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ben446

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  1. ok so I had an idea for a new home mod I started work on it last year and left it alone for a while due to several family issues. so I came back to my idea this year and decided to start off afresh. in doing so I have noticed a couple of issues and was hoping to get some help from other mod authors. I have done a few smaller home mods before but what I want to do with this home mod is make the one home that no one can do with out if your a collector this is for you a mage no problem this is for you a thief or warrior again this is for you. So this home mod will be spread over two new world spaces. on for the main home that will have everything anyone could need and the other would be a hunting valley connected to the home throw some hidden dungeon. well I decided to merge a few mods (that have permissions) with my mod first. things like new animals some new enchanting fonts just bits like that. well ive done this process before successfully, however this time its not so successful. IVe been using sseedit with the merge plug in script. the plugsins merge I load up the ck and everything is fine. however as with the ck it crashes after it crashes I load up the ck again load up my mod the mods I merged with it are no longer merged. does anybody know why this happens and if I can stop this from happening. my second issue is with the world space itself, I have just made the valley added the mountains to stop the character from straying from the vally dug out an intended lake and river and added a waterfall. ive also added the gate house to the new world but now for some reason the mod when loaded has it so the lad mass is on different levels and it is possible to view under the land in places like the river flows ok to a point then the next few cells are floating about it and flat. ive tried reloading the cell pressing f5 ive tried shutting the ck down and reloading but it is still happening again any help to get my world mass to how it should be and help as to why this happens please please help This mod has been floating around my head for over a year and it is something I wanted to have done for this time last year but it weren't to be but I do really wanna finish this mod this time. Thank you all for reading and thank you for your help
  2. As has all ready been stated, using a controller on the pc will give you the same results. Ive always played roleplay games on console but upgraded to a decent pc and started playing on the pc. Some people say it is easier to use the keyboard than a controller. If like me you've not played this sorta game on the pc before investing in a controller is the way to go. Just plug the controller in load skyrim up and play. None of the old trouble of trying to install, the controller is supported by skyrim unlike oblivion which didn't support a controller.
  3. I myself have spent months working on a very large player home and am still nowhere near done, like you I was a late arrival to the party and I had the same issue you have had. To combat this issue something I have done is create a new world space to locate the home within. My home is accessable through a boat at the solitude docks, but I am also thinking of adding a cave entry. This brings me to my suggestion for you. You could locate a suitable cliff or even an already completed cave system within the CK, add a little Load Door, then link that to a new world space to where you could locate your player home. This way it is still within the Reach and you can have the Forsworn within the story of the home, but without having to find a large enough spot for you build your Fort.
  4. thanks a lot for your help it is very much appreciated
  5. thank you so much for your help the script I was using was assigned to the key. as I said I did manage to adapt it before but when I had issues with my laptop I lost the adapted script. but having it so I can lock and unlock about 30ish doors with on key makes things so much easier . Thank you so much for all your help
  6. This is still a subject I really need help with. if I have to do it so one key locks one door and one door only im gonna have to have about 30 keys for the whole mod. so having help to adapt this script will make things so much easier and will cut down on the amount of keys needed. Thanks for all your help
  7. you could also use some tutorials by darkfox127 that are on youtube. ive never made a human follower use the dog/animal follower dialogue. but im guessing if you follow his tutorial on making an animal follower you should be able to get your follower to use the animal follower dialogue. it comes down to the factions, but he will also show you how to add the right dialogue. You may also want to check out his tutorials on making a follower. He has several that he has done over time and each one goes into more detail on how to create the follower
  8. i don't know what programmes that are best to use but I was looking through some tutorials on you tube the other day and there was a MA who does a lot of custom armor and weapon mods who has done a whole series on creating armor and weapons and holds your hands right through the whole process. I believe the video author is called nightasy tutorials. I hope these tutorials help. I was gonna use them myself but I couldn't get on with the modelling programmes that are used to create the meshes
  9. hi im not 100% sure on this and Im not currently able to check my ck to check this, But I believe I may be able to help with your issue. place the horse you wish to place. In the rendor window click on the horse This should bring the usual dialogue box up. Navigate to ownership The decide if its an NPC you wish to set as the owner or a faction. Say its an NPC click the npc section under ownership then search out for the NPC you wish to make the owner. Say its a faction do the same but under the faction heading and find the faction you want. For a farm id recommend finding out the farmers name and setting the horse as being owned by that farmer the way I just said. If the horse is being placed at a bandit camp or a civil war camp id recommend setting it to the faction. Edit: you could also place some horses in skyrim where ever you want and set them as being owned by the player or by a faction that the player is able to join, such as the dark brotherhood sanctuary. That way the player can use them without comminting a crime or even if you set it as being owned by the companions or something so they player can use the horse and not commit a crime as long as they belong to that faction. Most items can be set to being owned by the player and NPC or Faction by using the method I just described. Happy modding
  10. Ok a couple of questions first. Does the file that contains the sload have other changes or is it one that just adds sloads into the game? Kinda like mihailmods does with his or is it contained in a file with other stuff added like a quest or something. I have personally added a few of mihails monsters to a mod im currently working on. As the file is just the monsters meshes textures and sounds I tend to used SSEedit with a script that is located on this site. it was made for the oldrim version of tesvedit but it still works on SSEedit. the script will allow you to merge the file with yours and then it is just drag and drop into your mod. As the two files are merged the orginal containing the sload will have the sload set up as the OMA intended. But that only works in the creature is just apart of a creature mod and not a mod that also adds more to the game.
