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Aragorn58

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Everything posted by Aragorn58

  1. A good place to start would be Here Also check out Gophers vids on YouTube
  2. Before opening the CK, disable any mods that alter the faces of NPCs. For example whenever I am going the add a new NPC to my mod, before opening the CK, I disable Better Females by Bella. I don't remove the mod just deactivate it in NMM. After I am done and want to play again I just recheck the mods in the plugin list.
  3. Just a Shot in the dark, but have you tried going back to an earlier save file before the key strokes. Ctrl+a is usually a Windows command to select all.
  4. Another way to do this is place the actor in a holding cell and at the correct quest stage, move the actor to a "XmarkerHeading. Make the actor and the xmarker a reference in your quest script and at the correct stage, add this fragment to the quest myactor.moveto(xmarker) this way you do not have to set the actor as disabled and the enable them, or make them an alias on your quest.
  5. If it is a start enabled quest then yes. Also you are testing with a save that has not seen your mod before, and using the sqv console command after the quest has started,to make sure any and all quest aliases have filled. If the aliases have not filled, the dialogue will not start either. You can set all aliases to optional for testing to see which ones are not filling. One cause of them not filling is not setting the Persist Location for your aliases.
  6. No I havn't generated a new seq file, but i also am no longer running it from start, am i correct in thinking you only need to do that if running the quest from the start? Also the save file did exist prior to the creation of my second quest, do you think that could be an issue, given that everything else about it has worked? thank you very much for the response Aside from what skinnytecboy said, if the dialogue starts at stage 10 change the operators in the setstage condition to <=. Also if you are not using a start game enabled quest and using the courier system, story manager, or some other trigger to start your quest there is no need for an SEQ file. If you use TES5Edit to generate the SEQ, it will tell you whether or not you really need one.
  7. Durnehviir has a purple glow. :rolleyes: Also, thank you for volunteering to help. I appreciate it. <3 No problem, sometimes a second set of eyes are all that is needed.
  8. You could use an OnContainerChanged Script on the key to active a trigger box around the key (initially disabled) when taken that is the activate parent of your ambush actors. Something like this: Just place it on the key and fill the properties in the CK Tried it in a test cell and it works.
  9. I believe the meshes are located in dawnguard.bsa meshes/actors/dlc01/dragon
  10. That's weird. I added actor aliases so I could set quest markers. It never occurred to me that they might be the problem. I'll check those, thank you very much. Also had a similar issue. After adding NPCs as aliases I forgot to set the persistent location on one and the whole quest stopped working. To test mark your new aliases as optional and use the sqv console command to see if one is failing to fill.
  11. I have run a few cells close to the max of 157MB without issues and a lot of vanilla cells go way over that limit. See This Post
  12. Be careful it is not copyrighted.
  13. When selecting the XMarker, press the "Z" key and slightly raise the marker above the floor. Then with the marker still selected hit the "F" key and the marker should react as described by IsharaMeradin. If you still have the issue, just for testing, create a collision plane under the XMarker and test again. If that solves it there is a problem with the collision layer of the floor piece you are using. Unfortunately I can't help with that problem other than verifying the game cache, or removing any mods that alter that piece. EDIT: If the piece you are using is an floor piece from Fort Dawnguard, there is a known problem with the collision on that piece. If that is the case, see http://forums.nexusmods.com/index.php?/topic/1549388-issue-with-dawnguard-middle-floors-pieces/?p=13318293 there is a link to the fix in the last post.
  14. If you have removed all your mods and are still having an issue the only suggestion I have is a fresh install. :sad:
  15. You need to Elaborate. Steps you need to do. 1. Find scripts.rar In your C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data folder. (If it is not there go to Steam and verify the game cache) 2. Extract the contents scripts.rar to your desktop. 3. Open the extracted file and look for the Source folder it should be in \Scripts\Scripts\Source. 4. Copy the Source folder and drop it in C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts and over write when asked. 5. Reinstall the SKSE scripts ( make sure latest version) and over write when asked. http://skse.silverlock.org/ If you have any scripts that you have created in the scripts folder they will not be effected unless of course you have not named them the same as the vanilla versions Noticed that even after you posted that, some people still had problems. I have fixed mine but I had to do it a bit differently. The scripts folder was not originally in the data folder for me as you describe (maybe because of more updates - I don't know). From what i had to do was. 1. find scripts. right click scripts.rar - Extract Here. 2. in Data folder - right click DialogueViews Folder - cut and paste it into the scripts folder. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- My little thoughts (i tend to do this a lot) - order is random. I think it was the fact that you didn't mention that the Scripts folder isn't already there. Basically the same thing except you need to actually have a scripts folder before you can place anything in it, since it didn't exist before hand. ^ But of course sometimes you would actually have it already due to others things you did that needed it to exist.... maybe.. my mind wonders bit too far sometimes. One thing i never got was why you said to exact the compressed folder to the desktop? i find it to be unneeded and messy, it just gives you more work to do then needed. Just to show why some people have doubles of the Scripts folder. Scripts.rar - Scripts - Source - DialogueViews If you - Extract Here Scripts - Source DialogueViews If you - Extract Files... Scripts - Scripts - Source - DialogueViews (It will ask you if you want to extract the content to a new folder in the same location, that would be called the same as the compressed folder when extracted. it also gives the chance to change the location and/or re-name the created folder) If you - Extract to (path*)Scripts\ Scripts - Scripts - Source - DialogueViews (Same as Extract Files... but doesn't give you the chance to change the name of the folder that will be created) * Only if right click dragged to another location, the path will be displayed. Edited >it< a thousand time times to change trivial impurities! :D That was posted months ago after the Steam and Bethesda updates to the game in prep for the Paid mods snafu. It is possible that newer versions of the game such as the Legendary Edition is packed differently. My copy of the game was purchased shortly after the original release and the scripts folder was included.
  16. Did you verify the game cache? Just be aware that when you do you will have to clean the DLCs again.
  17. Another good source for tutorials and such would be Here and the CK wiki
  18. Look in C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Backup, or wherever your Steam folder is located, just copy the file and remove the bak extension and drop it in your Data folder after you have removed your mod from the Data folder. I suggest you remove the original esp to somewhere outside of the data folder and not just delete it.
  19. If you are using Nexus Mod Manager, just deactivating mods does not remove them. You must delete the mod. Also if you installed any texture mods they don't always have an esp file and you have to find them and remove them manually and then go to Steam and verify the game cache to replace any missing files. You must have installed something that alters the textures for the trees in question, and then removed it and that is why the trees look the way they do.
  20. Have you run your load order through LOOT?
  21. You should probably ask someone on the Steam Forums.
  22. Yes it can be done. I did it for one area of my Forgotten Island mod. I applied the lighting template and climate in the world space tab. http://i87.photobucket.com/albums/k143/johng58/Untitled_zpsxdm20fxb.png I also added an acoustic space to it.
  23. Thanks for sharing. Wrapping my head around all but the simplest scripts has always been my biggest hurdle. Going to start at the beginning and work my way through.
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