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Pyrathas

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Everything posted by Pyrathas

  1. ModPicker:56C96B54
  2. Ok so I edited the Landscape in ck and I can't find a fix for this. Anyone know how to get rid of grass and rocks from the previous design? I searched the forums couldn't find it. sorry if a repeat. Edit I cant load image but basically the rocks and grass float in midair
  3. So maybe put the shackles and set restraint on shackles and one per on levers?
  4. So it should be akActionRef?Doesn't matter if you call the variable akActionRef, akActivatingRef, or TheGuyWhoYankedTheLever. The problem is that the variable contains the object reference of the actor that activated the activator. To break it down, your script is basically saying this: If the player character is the same thing as this lever then do this stuff otherwise do nothing.The result is, your script does nothing. If the script is on the lever(s), try comparing to self instead. i.e. If self == lever ;do stuff EndIfBut wouldnât the script mess up on the NPC since on sir it restrained them? I tried placing it on the shackles and contemplating putting it on an x marker to link ref them
  5. I guess what Im asking is where am I going wrong. It compiles but in my test cell it doesn't work the NPC attacks, and the traps don't kill or release
  6. ack I thought I added it. I'm trying to make a quest where the NPC (akactor) stays on the shackle and the Player has to choose which switch (lever) releases him and which switch kills him (badlever), If he dies the objective failed if he lives the objective succeeds. I have more than one hostage and I am trying to use all of them with one switch. But first I want to get the one working, and second I do not know how to reference every NPC in game that activates it. When released they have a package where they "escape" the lair. But I do not know how to do activate an AI package on a script. I've searched the CK wiki for it. I also want to try and make it where the levers are used to release or torture prisoners in the game (I am making it where you can resurrect NPCs you killed to torture but I haven't started that yet) after the quest is complete. That would be easy. just remove the Kill scripts).
  7. Found its my mod. I can load everything else
  8. SO Im trying to load my mod in the Creation Kit and it freezes upon Initializing. Now I checked my .ini, I can load multiple masters. I took it off the MO and into my data folder and it runs, but it just won't do MO help?
  9. I'm making a player home mod for Evil characters: Thrallmire Keep. The mod starts as a kill Necromancers quest, get Reward, go back, Accept the BYOH quest or refuse the power (fail). There are Prisoners in the Dungeon and a Boss. The Free prisoners are optional but here is the Kicker: Many switches only one frees them the others kill them (failed optional quest) Spawning Undead to swarm your only means of escape (evil laughter). Yes Later on a feature is given where if you killed a unique NPC, you have the option of having their remains brought to the crypt, and you resurrect them as thralls. So you are a Vampire? Great food source. Do you want guards and Servants? Here you go! Now assign them a task. Death is a Release, not a Punishment. Any help with references for coding would be great as I am just learning to code and finally got the Main Mod Questline to work (Aside from the scenes) and the BYOH script to work. I'm trying to set up a scene where you see the Boss reanimate a dead corpse, then he summons undead that is lying on the ground to attack, in one scene, I got the Undead spawn to go on toggle, and the last scene is where the Former Master of the Keep, a Ghost named Micar the Corruptor asks you to rebuild the Keep in exchange for his secrets and the Power of the Keep (BYOH Questline). I can't seem to mirror the Valthume Opening scene... So right now Im trying to make a mod where an NPC when equipping Shackles is restrained and ignores Faction enemies (Player) and when a player flips a switch the NPC is free. Here is what I got so far: I think I fixed it. But I can't compile in CK and yes checked scripts
  10. First: Yes I varified the Scripts.rar file was unpacked. Yes I tried to reinstall However: When I try to Compile my scripts, CK crashes. When I try to load them after editing in Notepad++ CK cannot find them. Anyone know how to fix this?
  11. no I mean I want to enable one static per object, however in a formlist fashion. Like you click the activator and triggers multiple statics individually lile Player activates display, if item is in formlist, static is enabled. if not it is rejected.
