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brokendeck

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Everything posted by brokendeck

  1. Which version of audacity are you using? and what version of windows are you using? If you're using a 64-bit version of windows, I recommend you use the Audacity BETA. Don't convert FROM .mp3 to .wav. You get the best sound quality if you use an uncompressed format from the beggining. THe only point where you should be compressing sound files is when you actually to integrate them into your mod. During the recording and production stages (for sound I mean), always stick with .wav. What settings are you exporting your .wav files to?
  2. You'll have to use TesVSnip to remove that reference completely. Although you can use the CK to flag it as ignored, it will still show up as an altered form, which could lead to potential problems in the future.
  3. Make a new AI package that has them use their linked item (in your case you'd want to make it a bed somewhere) at a given time. Each NPC will have to be linked to a different bed individually and manually. For ex.
  4. Try exiting, and re-entering the cell, and/or waiting a few hours, and/or restarting the game. I've had weapons stored on racks in vanilla Proudspire Manor that did the same thing, and doing the above worked at the time, in that it finally got them to release the weapons.
  5. Sounds like an issue with your ISP. Funny thing is, I've been having issues uploading as well today, but with steam. Oh the wonders of the internet.
  6. I know how to do all that, I need to get the vanilla ones back. I used TESVSnip to remove the references to my NavMesh screw ups.
  7. This is a bug that's in the game. You're not doing anything wrong. There are two ways to solve this. Exit then re-enter your room, and/or use your mannequin, at which point they'll snap to the spot you intended to put them at. Keep in mind that the interface to use yoru mannequin doens't move along with the mannequin.
  8. Have you tried disabling THAT particular mod?
  9. Naah, the respawn box is faded out for the object. That was why I was wondering if it was preset to being non-respawning. If what fg109 says is accurate then this could be the case if the cell I have created is a non-respawning cell. Thanks guys! Time to do more digging to find out if the cell I created is a non-respawning cell (if this theory holds trus). Any ideas where I find that out because it's not in the edit information of the cell? LOL. To find the answer to one problem creates fifteen questions to others! Man, you gotta love modding! I'd be wary of using a box where the respawn box is faded out. There are a couple of vanilla boxes that are non respawning by default, so I tend to use those. 000F8478 - TreasChestSmallEMPTYNoRespawn 000F8476 - LargeChestNoRespawn And beside,s they look nicer than the rather bland-looking wooden chests IMO. :P
  10. I've tried a similiar thing, but it looks like interior spaces don't work to keep flying NPCs inside. You might want to try adding an AI package that prevents your dragon from flying? And if it doens't exist, try and make one of your own.
  11. You have to do two things. Unclick the "respawn box" and edit the cell's interior data's encounter zone to "NoResetZone"
  12. Thanks Tamb0. I tried this but to no avail. It seems to be something specific with the shields. I don't know if it is the specific activator I am using "WeaponRackCOAMidACTIVATORPlayerHouse" or perhaps something to do with the collision meshes (and I'm way out of my league here for the moment if it is). According to the tutorials it would appear that the set up of activators and triggers is no different to that of weapons. However when I initially used the "WeaponRackPlaqueACTIVATORPlayerHouse" it looked for a weapon to mount and would not accept shields. When I switched the activator to the "WeaponRackCOAMidACTIVATORPlayerHouse" it accepts the shield but places it in mid-air beside the character and not on the plaque. This happens to vanilla weapon racks, so I suspect it's a Bethesda bug. Similiar to the moving mannequin bug :D
  13. Did you set the dragon's relationship to the player as "ally"? You also have to add the correct factions to your dragon, and the papyrus script that allows you to talk to him in the first place. Also make sure to use a common voicetype. I've found that "Male Argonian" works for dragons. Oh and before I forget, you might want to add some AIs so that the dragon can actually fly and/or follow. You can see in the screencaps tha I've added a couple of default dragon AIs. You also want to link him to a perch spot so that you can actually reach him to initiate dialogue. Otherwise it might just end up flying around in the air out of range of dialogue initiation. As for how practical it is (the dragons tend to fly away and not come back as a follower :O), I've found it much less effective than vanilla Odahving. Maybe you should just concentrate on makinf a odavhing clone so you can have two of those. :P
  14. Allright, I've got a new cluttermarker i want to use now, how do I replace it in the Papyrus script? here's the script I want to alter: --- ; player has spoken to Arngeir IntroScene.Start() ; enable Sky Haven clutter SkyHavenClutterMarker.Enable() ; give Delphine and Esbern swords (Delphine as Actor).SetOutfit(BladesArmorNoHelmet) (Esbern as Actor).SetOutfit(EsbernNewOutfit) Delphine.AddItem(AkaviriKatana) Esbern.Additem(AkaviriKatana) --- My new clutter marker is named "SkyHavenClutterFixMarker". It's where "SkyHavenClutterMarker" was in the code originallly. When I try to edit this script and save, I get a compilation error. Is there any additional things I need to do? The CK tutorials aren't really specific enough to help me address this problem.
  15. I had to break the cluttermarker in the Sky HavenTemple as one of the steps to prevent my NPCs from being wiped/reset. But I completely forgot about the archery targets and practice dummies in the Sky Haven Temple courtyard that are also spawned by the same cluttermarker? This cluttermarker is usually activated during MQ204 stage 20. How would I go about making a custom clutter marker to take the place of the one that I got rid of? I only need it to spawn the items in the courtyard and not the Temple itself.
  16. I'm using the Creation Kit and publishing on steam. I clicked drag and dropped the .pex files into the "Required files for altered forms" window then clicked Pack Files, then I Clicked "Publish". Where does it promt me to make additional folders? Wait... Do I need to drag and drop both the .pex AND the original .psc source files in order for the packaged .bsa to work correctly? :O I'm stoooopid... Just tried doing that, and it actually worked. Nowhere in the tutorial did it say I had to do THAT. :/
  17. Does the game automatically decompress .bsa files or what? I'm testing out my scripts, but they still won't work with just my .esp and .bsa files in my data folder. The only time I can get my scripts working is if my .pex files are still in my scripts folder. What am I doing wrong now?
  18. I've altered the actual script instead of editing a NEW script, and now I don't remember what the original script was suppose to be. Is there anyway to reset it back to what it was originally? Or if perhaps if someone still has the vanilla version? It's the papyrus fragment attached to stage 20 of quest MQ204 "Throat of the World".
  19. 1. Where in the data folder are my new scripts stored 2. How do I pack the new scripts in a .bsa file with the Steam Creation Kit? This is my very first mod :D NVM I think I got it figured out. I'm an eeeeediot ~.^
  20. 1. Where in the data folder are my new scripts stored 2. How do I pack the new scripts in a .bsa file with the Steam Creation Kit? This is my very first mod :D
  21. I need a little help. I've tried making changes to a script in a certain quest, except that the changes aren't actually saving to my plugin, but rather my master file. I'm trying to edit a papyrus fragment in a quest stage. Is there something special I have to do in order to get changes to papyrus scripts to save to plugin instead of changing the master file?
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