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kcaz

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  1. I had this exact problem. Here is the solution http://forums.nexusmods.com/index.php?/topic/468198-help-skyrim-data-files-unclickable/ A little ways down someone gave the right answer
  2. I got that to work, if you want to see my mod its called skyrim pets. The problem is I want to add spells to the creatures, but they continue to only use their normal melee attacks.
  3. Is it possible to make creatures cast spells? I would think that it would be, but just making them equip the spell does not make them cast it. I think this could be because they don't have equip slots? I'm not sure, but is there any way to force creatures to equip spells? Thanks, Kcaz
  4. Hmm I don't think it exists. On the topic, does anyone know if Bethesda plans to fix the actor value bug in the CK, where you can't add actor values or new skill trees?
  5. Is it possible to make creatures cast spells? I would think that it would be, but just making them equip the spell does not make them cast it. I think this could be because they don't have equip slots? I'm not sure, but is there any way to force creatures to equip spells? Thanks, Kcaz
  6. So I know there has been a lot of talk about making it possible to have many followers, so I have been looking around the way Bethesda has implemented the system. I am new to modding, but I am not new to scripting so I have a fairly good idea what is going on, although I still don't have the entire story. The main connection from scripts to the creation kit comes in the form of the quest DialogueFollower. This contains everything the followers say, using the script DialogueFollowerScript to add followers and animals, to dismiss them, and to alter their states. Now this is the part I cannot understand. I was trying to make a spell which would make the target your pet, independent of the follower system. In the DialogueFollowerScript, to make someone your follower it basically calls SetPlayerTeammate() on the actor, sets the relationship status to ally, changes the follower alias to the actor, and sets the PlayerFollowerCount to 0. In my spell, therefore, I figured that as long as I changed the relationship status and called SetPlayerTeammate(), everything should work, however when I do this the actor acts as my teammate, but will not literally follow me. The only way this can be possible, therefore, is that there is some other script which makes the follower follow the player. In the DialogueFollowerScript, there is a function to make the follower follow, for when you click on the follow me button and leaving the follower to wait. The only thing which effectively happens is it sets an AV called WaitingForPlayer to 0. That means that there has to be something else controlling the actors movement. I also tried in the spell function setting the target actors AV WaitingForPlayer to 0, but that didn't change anything. So basically, I have no idea what makes followers follow you exactly. I am new to modding, however, so if there is an obvious answer sorry, and thanks for reading!
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