  12. So I have a script for Dragon Claws, but I want to make it to where the Player can open a container, place the items in the said container, and the static versions are enabled on the wall. MiscObject Property ClawToPlace Auto {The claw we want to place} Bool Property isPlaced = false Auto Hidden Message Property FailMessage auto {The message to show if the player dont have the claw in their inventory} Event OnActivate(ObjectReference akActivator) if(isPlaced == FALSE) ; is the claw placed? if akActivator.getItemCount(ClawToPlace) >= 1 ; Does the player have the claw? isPlaced = TRUE self.getLinkedRef().enable() ; Enable the Static Claw (akActivator as actor).removeItem(ClawToPlace, 1) ; Remove the claw from the players inventory else FailMessage.show() ; If the player doesnt have the claw, show the Fail message. endif else isPlaced = FALSE self.getLinkedRef().disable() ; If the claw was already placed, disable the static claw (akActivator as actor).addItem(ClawToPlace, 1) ; add the claw back. endif endEvent From what I understand I need a formilst script. So It would begin with something like this: FormList Property FormItem Auto So How would I make it possible to enable/disable multiple static Items? And restrict I know there are people that have resources available, but I want to understand these scripts while making it less wordy...
  13. So I am trying to make two scripts. DO not know where and how to start. One script is in a container, the Player adds items into it, if it's not in a formlist, it gets kicked back, If it is it activates a static version of the Item, (26 total some are leveled) But I have never done a script before. The second is a little more complicated. It stores a list of Unique Actors the Player killed or Followers that Died. the player can open it like a container, and have the actor (still dead) transported to an altar so as to be resurrected as a Thrall (friendly). The Options would be based on the Conjuration skill level: Ghost or actual fully functional NPC. Are these Possible? I don't know what I'm doing here nor what the best method to start.
  14. So I followed alot of tutorials and I can't figure out why the Courier doesn't greet me. or shows up What I want: As soon as you complete unbound, a courier comes to find you with a letter from an estranged relative who feared for his life. YOu have to go to the location and kill a whole bunch of people to turn the cell into a player home. I am just learning quests and tried this video among others: He seems to get the courier, I don't. Is there a better tutorial? I'm inexperienced in scripting and quest design. So please don't assume I know something. And the Creation Kit Wiki script doesnt compile (yes I changed the alias name).
  15. I am making a mod where the quest haves you fight a Unique dragon. As in I want the Dragon to be decaying. My Dragon you fight keeps summoning souls of dragons and draugr to fight you as you run through a gauntlet to beat him for the prize. (trust me the Prize is worth it). Think of him as a Dragon Necromancer or Lich in a way. I would do it myself but I dont have any experience and could really use the help. Yes Credit will be given. Thanks
  16. What if the Dragonborn was evil? Every ES game I know the hero is a prisoner or in a jail cell and there is really not much known why. In Skyrim the Dovakiin is caught crossing the border. But come on really? Over the years I fantasized on what it would have made for a story that the Dovakiin was evil and had to be put down in secret. I give you Skyrim: Overlord. A mod quest that answers the whole Player's Origin. You start out in your Lair, a castle full of undead guards and daedra worshipers. The Empire has joined Forces with the Thalmor and the Vigilantes of Stendarr to apprehend you and face justice for crimes against the Empire. The Thalmor want you taken alive for questioning (or study since you have power the possess). Anyways back to the Castle. The Castle is under siege like the Battle for Whiterun. Trebuchets are flinging rocks Draugr and skeletons are fighting the Combined armies and daedra worshipers are trying to get you to safety. You are almost there when you get struck by a poisoned arrow (similar to the scene with Karliah) and General Tulius and the Emissary start walking towards you from the shadows. Scene goes black. You wake up in the Skyrim Intro. ( I am trying to work with the Carriage bug here). So now the Emissary's remark to General Tulius "You are making a big mistake" is not about Ulfric Stormcloak. It's about losing you as a study exhibit. I mean really why would they care that Ulfric was executed in Helgen or not? I also added a Vigilant of Stendar getting torched after Torrig (when you are right under Alduin by the wall). An assassin trying to ensure your demise. You Ally with Ralof (I removed the imperial choice cause of the storyline). As soon as you enter Helgen Keep a quest pops up to look for clues of your gear you instead learn its scattered to the four corners of Skyrim. Now you have a reason to get involved in all the quests of Skyrim long before learning you are Dovakhiin. After you get done with Helgen and Alduin leaves a quest pops up to check your lair. You have to walk there so if you are trying to be immersive its best to follow Ralof for supplies. You want more? Imperials, Thalmor, and Vigilantes of Stendarr will attack you on site. You will need to either A join Ulfric and conquer the holds now or get a certain item similar to the Grey cowl of Nocturnal from the Oblivion series (I am testing this next). Your Lair ( I haven't found a great name yet as the Lair of the Dovakhiin sounds cool but you don't know it yet) is a player home like the Hearthfires where you rebuild it and need certain items. Additional quests ontop of main quests to rebuild your power. Dark Spells Daerdra worshipping Followers and Serfs. Yes I am actually trying to make it possible to kidnap any NPC you want to work for you provided they aren't quest related. Rebuild your army using Necromancy, Enslaving Bandits, Necromancers ect. Its not ready yet as I am still tweaking everything but obviously a new save will be required. I put this here to hear from other people to see what they did to alter skyrim quests and to post my own questions to fix a problem. My main goal is to make a complete lore friendly game while making a player home worthy of an evil character. What do you all think?
