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tox2ik

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Posts posted by tox2ik

  1. .nifs don't reference sound for Skyrim, you'll need to make those changes in the Creation kit.

     

    Wrong.

     

    E.g:

     

    meshes/magic/summonTargetFX.nif

    NODE 104

     

     

    http://img694.imageshack.us/img694/9553/summontarget.png

     

    Changing the string will mute or play another sound marker:

     

    http://img42.imageshack.us/img42/4138/summontarget2.png

  2. http://www.creationkit.com/Actor_Script

     

    You may not attach a script to an actor if that actor would be used by a leveled actor list. If an actor is used in a leveled actor list, its "Scripts" section will be disabled.

     

    There is a workaround in this in cases where you need actors to be both leveled and scripted - you can create a constant/self magic effect and apply that at the race level. For example, the FXDragonBloodDamageScript handles applying some special blood FX to dragons through combat. Since dragons are used to populate leveled lists, however, we attach this script to AbFXDragonBloodDamage, which is an effect on the AbDragonBloodFX spell. That's then assigned as a special racial ability of the DragonRace. You can look at a similar example in how the WispMothers work, too.

  3. Hello. I am currently working on this mod.

    I really want to play the game WITH a hardcore encumbrance mod [and survival mod(s), combat mod(s), economy mod(s)], without "bag of holding", using / ignoring horses inventory, using / ignoring follower inventory, AND still making money by sending stuff to merchants in other cities.

     

    I am considering calling this mod "Skyrim Postal Service" or SPS in debug-log and form-prefixes.

     

    What I have so far:

     

    send from - to:

    Dragon Bridge, Rorikstead, Solitude, Falkreath, Markarth, Winterhold, Whiterun, Windhelm, Morthal, Riften

     

    I have realized SPS by adding a merchant to the local inns of the places listed above who have additional dialogue lines:

     

    PC: I would like send a shipment to

    NPC:

    - place 1 ?

    - place 2 ?

    - place (...) ?

     

    ; when stuff has arrived (in-game time)

    PC: Do you have a parcel for me?

    NPC:

    - yes (open chest with everything sent to this office)

    - no (end dialogue)

     

    PC: Let me add some stuff before the shipment is sent off

    NPC:

    - ok

     

    PC: Please cancel my last shipment

    NPC:

    -wip

    PC: Please cancel all shipments from here

    -wip

     

     

    I have other ideas, including :

    - shipments costing money (really easy to script),

    - adding robbers (not so easy to script),

    - insurance on shipments (easy to script),

    - stables for horses (not so easy to build houses for couriers and stables for horses in 10+ places)

    - quest-line to establish a place to sell loot [PC owned shop]

     

    - - -

     

    Please let me know If you have ideas on how a postal office should operate -

    + Sharing your IRL XP from an emolyment in a postal office IRL would be /insta-kudos/

    - if you would like to see my mod (pm and ill send assets + esp).

    - If you would like to help me create this mod, let me know too.

     

    Currently I'm planning on releasing version 0.1 where stuff can be sent between 10+ places for a fee in January 2k13.

    Next (february-march) I plan on implementing in-game npc couriers / freight-carriage / soldiers / robbers along the shipment routes.

    After/before that I'll probably voice-act a postal boss clerk who gives quests to kill robbers and explain how the postal service works (little like dovahkiin hideout npc) .

     

    I would really appreciate help building stables (for horses that move shipments) and creating robber / freight-carriages quests.

    I should mention that it is important to me that this mod works well with "economy of skyrim" or other similar mods such as "cutthroat merchants".

     

    - tox

  4. I'm having a problem running the manager after updating it from an old version (<0.20). I've read some posts suggesting that I re-install it and remove the configuration files. What I would like to do before I do that is to get a list (xml/text-file) of my currently installed mods. Where would I look for that? The main focus here is to simply get a list of installed mods, so that I can install them with a clean version of the manager.

