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Gamer921

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Everything posted by Gamer921

  1. Alright thank you ishara for your time and input. The info you have provided is literally all i needed to put the finishing touches on this traveling all in packed mod im working on. So far ive scripted in an amulet that teleports u to the vanilla places of the game,provides u with a portable mount that disappears when u re equip the amulet which auto unequips to a false,provides you with a portable follower that does the same. Also it has a mark/recall system that has 3 custom locations of your choice. Oh and a portable room which contains a skill modifier,armor spawner, weapon spawner, and a few potion for gold spawners, and a portable arrow spawner with 4 different custom enchanted arrows. Yeah its been one heck of a blast doing this mod and im only about half way done..
  2. Also can multible global variables run in the same script when checking conditions? I noticed in a earlier stage of my mod when dealing with a script i had a event to fire when equipped to check two different global variables conditions but it was only working on one half. Like it would read the command of the first global variable but the condition of the other one wasnt being processed at all. It was a condition that checked the player for a follower and mount.
  3. when you say cast my follower as actor do you mean objectreference actorname as actor?
  4. If i use actorname.reset() u think that would serve as a inventory reset alternative?
  5. True, i may rework my standalone follower now that this is confirmed. Kinda sux i cant upload my mod on the nexus. Mainly due to lack of permissions from the original authors of some of the meshes i use.
  6. No sense in giving up over this. All you need to do is put the armor your wanting in ur mod manually, then create an outfit and drag it into the default outfit blank and delete the other is all that comes to mind.
  7. Okay the reason the head is disappearing seems along the lines of the head u have chosen for ur character is equiping in the wrong place. It this equation it seems to be equipped as a weapon which would explain why it disappears on that front. Im not certain but that is my guess as far as the eyes go, i would start with opening the nif file using nifskope then locating the textures for the desired eyes your wanting and select them manually by clicking the lil purple flower in the bsshader section of the nif file. Hopefully this helps if not im sorry. Another solution could have to do with if this follower is in the race menu check the first tab inside the race mwnu to ensure that the head is set tp be the head and not something else.
  8. Also i need an example of how to reset the followers inventory if possible please.
  9. Y yes thats a perfect solution can you give me an example script of how to open the followers inventory through script. Isnt something like followername.openinventory() ?
  10. So i couldnt use a script that fires on activated npc or something of that nature without dialogue lines? Also im trying to accomplish this without skse. By this i mean a script attached to the follower. Would it not fire a event onactivate()?
  11. How do i make it to where when i click on my follower his inventoey pops up so i can trade items with them. No dialongue just simply accessing the inventory?
  12. The guide you have revealed is good for that style of follower.
  13. Il give you details tonight when im off work it seems this is gonna have to be told in full detail. Most follower mods run on a spell. The way i have mine set up is through a scripted menu.
  14. I got it to work. In the ai data section or which ever one controls the pavkages if u right click it and select add a bunch of template pops up look for the one that says followplayer i beleive it is. After doing that your follower will come into the game following you without the need to go through dialogue. To take it step further you set it to ignore friendly hits in the race menu along with this in the script that summons him actorsname.ignorefriendlyhits(). Hopefully this helps you with what your trying to do.
  15. Working on the same mod ive been workin on for about 4 months now it seems and ive came to a halt on the follower side of it. So basically i have the mesh and textures right but im lacking on ai packages to force the npc to follow me. Im not sure how this is done but im certain how i want the follower to act. So basically i dont want the follower to have dialogue options. I want him to be like the heroes you can summon through the shout call of valor i believe. Which ever shout has hakoin one eye in it. Can someone please inform me on how this is done.
  16. I would assume creating a script and attaching it to the quiver so that when u equip it, if gives u the silver sword perk and when you unequip it , it removes the perk.
  17. Off the top of my head and at first glance it appears you forgot to use actorbase property while using placeatme. I was under the influence thats the only way placeatme works. Also id try disabling the npcs then deletion. I think that helps prevent the bloat save.
  18. U know at first i didnt catch what you you meant but i could create it as a spell on target i suppose. Thanks for the tip.
  19. As a side note im not concerned with animation of the follower on the horse with me as long as they are at my side once i dismount. I hate waiting for them to catch up assuming they dont get stuck along the way. Make a spell that teleports the follower to you and attach it to a script that checks if the player dismounts. Make a spell that teleports the follower to you and attach it to a script that checks if the player dismounts. I thought about this but the issue is the only way i know to do that is to call upon the actor follower directly by actor name. Im aiming more toward trying to call all followers thats currently following. Unfortunately it seems im just going to have to settle for creating a custom follower and write it based on just him. Offhand do you know the script to detect when the player dismounts? Im gonna assume the on dismount script will be attached to the horse.
  20. So ive been working on a travel based mod with a portable home full of day to day things you might need while playing which was great up to the point of having a follower. Now im trying to convence the game to check me for any follower not a specific one then tell them to ride the horse im using with me and when i dismount them come get off or appear next to me. Im thinking this is gonna be a disable enable thing but im not sure how to script it. Any help would be appreciated. This is the next to last big thing before i release my mod to the public and having it be part of it would be most convenient. If it already has been made please do point me in the right direction. Also no script extender stuff please and thank you. As a side note im not concerned with animation of the follower on the horse with me as long as they are at my side once i dismount. I hate waiting for them to catch up assuming they dont get stuck along the way.
  21. Is a gotostate("state name") viable as a loopable instance or oneffectfinish() possible? Assuming u can call a scripts specific condition from another script thats attached to spell? Or maybe set a quest stage for it that makes it reset to the default stage when done. Idk im just curious mainly if someone has found a way to do whats mentioned.
  22. Dwemermechanicals does something similiar to this. Might be worth taking a peek at the way they set up the mechanicals.
  23. Is there a script command for an object activator to disenchant a item? Or maybe so that the menu can target the player and tell them to do it.
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