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Aragorn58

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Everything posted by Aragorn58

  1. If you leave your Alias as optional and it does not fill, and it is required for the quest to progress you may wind up with a broken quest. It is best to figure out why the Aliases are not filling. As far as setting up dead counts on your enemies in the tomb, it is relatively simple. To save myself some typing, see this post as an example. Just be sure to fill the properties in the CK correctly, and be sure to add the script to the quest first then the actor, or vice versa its been a while since I used it or the compiler will complain.
  2. I did 2 quests for Cirena's Raven Castle to defend Raven Fortress, in which I used over 120 Aliases marked as Specific Reference. They are Lvlactors as well as xmarkers and other staic objects with no performance impact what so ever. During the quest there are catapults firing, explosions occurring, and all happening in multiple cells. But all the leveled actors are not marked as disabled, and located in a holding cell and then moved by script to their specific areas as each quest stage progresses. And after some of them are dispatched, I run a cleanup script to delete them at the end of that stage. But one of the quests is repeatable and the Aliases are moved back to the holding cell after they are killed so the quest can repeat. So in essence they never go away. Now Raven Castle has some issues in the Castle itself, only because of the detail that went into the rooms with all the static objects and lighting effects, but the Fortress area is its own group of cells apart from the castle. When the quest starts, all aliases are filled even though they are in several different cells so there must be a reason why all your Aliases are not filling.
  3. My suggestion would be to copy the EncCowSandbox package, give it a new name so it does not change the vanilla package, and give it a radius of 4000 or better. That will solve your problem and will allow you to place your idle marker at a further spacing to give a more realistic feel. EDIT; Sorry Cumbrianlad just said the same thing....
  4. I've taken a static note, marked it as don't havok settle, put it on a wall or post and stuck a static dagger in it and marked the dagger as don't havok settle also, and it seems to stay unless the player removes the dagger.
  5. Start at the Top of this post and maybe it will help you. Make sure you read from top to bottom.
  6. If you follow the My First Quest tutorial on the CK wiki it is a basic go and fetch quest which is what you are trying to do. It will give you a basic understanding of how a quest progresses, how to set objectives and the different stages of your quest as well as an idea as to the basic script fragments needed to advance a quest.
  7. Happy to help. I poked around in your mod in game a bit and can't wait to see the finished product. You've done a good job so far keep it up. :yes:
  8. Have you navmeshed the area that the cows are in? They will not move without it. Getting the cows to follow the tribe you may want to look at the quest where the Farmer is leading his cow to the giants as an offering. I don't have access to the CK right now so I'm not sure what quest number it is.
  9. There could be a few different reasons the quest is not starting. If you PM me I will give you an email address to send your esp and all psc files to and I will take a look. I'm a bit confused about how your first objective is not showing but the others are. if you are using console commands to advance the stages that is why the other stages are working.
  10. Most of that stuff is over my pay grade but glad you got it working. Only know what worked for me. Glad I could return the favor.
  11. From your image what you are trying to edit is a static piece of road and not landscape. If you raise it it will be above the landscape and if you lower it it will be below. You need to select the the road and either lower it into the landscape or delete it altogether and then "paint" it with the desired landscape texture you want.
  12. OK if that is the way it is than that is the way it is. As I said I'm no expert. Glad you got it working. I don't remember which mod I used to test it on when I did it but it may have been one that had already been converted once and the text for the dialogue could have been included.
  13. Not looking for an argument, but I disagree to an extent. I have experimented with the mentioned procedure with good results on all occasions. I took .fuz files from an mod, and converted them to .xwm and .lip files and then removed the fuz files from the mod and replaced them with the converted files just to see if it could be done as I have not had any dealings with voice files in Skyrim before. The files worked just as well as the original .fuz files. So if the OP is using bits from Skyrim voices.bsa .fuz files and piecing them together the results should be the same. Although I do agree with you about the text for the spoken words being present in the CK if associated with a quest. But it sounds to me as though he is just trying to create some generic lines of dialogue to be used as resources that can be attached to a follower or any NPC. I'm by no means an expert, but these are things that have worked for me. Oh and if he is looking for separate .lip files when converting to .fuz files there are none. They are somehow included in the .fuz file. Like I said not an expert, possibly some magic spell.
  14. Unfuzer is the program I used to convert the files you did for me from xwm and lip to .fuz files. You can also do the reverse. You can convert .fuz files into xwm and .lip files, and back again to create the combined fuz and lip files used by the game. It is rather simple to use, and self explanatory.
  15. I've had that same issue before. After removing the tree, and regenerating the LOD you have to go back to a save that has never seen your mod before. Reason being is some things are baked into your saves that cannot be removed.
  16. I tried both Castle Strumah and Sjel Blad Castle. These are good castles indeed. But the first one is too small to my taste and the second one is really huge. I want to find something of the size of Castle Vladmire (http://www.nexusmods.com/skyrim/mods/55215/?) but well-situated.[/size] Have you looked at Raven Castle
  17. To get a idea of how quests work follow to tutorial on the CK wiki. It will give you a basic understanding of what goes into a quest, sometimes if I have an issue with something not working correctly I often go back to the basics to find what might be the problem.
  18. Try running text blend lite. I believe it can be found on the CBBE web page, or if you are using CBBE it can be found in Data/Caliente/Tools.
  19. Some mods that were created for Legendary Skyrim will work in SSE as is. But mods created for SSE in the SSECK will not work in the original game they are not backwards compatible to my knowledge. Also any mod dependent on SKSE will definitely not work.
  20. This is the way I add voices to custom NPCs 1. In the CK object window, under Character, click Voice Type. 2. Right click in the right pane and select New. 3. In the window that opens, give it a unique ID in your case RunaVoiceType. Gender is not that important, but make it Female, and don't check Allow Default Dialogue. 4 Go to your NPCs Actor window, (the one that opens when you double click on them in the Object window), in the Traits tab for voice type, select the new Voice type you just created. And save. 5. Go to your quest dialogue views window, and create your Topic, Branch, etc. Type in all necessary text and click OK. 6. When the next window opens use the GetIsId condition and choose your actor == 1.000 then add another condition GetIsVoiceType and point it to the voice type for your actor that you created earlier. 7. Double click on your response text in the same window you added the conditions, and the recording window will open up and you can then click record. No need to click generate lip files. Then SAVE (important). If you then look in Data/Sound/Voice/Your.esp you should see the voice file you just created. If you are using a voice that was recorded outside the CK just rename it to the same as you just made, and also rename the lip file to the same. Go in game and enjoy. One thing you should do though is to convert your files to .fuz files. That is what the game uses, and they are smaller than .wav files. you can use UnFuzer to convert them. That is an older version which I use because I don't do a lot of voices, but there is a newer version that will do multiple files at once. Hope it helps
  21. Please post the exact path to the scripts folder. When you extracted the scripts.rar file did you extract it in your data folder, or did you move it to the desktop and extract it. Some users, when extracting inside the data folder wind up with data/scripts/source/source which may be why you are getting the errors. It should be data/scripts/source
  22. Check your email, sent you the file with corrections. It all works.
  23. From the way I read it, all he wanted to do was make it so the mod can be loaded into the data folder with NMM instead of using Steam, which we all know can screw things up with unannounced updates.
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