  17. Quote Paraphrased Here is my advice: watch this video series and the tutorials by gamer poets and gopher. The link also endorsed and will send you there https://m.youtube.com/watch?v=z1h35KyEweY Next write down all the mods you want to get based on this topic list: Top of the list -Unofficial Game Patches -bug fixes -difficulty overhauls -realism overhauls -hunting overhauls -quest fixes -game altering mods for example-27 legendary bosess, Draco leveled enemies, time scale and other global tweaks, brutality hardcore rebalanced ect. Mid part of the mod list -weapon mods -armor mods -ammo mods -cheat items Mid last part of the mod list -any quest mods that add modded quest Last part of the list which is all the way at the bottom remember the game loads the mods bottom up not top to bottom whiter mods on the top of the list will be the last to load which are mods changing gameplay entirely. Bottom of the list -character models -Re texured mods such as clothing,houses,towns,furniture ect -SFX such as radio stations or sound effects -Companions -Hairstyles -Facial Mods that add new options for your character -Any overhaul that affects models in the game or any character -lighting overhauls -grass overhauls Read any and all load order instructions for load specific information, if it's clean, and conflicts then COMPLY!!!! Then compare it to the dangerous mod list. https://www.reddit.com/r/skyrimmods/wiki/dangerous_mods_masterlist/ Start the pre-installation using these links. http://wiki.step-project.com/STEP:2.2.9.2 http://wiki.step-project.com/Guide:Skyrim_Configuration_Settings http://wiki.step-project.com/Guide:ENB I also use this for extra support with the aforementioned tutorials some great mentions tips and mods Note I don't even shoot for his 250 mod list and my laptop is fairly decent http://www.nexusmods.com/skyrim/mods/? Use MO Follow the tutorial by gamer poets for cleaning the master files to locate your missing clean game esms. Once they are clean Next download the ones not on the list with MO (NMM is ok but expect heartache if Alduin takes a crap on your list. Start installing from the top to bottom resolve any overwrites and check with loot. For each one. Next open ts5edit for errors if so see gopher and gamer poets for the best way to resolve conflict. 9 out of ten are modded error. Once no errors are found clean only the mods that are dirty like the games: one by one. Do not clean as according to ck wiki Do NOT clean Skyrim.esm Do NOT clean the unofficial patches (USKP, UDGP, UHFP, UDBP). They have already been cleaned. Better Sorting by Headbomb or its Compatibility Patches. Guard Dialogue Overhaul Convenient Horses Next go to wrye bash and make a bashed patch from green files see go or gopher vids on this. Once completed (which can be long and tedious) take her for a spin. I am 7 days no ctd with mine. (I'd share but I'm tweaking my first mod right now.) I followed this advice 2weeks ago and I rarely ctd. Before I was doing it quite often
  18. So I am planning to build my mod list I am aware about load order but what about loose files is there a certain pattern I have to follow? I want to improve the Graphics got the ENB ad some replacers and quests and make it as real as possible. I havent Modded since the Sims 2. But now I got all the time in the word again and I noticed the modding world has gotten advanced. I want to try a few mods before I go and design my own. Any help would be great.
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