     

    One of the entries in the FAQ post of this forum describes the situation I'm experiencing where the mod manager is supposed to fetch some information (version 0.33 and later). I had a lot of mods, but the manager seems stuck. I'm talking several hours. At this point I would rather just reinstall and start over, but I really hate the idea of losing the list of mods I had installed.

     

    So far, I have looked through the filesystem and found files such as:

     

    c/games/Nexus Mod Manager/Skyrim/Install Info/InstallLog.xml

    c/Users/jaroslav/AppData/Local/Black_Tree_Gaming/NexusClient.exe_Url_fn0w2gsklzpf4ejqea5orcgrkq1frzpu/0.18.8.0/user.config

     

    but none of them have what I'm looking for.

     

    Is the mod list perhaps saved in a "binary" file? Please help me locate the list of previously installed mods.

  5. Is there a mod that disables the npcs' ability to magically side step arrows? If not Id like to ask for some assistance as to where I could begin looking to disable it. Might it be in the AI packages for the NPCs? If anyone feels like doing this mod, then Id gladly help out, but I'm fairly set on doing it even if no one is willing.
  6. You need an overhaul, my friend.

     

    Here a few to get you started in your search:

     

    ACE Comprehensive Enhancements

    SkyRe (Skyrim Redone)

    Requiem - The Oldschool Roleplaying Overhaul

     

    -- figthing --

    Deadly Combat

    Duel - Combat Realism

  7. Comet Storm, Shock breath, Meteor Storm all seem better to be left for a spell mod imho.

     

    Phantom Call: Summon a ghostly clone of yourself to fight and distract enemies. (op, not interesting)

    Rally: Restore ally health, bolster their confidence and increase their damage. (I like this one)

    Soul Crush: Roots the target in place, preventing it from taking action and dealing damage over time. (maokai mode, this seems alright)

    Soul Fog: what would the effects of being blinded be?

     

    Keep in mind that when you make new shouts, and if being lore-friendly is important to you, that all shouts are build up of three words.

    http://www.uesp.net/wiki/Lore:Dragon_Language

  8. As always, I start with problems :)

    I don't think there are (m)any unattended mine ores. The only one I can think of from the top of my head is the gold mine far (north-ish) east of riften

  9. You need to ask more properly. What have you tried to solve the issue, ideas about what you might have done wrong.

    Posting your esp and scripts for someone to review might not be a terrible idea either.

    When I follow a tutorial "to the point" and something's not working it's usually because I didn't.

    I had some problems with dialogue and voice not playing properly after the 1.6 update. Many animation mods fail to work after the update.

    Have you tried loading only your plugin?

  10. Regarding undo cell-edits. Tesvsnip works well for this kind of thing. After deleting unwanted forms and saving the file over your original plugin (or a new file name) you will notice that the CK will give you a message about mismatch in the number of forms loaded and specified in the file. Make sure to keep a safe copy in case things go wrong, although I'm pretty sure that warning on the front page of the app is most relevant when doing merges and more complex operations.
  11. −Unrecognised Plugins

     

    Reorder these by hand using your favourite mod ordering utility.

     

    Do this. Either use boss gui and add rules for those files or use wrye bash 298, make a bashed patch while you're at it. Otherwise the number of mods in plugins.txt and loadorder.txt will not be matching and this will cause trouble. Look in c/users/[name]/appdata/local/skyrim. I can't guarantee this will solve your issues, but it did for me.

  12. I guess it is possible to create some sort of interface to view and reorder plugins using one of the script extenders, but it's not exactly a trivial task. It would require someone with the adequate skill-set and interest in making this work for it to become reality. To be honest, I don't think anyone will use the hot load feature to do their load-ordering in-game or from the main menu. There are superior tools for this out there. One the other hand, if you're not already familiar with bat files and want to load several plugins without typing them all manually every time you could create a .txt file in the Skyrim folder which would look like:

     

    hlp plugin1.esp

    hlp DrelasCottageMod.esp

    hlp anotherPlugin.esp

     

    and using the console you could use

     

    bat filenameWithPluginList

     

    to run all those commands at once. Mind you I haven't actually tried this, but it doesn't seem to far-fetched to work.

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