Jump to content

quasar25

Supporter
  • Posts

    10
  • Joined

  • Last visited

Everything posted by quasar25

  1. Thanks for the replies. Yes I opened the dialog from the NPC tab in TES. I don't know how to open the full, unfiltered dialogue window. I haven't found where that tab is. My help button in the software doesn't work at all and the tutorials I have found have not show where the unfiltered dialogue window. So still doing it the original way. I managed to get it unfiltered by selecting the top blank line. I was able to create new topics, but they do not appear on the NPC in game. A small tutorial briefly mentioned that you have to get the NPC to bring up the topic in either a greeting or as a rumor. I managed to do this once in a greeting, but the game warned of a script error. The link was highlighted blue at least, but can't use it with the error. I have kind of given up on the whole thing, now about 10 hours into retrying stuff. I did get new rumor text to display once. So I thought I would condense my story down to 512 letters (or whatever the max is , and put it all in a rumor. Now the charactor only has 1 other rumor to say besides my new one. (The 3 other rumors are situation specific, ie related to crime and such) Wouldn't you now that the NPC only will display this 1 rumor now, and never will show that 1 I added. So break time for now. At one point at had 2 NPC's added, then deleted 1 instance, but both still appeared in game. That is when I packed it in for the day. I may try added the story I want in a book and just place it nearby. At least I can get a generic NPC in the game to train or sell stuff. I'll try to at least get the new rumor in tomorrow.
  2. So I added my 1st NPC to a mod. I edited its dialogue for background, secret, advice and Morrowind Lore. It was working fine. However, as I played the game, other 'generic' NPC's were using the same background and secret/advice dialouge as the new NPC I added. The new NPC was there to explain some new items added to an area. What I did is deleted the other optional lines in those 4 categories of secrets, advice.... etc. So she would always use the one line that was necessary instead of pulling from a random list. Is this what is causing problems? I don't understand why the new NPC's dialogue is being used by other NPC's that I did not edit. When I go in to check the other NPC's those lines I added do appear for generic NPC's with an * that indicates something was edited. Its wierd. So how do I fix this? Better yet, can I give my added NPC an entirely unique greeting when the PC meets it the first time?
  3. I made a couple of new islands in Bitter Coast area. I was hoping to add a ground cover mod to add grass/ferns etc.. automatically. There are several great ground cover mods available. However, they only cover the original vanilla land areas, not the new land areas I added in. Is there a way to use these mods to cover a new land region? If not, is there a mod that has some variant meshes of grass and ferns that are different to the stock static ones in game? If nothing else I was hoping to fill it out by hand placement. The vanilla plant models are limited to a fern and several repetitive shrubs. Not counting the 'container' plants that have ingredients. I don't want to overdue those because of balance issues.
  4. I did searchs and found threads for top 15 Morrowing mods, top 20 mods, must have mods etc. The same few mods kept appearing through out. MGE, MCP, purist patch, for starters. Then I got hi res texture pack, sound mod, and a ground cover mod. The herbal one that has it so you can tell at a glance things are picked or not.'Herbal Realism' or something like that. After the must have ones that stabilize the game, improve visual and sound experiece, I went for a few convenience mods. This part is personal taste. I have a small mod that increase how much my PC can carry, encumberance mod. A mod that slowly regens magika. I run about 100 mods now. Some are very small, about 20-30 are simple retexures or mesh/texture replacers. AS I play, I sometimes think, ugh, this part of the game sucks. DO a search to find a mod to address it ad add it in. I don't go for the big mods that change mutliple towns all at once. Cause that limits what mods I can use later without a conflict. I use single town reworks , like White Sudan. Dramatic Vivic, Glass domes for Vivec, etc... Just started to mod now. First mod I shared was a leveling mod so I don't get OCD from power leveling. EDIT- an important mod IMO is the one that prevents the DLC dark brotherhood quest from triggering as early as level 1.
  5. Can you use alchemy instead of spells. There are things to eat I believe that aid in breath holding.
