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Everything posted by Ashenfire
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Change hair of a standalone follower
Ashenfire replied to DanilloMartins's topic in Skyrim's Skyrim LE
I will take a look at it, might be a day or so. -
Change hair of a standalone follower
Ashenfire replied to DanilloMartins's topic in Skyrim's Skyrim LE
I also played the game in vanilla mode, no mods except the one with my new follower and her facepaint. No saves, always start by coc to area with the NPC. -
Change hair of a standalone follower
Ashenfire replied to DanilloMartins's topic in Skyrim's Skyrim LE
I use ctrl F4, then I save from the kit. It worked just fine. -
How to make it so you can talk to Dwarven Spider?
Ashenfire replied to prodavit's topic in Skyrim's Skyrim LE
any luck? -
How to make it so you can talk to Dwarven Spider?
Ashenfire replied to prodavit's topic in Skyrim's Skyrim LE
Some steps below I guessed you already did, but I'm just putting it out there. Verify you have: 1. Checked the 'ALLOW DIALOGUE' option on your automoton NPC. 2. Used a voice that allows dialogue. This means spider automotons won't have speech. 3. Made the automoton friendly to you so it is willing to talk. 4. Made the automoton in the same faction for the player which is the "playerfaction". Also, I have made a FALMER talk with dialogue and this is how I know. I did a HOWTO written tutorial based on Hellcat5's video tutorial. If you ignore the creation of the falmer in the tutorial (adding skin armor and such); and just focus on the npc creation, you will see it is the same as any npc. http://tesalliance.org/forums/index.php?/tutorials/article/132-create-a-race-in-this-case-a-talking-falmer/ And of course if you want to make it able to be hired or just want to know the way creationkit.com does it: http://www.creationkit.com/Creating_a_Companion -
And give sloppy a cookie. Thanks. I am attempting to get my website up to full power so I can do heavy modding again.
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"You can compare PlayerRef if it's defined as an Actor," I'm with you on that.
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Yep, that would be the next step. The difference there is that the actor is actually defined [ Actor PlayerRef = Game.GetPlayer() ] In other words, I don't believe you can do a comparitive value with AkCaster, it has to be defined with a variable and then you compare the variable with Game.Getplayer().
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Assuming a potion is part of an ACTOR script, I would ask why are you using player.ref? I have only used player.additem("declareditm,# to give, true/false) Also, if you actually typed: MyItem, 1, ture and it is not a typo, it should be: MyItem, 1, true Where was the script placed? On the NPC or on the potion? What property was assignedf to MyItem? Also: The syntax is wrong You are missing another ACTOR statement where as by example: ExamplesEvent OnEffectStart(Actor akTarget, Actor akCaster) endEvent
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In response to post #27527609. #27527849, #27527994, #27528224, #27528879, #27528919, #27529224, #27529299, #27529544, #27529909, #27530019, #27530539, #27530744, #27531059, #27532069, #27532379, #27532479, #27532774, #27534654, #27536949, #27537029, #27537364, #27537434, #27537699, #27537784, #27538114, #27539284, #27542064, #27542384, #27543549, #27544024, #27544079, #27544349, #27545064, #27547409, #27549534, #27554170, #27554760, #27554915, #27555635, #27559975, #27561095, #27561920, #27562995, #27565100, #27565465, #27566025, #27566285, #27567170, #27570770, #27572065, #27576690, #27576960, #27579905, #27595795, #27598485, #27607280, #27608280, #27610230, #27613615, #27642130, #27695640, #27697270, #27702335, #27704350, #27705270, #27709465, #27714420, #27717690, #27732750, #27739125, #27742175, #27785690, #27852964, #27896659, #27914199, #27916424, #28280989, #28315319, #28379734, #28403959, #28424149 are all replies on the same post. Me too, I am a female modder (slow but sure modder)
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LE Looking for modder that have made followers before!
Ashenfire replied to UN1C0RNPooP's topic in Skyrim's Mod Ideas
I don't believe many, or any of us use or understand behavior files enough, if you are talking about FACIAL/Cut scene animation, or VOICE behavior. That is what I understand behavior files to be. I can help your followers behavior if you are asking about AI packaging (doing patrols, unlocking in the morning and locking it at night, finding a bed to sleep in, walking from town to the field to do chores, going to bank, etc). I can also help with story lines, quests, etc. So if you already wrote it, I can place it where it needs to go. I saw your link. It is especially creative, it isn't 'lore friendly'. It has very pretty textures that do not exist in the creation kit. My question would be: Are you trying to import graphics to make your follower have a similar look as shown on your website? Are you trying to design a follower's appearance, using what the creation kit gives? I won't be able to help with graphics or importing dds files, but maybe I can help another way. -
Looking for modder or modders to give pointers!
