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Posts
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Everything posted by Ingot
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Thanks for the info guys, it did fix after the last clean install. But your answers will help with any future issues.
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Ya, I may have missed something. I will delete all files and folders and re-install. Thanks.
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Has anyone had troubles with "Alternate Start - Live another life" mod breaking the default start? After uninstalling the mod and completely reinstalling Skyrim, the cart ride is still broken. The player starts standing outside the cart with the rest of the "victims" and it will not proceed. The dialogue works as though they are proceeding along the path, but they still remain standing there. If you had this problem and found a solution, please let me know how to fix it. Thanks.
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I have a couple gripes that I would like to see a remedy for. First, I remapped my F key to strafe right so I can no longer map items as favorites. I tried other keys, but none of them work. So, I would like to see that fixed maybe with a new map-able key for favorites in the configuration menu or have the favorites remapped to my activate or action key. Second, auto run keeps getting confused somehow. It seems to turn itself on and off and it is very annoying having to hit caps lock all the time (particularly during combat). I would like to either disable the auto run feature or just have it fixed so it doesn't change itself.
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I might be able to help. Maybe we can talk more about your spell on yahoo messenger or something? Ingot35
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What about making an NPC that can "launder" stolen goods for a percentage of the value?
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Ya, I found a solution using scripts.
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This problem has been solved. The solution was just like David stated. I changed the OnEquip script to use an object effect instead. Thanks for your input guys.
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Is there a way to get the pip boy to show the effects of a "spell" when it is activated without having to close and re-open the pipboy? In other words, I have a piece of armor that has an "ability" or stat increase attached to it that applies only when the armor is equipped, and those bonuses will not show until the pip boy has been closed and re-opened. How can I force the pip boy to show them the instant that the armor is equipped?
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I'm working on a mod that increases stats and abilities when the player equips a piece of armor. I can get the stat increases to work fine, but I have to close and re-open the pip bot to see the changes. Is there a way to force the pip boy to show the updated stats immediately upon equipping the armor? Note: the increases are added with a player.addspell script and removed with a player.dispel in the same script. The player.addspell is in the Begin OnEquip section, and the player.dispel is in the OnUnequip section. And the abilities are simply actor effect abilites.
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@ Davidallen, Ya, you described what I want to do. Not sure if the user marker is hard coded or if I can modify it in script through the geck. @ Talon Ya, David is correct. I know how to use the default map marker, but I want to know how to modify the custom player marker that you can add through the pip boy in game. @ Loilhart Ya, that's on track with what I'm trying to do. I want to find in the geck how the user configured marker is placed so I can enable fast travel for it.
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Does anyone know where to find the player map marker in the geck? The custom marker that the player can add to the pip map. I want to enable fast travel for it.
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Well.. I got everything figured out. Now, just need a good spot to post my mod.
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No, I'm reloading a previous save from adjacent to the NPC, but the mod was active during the save. Ok, I discovered why the line wasn't showing in the topics. I didn't have the start game enabled for the quest. However, now I need to find out how to get that topic to start the quest. I'm trying StartQuest questName01 in the begin scripts to start the quest, and ShowMap questLocationMarker to show the map marker. Those don't seem to work right now, but I'll continue experimenting.
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Okay, try taking it out of the Add Topics box and put it into the Choices box. That should put your dialogue line where you want it. You may need to tick the Goodbye box if you need to exit dialogue with her so that you can enter her other, regular dialogue with her. It's unclear from what I can see where her dialogue goes from there. :) llama Ok, moved that to the choices for the "looks like your thirsty greeting", but now after she says that line, the conversation ends. In other words, I an unable to converse with her from the choice list. It simply says that greeting, then closes coms.
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Yes llamaRCA, I did add the GetisID set to Trudy == 1 thanks for asking. When I added the topic, I created it in the topics tab under the quest. Then, I right clicked on the add topics section under trudy's "looks like yer thirsty" greeting in the NPC list and added that topic. (which is FreeformGoodspringsGSTrudyTopic050). David, I did go through the tutorials extensively and can't find why it's not working. I understand what you are saying about the voice acting, but I'll cope with that since this particular quest would best be suited to being initiated by conversation.
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As the topic description says, I can't get Trudy in Good Springs to add my line that I want for starting a simple quest. I tried adding the topic in the quest and then putting it in the add topics box under her "thristy" greeting, and also under "Tell me more about NCR", but it still does not show in the list of discussion topics. Anyone have experience with this and willing to give me a hand?
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Nice information, thanks Dave.
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Nope, I found what the problem was. I placed the tree in the Boulder City world just outside the inner area where the Khans have the prisoners held. In other words, right by where you first meet the guy that gives you the quest to break them out of captivity. So, what was happening was that I could see the tree from inside that area but not when outside of it. In other words, going through the door where the quest giver is makes the tree visible outside the walls but you can't see it after leaving that area. So, I just need to find the right area related to Boulder City if I want to place objects in and around that inner portion. Which I don't, was just a test to see how easy modding is going to be. Thanks for taking a shot at helping. I am going to start working on a mod for NV. I did the Cellar Remodel at the Oak and Crozier for Oblivion way back and it turned out decent enough, but the world of Fallout is much cooler than that of Oblivion.
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Yes, right at the spot. Also tried putting an ammo box there too to check it. What I suspect is that I used a previous save to check if the tree was there and it saved the map without the tree. Not sure how to bypass that quickly and easily to check. Maybe put a tree in the first town and load a new game to test it.
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I added a White Oak tree to Boulder City right in front of the smoking barrel where you meet the NCR guy, but it will not show up in the game. I'm trying to get acquainted with the G.E.C.K. and not having an object that I placed be visible in the game is discouraging. I followed the initial tutorials and set up my mod as the active file and saved it. The way that I placed the tree was to go to Boulder City world, chose the object, drug it and dropped it, then saved it. I know how to load mods and had it active when I loaded the game but no tree when I go to Boulder. Anyone know what I am forgetting to do or did wrong?