  6. I think I posted this in the wrong forum. I'm such a newbie, sorry about that. This problem may be from that original lighthouse mod. I had problems with the same thing using a different mod, but loading the lighthouse mod last always solves it. So no big deal I guess. I've notices a few open meshes with the light house mod. Not sure if that would cause this to 'lift' out of place when another mod is close by. UPDATE: Just to follow up in case any future beginning modder runs into the same problem. This appears to be a mod conflict issue, nothing wrong with either mod. They both work fine alone, just not together. I changed terrain height in the sea floor and its probable that the other mod also did that. Even though my mod doesn't make changes to any cells that the other mod used. I have several adjacent cells to theirs modified. I think the problem orginates at the seam where the 2 cells meet getting different height adjustments for terrain. This appears to be must probable cause. I was only 2 days into this, so started from scratch putting my island mod further out from town into deep water. I do have a pier added in by shore, but was careful not to alter terrain at all until I was further out into the sea. Everything is checking out with the other mod I have installed, which I consider a must have. I learned a lot from my first effort and enjoy modding more than actual game play.
  7. Thanks Oblivionaddicted. I don't think I am in the right window. I am selecting from static items. It might be beyond me as this is just day 2. I have 2 small islands roughed in and am getting used to basic landscaping. I'll keep at it and look for the render window. For now I put this shed high up in the waters edge, placed a static door there and then positions a plank across it to make it look as if its boarded up. I plan on using a tent mod mostly for camping here, so that is good enough until I get more comfortable with this modding stuff. haha
  8. I am working on my 1st landscape mod. I'm making a couple small islands in Bitter Coast at BC -2, -11 IIRC. Its almost due north of the light house. Then I also have an expansion mod of Seyda Neen that I downloaded from Nexus. I don't want to say which one it is, because I think the conflict problem is from the one I am working on, since its my 1st. This is what happens. If I load my island mod first and the Sayda Neen mod last. Both mods work fine with zero problems that I can see.If I load the Sayda Neen before my Island mod, my area looks fine, but the land around the lighthouse is raised up about 12 feet in game scale. With rocks and pier poles exposed in the air. Part of what the Sayda Neen mod does is make the lighthouse taller and thier are many more steps of piers there and some rocks added. My theory of what is going in, is that I modded an area that also was modded in the Sayda Neen mod. But then I don't understand why it works fine in 1 load order and not the other. I also tested my mod without the Sayda Neen mod loaded, just using default lighthouse area from Morrowind, Bloodmoon and Tribunal esp's loaded. I did this to make sure it wasn't me who raised the piers and rocks around the lighthouse by mistake. Everything looked fine with just my mod loaded. Does this description help someone know what exactly I did? Appreciate any help if I can get both to work in any load order. Cause I would like to get mine sorted out for public release eventually. If it helps my mod has made changes in BC cells -3, -10 -3, -11 and -3,-12 then also -2, -11 and -2, -12 I am not certain what cells the other mod changed. But typing this made me realize that I can maybe find out by loading the other mod in TES. EDIT: The other mod changes 23 cells, but none of those cells were changed in my mod. There are 2 cells from my mod that are adjacent to cells changed in the other mod. Would adjacent cells from different mods have an impact on one another. Or perhaps my mod just needs to be cleaned. Haven't learned that part yet. Helpful suggestions to try are welcome.
  9. I am new to modding for this game. Started making a new island and its going well. Except I can't get a door to work in a shack. I am using an elevated shack on poles and it doesn't have a door. Not sure if any shacks do, so how do you add a door? I physically placed a Nord door that had a script hoping it would just create the actual opening. Of course it didn't work. I am stumped. I tried a door for a shack aso, but it didn't use a script. Oh btw. Hoping this forum is the right place to ask about mod creation, and its not just for mod installing problems. I am having trouble finding a modding forum. I ask in the discussion forum on Steam, but no one there responds.
×
×
  • Create New...