  11. Ok some im using a script that is a modders resource. Its a script that will make a key also lock a door. I did manage to adjust it before for what I wanted. Basically I wanted it so one key would open and lock a lot of doors. But since then I had to reinstall my whole laptop and cannot remember how I adjusted it before. ObjectReference Property Door01 auto ObjectReference Property Door02 auto String Property LOCKMESSAGE auto Event OnEquipped (Actor akActor) Int OpenState = Door01.GetOpenState() If (OpenState == 1 || OpenState ==2) debug.notification (LOCKMESSAGE) Door01.Activate(Game.GetPlayer)) Utility.Wait(1.5) Door01.Lock() Else Debug.notification(LOCKMESSAGE) Door01.Lock() Else debug.notification(LOCKMESSAGE) Door02.Activate(Game.GetPLayer)) Utility.Wait(1.5) DOor02.Lock() Else Debug.notification(LOCKMESSAGE) Door02.Lock() EndIf EndEvent If someone could help me correct my mistake and show me how to add more doors itd be greatly appreciated. Im currently working on a large home/CHeat/Adventure Mod. Id like to make it so the home section of the mod will have a master key that will open the main house the armoury and some other areas. As I say I did manage to sort this before but had to reinstall my laptop. Last time I worked on this mod I believe it was about 19 doors that was all linked to the one key Thank you very much for all your help in advance
  12. This is the second time within about a week that ive had this happen. I go to load the CK up as normal and I have to reinstall it as the programme is no longer there to run and when I install it it does it in about 2 seconds. This wouldn't be an issue so much but I have changed the ini files and everytime this happens it goes back to the vanilla ini siles and as im not that good with codes and programming and such I have to look for the code lines on line and where to place them. Ok after kinda a rant and also informing you of my issue I was wondering if anyone else has had this happen or know why it happens and how to fix it. Any help with this subject will be greatly recieved
  13. I have know figured this out and will leave a quick tutorial for anyone else struggling with this. You need to place your kinetic resonators in place along with the static pipe for them. link the resonator (activator) to an xmarker. Bethesda seem to use a different xmarker for each one. Then search for DLC01dundbchimemaster Duplicate this and rename the duplicate. This will make sure there is mistakes made with any quests. place the trigger link the trigger to each kinetic resonator with the key word- Linkcustom01-09 making sure to leave one free Link the trigger to the door using the free linkcustom keyword All that's left now is to go into the scripts of the trigger load up the properties now just go through either clearing the reference of the property leaving it as it is in some cases, If you wish to add ambushes place them in place and use the last 6 properties of the script to link them together too.] I hope this has helped anyone struggling. I know its not in depth but hopefully it is enough for you to follow or giving you enough idea to work the rest out for yourself. I am writing this after a crash filled day on the ck, so my appologies for the lack of detail but ive had crash after crash and just want to go to bed now hahahaha
  14. im not sure if this is any help as I haven't touched the stables within the ck, but it does seem this something that may be handled by a quest. a quest within the ck don't just cover quests as they do in game they also cover things like dialogue and many other aspects of the game. it does seem like this may be something that is handled by a quest
  15. Well im working on my master piece a mod that will function as a home for every type of build you can imagine, it will keep you in all materials you need but you will have to work for it. it will include everything that a skyrim home owner could ever want. to keep it lore friendly some of the dwarven goodies will be hide in a secret dwarven ruin hidden under the island home. Now as you go deeper into the ruins the better the goodies get as youd expect, but id like to lock the last secret away, as it will be hidden within a dwarven ruin, id like to use some sort of dwarven lock. I did experiement with the door you find in alfatand with the two explorers fighting. I weren't 100% happy with that though, so ive been looking into the kinetic resonators and tonal lock system. I have tried working it out within the ck, I have searched the web for a tutorial on how to use them. All to no avail. if you are able to point me in the right direction to find a tutorial or are able to offer some advice on how to get them working it would be much appreciated. Thank you all in advance
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