st person, and has Ai Driven set to true, and would use a package in a scene to walk to the heading, but now it refuses to work. I know the scripting is working because I've added debugs, so I have a feeling it's the package, but I've been trying to get it to work for days now, and no luck, so I'm running out of ideas. If needed I could upload screenshots to Imgur and link them.
  11. I'd suggest a combat mod like wildcat to make encounters even harder, you could also pair Wildcat with Deadly Combat, and even pair those with tk dodge and attack commitment....(yes I'm crazy XD). Also Deadly dragons to have common ambushes and Immersive Patrols for more npcs on the roads.
  12. Skyrim doesn't require SKSE, many mods do, just as many SkyrimSE mods are starting to. I personally have been using both, I have a very performance, but vanilla style Skyrim that I use for making mods, then i have SkyrimSE to actually play the game. But many people in general don't want to bother with SSE, expecially with the new CC problems and such.
  13. I believe it's in the Skyrim - Meshes.bsa under meshes>interface>logo
  14. You could select that mod itself along with Skyrim.esm and whatever other plugins your mod needs when you load your mod up, and then give that armour to the follower(downside is users will require that armour mod to use yours). Or you could create an armour and an armour addon using the models from that mod and put the armour in yourself, there should be tutorials somewhere for that. Just make sure if you do that way you have permission from the author if you plan on uploading the mod anywhere, like the Nexus.
  15. Personally I like the new layout, I've been using it since the last post I believe and like it.
  16. I've given a Bosmer antlers but it was technically a circlet. I'd guess you would have to make a head part, there's another Bosmer antler mod and they add it under scars. You could also probably look at Orc's spiked brows to see how that works
  17. I have a script that removes firewood from the player, only differnce seems like in mine I use an int instead of the exact number, possibly give that a try? So something like this ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 2 Scriptname TIF__031351EF Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_1 Function Fragment_1(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE akSpeaker.RemoveItem(Gold001, count) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Actor Property PlayerRef Auto MiscObject Property Gold001 Auto int Property count = 50 Auto Other than that I don't see any difference really
  18. I'm wondering how to have it so an fx trails an npc, more specifically when hit by a weapon with an enchantment, have a blood trail follow the npc and fade quickly. I'd also like to have a dripping fx of the blood which I think will be the simpler part. I'm pretty sure this is possible because "Wet and Cold" achieves a dripping fx and "Footprints" has of course Prints trail the player. Though looking at that mod it seems to have the print attach to the impact of the foot, I just need the blood to fall below the npc at the least.
  19. I'm trying to make it so if when you activate firewood it takes a couple pieces from the Player, and if you don't have enough wood the full script doesn't play(I have it so the stove can be lit/unlit) The main problem is removing an item from the player, it seemed like it would be a simple thing to script but I'm having trouble doing it, even if someone can just tell me how to remove the firewood from their inventory it would be helpful.
  20. I've not ever seen them use dual wield animations, they normally have a sword and shield
  21. If you don't want the scabbard you could probably either delete it(it should work, not sure haven't tried myself) or give it blank textures even. for getting the daedric scabbard, I'd say copy the block of the daedric scabbard, and past it into your sword, highlight it and at the bottom find the string value and type in whatever that number is on the original scabbard(of the modded sword), then delete the old scabbard and save that mesh in the correct file path.... that may or may not work, haven't worked with weapons much recently but good luck XD
  22. omg, I read that entire page over and over again for days and still looked over that line XD gave it a try but didn't quite seem to work, but I'll have to mess around with it a bit more tomorrow, thanks for pointing me to that though, huge help
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