Ashenfire replied to insertjokehere's topic in Skyrim's Skyrim LE
What do you have in mind for your project? I am designing a website and trying to get my own TESV project going, so I can at least give a tip or if you need; I can help with the project. I prefer precisely written tutorials myself. Very few video tutorials do a good job or are just way too long and hard to 'recap'. That being said, I am a kinestetic learner and prefer to use every resource I can play with. Also, check if there are classes available for creation kit basics and character development. -
LE Looking for modder that have made followers before!
Ashenfire replied to UN1C0RNPooP's topic in Skyrim's Mod Ideas
What part of the follower process were you having problems with? It has been at least 6 months since I messed with the creation kit; but I am willing to give it a shot. Custom voice files are made by any recording you make from the Dialogue menus in the QUEST format. You literally say what you want and it is recorded with built in lip syncing. -
Nexus Mod Manager installer won't even open
Ashenfire replied to Xiggon's topic in Skyrim's Skyrim LE
I don't know what made you compress and decompress to fix the issue, but it worked for me too. It makes no sense, especially if it is downloaded from Nexus and stored in my library. It makes no sense, especially since it worked the original time I downloaded. Thanks for the tip! :thumbsup: -
Creation Kit Basics can show you how to do this. As well as Creationkit.com Method 1. What it looks like once marker dropped to your location (from TESA basics class) Hope this gets you started.
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Tutorials WITHOUT "youtoob"
Ashenfire replied to Allannaa's topic in Skyrim's Creation Kit and Modders
=========== Yet another tutorial from me, for my Skybrary ================= I am creating my own site for tutorials and mod projects, so until my very slow self gets it done, I am using TESA to sponsor my 'HOW TO' This one is How To Use Story Manager In 15 Minutes Using ChangeLocation http://tesalliance.org/forums/index.php?/tutorials/article/154-sky-quest-creation-using-story-manager/ It is definitely 'step' by step, hold your hand. -
Mod Request:Weapon Switch
Ashenfire replied to hooner's topic in Dragon Age: Inquisition's Mod Ideas
I find it horrifying that they remove 'main ingredient' abilities. It is stupid to be done with fighting melee and not be able to switch to a bow to hit bad guys long range. It is less than RPG than before. I totally hate that I can not beef up my mage because I have no control over the abilities. It is not cool that my power totally depends on equipment that I find. -
Tutorials WITHOUT "youtoob"
Ashenfire replied to Allannaa's topic in Skyrim's Creation Kit and Modders
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Tutorials WITHOUT "youtoob"
Ashenfire replied to Allannaa's topic in Skyrim's Creation Kit and Modders
:confused: I was under the impression there was a version that was not attached to steam. Hey you, welcome back! :dance: -
Modded Skyrim - "Cheat" enabled by accident. Can't turn it off
Ashenfire replied to pr0nflakes's topic in Skyrim's Skyrim LE
Its in beta, so just remove it from your list. -
I wish I had more time. I would love to tackle this. For now, maybe I can give an idea for you to research. There is a tree ability that allows you to knock someone down. A perk I believe. I will look into it a little bit.
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LE Sky - AI package won't lock / unlock doors properly
Ashenfire replied to Ashenfire's topic in Skyrim's Creation Kit and Modders
request lock on this resolved issue- 2 replies
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- ai package
- unlock door
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(and 3 more)
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LE Sky - AI package won't lock / unlock doors properly
Ashenfire replied to Ashenfire's topic in Skyrim's Creation Kit and Modders
It seems I fixed it. When he goes inside at night (6pm) the doors are supposed to be unlocked. The problem was that I was using a sleep package type/routine to make him go inside and patrol in doors. Sleep packages wait for the last person on the key list to LOCK the door. I changed the package type and it works now.- 2 replies
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- ai package
- unlock door
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Well I am sad no one can respond to a question like this. I found the answer. I setup all parameters fine, the problem was that the package I used at six oclock, to go inside; was a sleep package. NPCs will go outside after locking a door and will go inside later and leave the door unlocked. That is true as long as the npc does not go inside and immediately sleep. Thats what my character was doing. Now the NPC will go inside and sandbox with the door unlocked until he goes to sleep. In reference-this was what convinced me of my theory. http://www.youtube.com/watch?v=XZgFIkh8jLc
- 1 reply
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- ai package
- unlock door
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Wow, that is tough. Sounds like the issues we have on the creation kit scripts, collaberation and production. Only you have it on a massive scale. I am sorry for your headaches. I know what it means when you have all these ideas you want to make public but spend 90% of the time haggling over every single 'mechanical issue' that is required to make you go one step forward.