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yougetagoldstar

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  1. So it works like this. When you load up the creation kit you have to click on the folder icon and load up the skyrim.esm (elder scrolls master file) file to make all of skyrim show up in the creation kit so you can modify it. If you change anything in the creation kit after that, youll see that little asterisk * show up next to the window title above File Edit View, etc. which means you have modified something. After this, if you click save you will be able to save your mod as an esp (elder scrolls plugin) i believe its called (since the creation kit wont let you modify the esm file). This mod will be saved in your skyrim data folder (if you use mod organizer it will be saved in your mod organizer overwrite folder I believe). So your mod is saved at this point. if you want to work on it again simply load up the creation kit, click on the folder icon and load up your .esp file. im sure someone else can explain it better but there it is. word of warning though... this is pretty much what modding is like.... you get an idea for a mod... you try to make your mod in the CK and then you hit an obstacle stopping you from doing what you want to do... so then you search for answers or find workarounds... then you hit another obstacle and you search for answers and workarounds... obstales >> search for answers... thisll be what modding is like unless you are making a very simple mod, a genius, or you were born surrounded by game developers.
  2. well, seems like i found a workaround to this by setting a stop command in some end fragment in a dialogue action. but if anyone knows whats going on plz let me know.
  3. I'm ready to bash my head against my computer screen. Been trying to make a simple quest with scenes for the past week and its been nothing but... follow tutorial... run into problem that wasn't explained... tutorial... problem that wasnt explained, etc. Now I have a problem where my scene doesn't stop when all actions are complete. This scene is just two npcs talking to each other... These npcs are unique aliased, and the scene seems to work fine.. they approach an x marker and start talking to each other, but when they get to the final stage and all actions are complete the scene just doesn't end and they just stay there. I also put a debug.notification at the final phase (the papyrus fragment on the completion tab of the last phase), and that isn't even called. sooooooo... has the Anyone ever have this problem?
  4. This title may be confusing, but ill explain what I'm talking about. So I've been working on a mod and testing it out in game, and I just recently found out that this happens: --load up your mod --save the game with mod loaded --make changes to the mod --load up the saved game again .. :nuke: NOPE :nuke: ... some changes you make to the mod dont show up (some simple changes may show up, but there are things that won't that can pretty much halt your progress). Seeing as how the CK has been out for a while I'm wondering if anyone knows of a way to, I dunno, clean your save game so that it's like you are testing your mod on a new game... I ask this because I'm planning on using my mod on an ongoing save I'm playing. Sadly I must have saved while the mod was loaded some time ago. Also I know that people have made things like TES5edit and save game cleaner which are amazing tools, so that gives me even more reasons to suspect that some magic wand program exists that supports mod testing.
  5. Hmm.. thanks for the info and quick responses. Guess this is another thing I'm going to have to look into then. Didn't know the game prefers to use data from save files... thats pretty bad news since I want this to be an ongoing quest mod. I'm not planning on using many vanilla locations, but.. yikes.
  6. Okay I did the one thing I havent done and tried this with a completely new game, and it seems that everything is working... even the scenes (of course it has to be something no one mentioned) Is there any reason why all this doesnt work on a current save game? I have been progressively working on this mod so maybe different versions have been saved??? I have no idea. This is kind of making me worry, dont want to have people start a new game if they want to try my mod.
  7. So, before this scene is supposed to start I have an end fragment on some dialogue in a previous quest saying Myquest.Setstage(1) <-- This property is defined with the quest that holds the scene. This is all you need for a quest to start right? I'm assuming I dont have to check that "Start up quest" box or something right? so Previous Quest: Blah blah blah, last line of dialogue. my new quest begins. I've checked through console using getstage command and the quest is set to stage 1. some more dialogue then sets the stage to 10 and then a triggerbox starts the scene with a condition of stage ten.
  8. Oh man, I've tried everything. -disabling the mod, starting the game/new saving the game, waiting 30 seconds, loading the game up trying it. -even tried using save game cleaner for the hell of it, but my quest doesnt use scripts soo... -tried making a new seq file, -tried remaking my aliases, tried using forced ref aliases instead of unique actor aliases. -tried starting the game, saving and loading. -checked if my actor refs are initially disabled, which they are supposed to be. they are. -i've rarely tested my scene while loading the game in the same cell. Most of my test have consisted of starting the quest from the beginning and going into the cell to see the scene. I have no idea. If i didnt love this game so much I would have said f*** u to the ck many years ago.
  9. when you reinstalled did you double check ur skyrim folder, deleting all files inside? Also when you reinstalled skyrim did you have mods you subscribed through steam workshop? some mods automatically install when u run launcher. I never use mods from workshop if possible. I dont really know what your problem is so all i can do it throw out ideas. If I were you i wouldnt use high res texture packs but that is totally personal preference. To me it just doesnt make sense to give my machine more work to do when texture packs dont add new content to the game. I suppose the game can seem more real with detailed textures, but meh, again, personal preference. also yeah all i can say is that (if you dont know what else to do) unsubscribe from any mods youve gotten from the workshop, if you have. Reason why im suspecting workshop mods is that im pretty sure they follow your steam account, so different harddrives/computers dont matter. Reinstall skyrim and start from 0 again. good luck.
  10. This is actually something that has stopped me from making quests in the past. **Edit: I added a Debug.notification in the Start section of my scene (in the papyrus fragment section and I'm not seeing any debug notification on my screen... hmmm... ** I'll try to explain my set up completely. First off I have an SEQ file, normal dialogue works just fine. So, I've got my scene, I've created two aliases, we'll call them A and B. All I want is for A and B to walk up to an x marker heading and start talking to eachother. Alias A and B both point to custom unique actors. in my scene I've created actions for aliases A and B, and in these actions I have travel packages that point to the X marker. There are no conditions in my scene, and the scene option "Begin on Quest Start" is not checked. I have a triggerbox set up around the corner in my cell (understone keep in markarth) in my triggerbox I have this script. this script has all the corresponding properties and compiles with no errors. Scriptname TriggerScript extends ObjectReference Quest Property myquest Auto Int RunOnce Actor Property PlayerREF Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; This condition ensures that only the player will trigger this code If RunOnce == 0 MyScene.Start() Debug.notification("Trigger worked") RunOnce = 1 EndIf EndIf EndEvent Scene Property Myscene Auto When I enter my triggerbox I see the "trigger worked" debug in my game, but the characters don't move to the xmarker heading. I even have dialogue set up and they don't say anything. Everything else works in my quest and so far I havent found any other info in any forums or searches. anyone know if I'm missing anything? I also watched that youtube tutorial on starting a scene.. while its informative it doesnt help with this problem.
  11. solved.... I therefore summon the mods to delete this post \(*o*)/ /(-_-)\ \(*o*)/ /(-_-)\ <(*o*<) (>*o*)> \(*o*)/ /(-_-)\
  12. So I'm about to charge into Markarth Undercity. I've entered a few rooms first and my first impression is that it's really well done, and suitable for end game characters. I love that I can still die even with maxed out stats and enchantments. Anyway, Ive had this mod installed for a really long time and its always filled my game with wonder.... wondering whats in store for me, so Im looking for a dungeon thats's hopefully of equal quality. I'm also familiar with darkend.. that looks good too.
  13. hmmm... thats something to try. dunno when ill try it but thats a good idea.
  14. Yeah, the thing is I don't want any pets. So I'm wondering what I can do... kill the thing in front of the child's face? If i open console and disable or delete it, will it mess with some script/quest variable?
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