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aluckymuse

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Everything posted by aluckymuse

  1. Actually I think I've resolved the problem. I found through Tes5Edit that it seemed the mod was editing the original dialogue topics that I was duplicating....some kind of CK nonsense. Anyway I cleaned up the mod and my problem seemed to resolve itself. I can't really say what was the exact cause....since the original dialogue was just a redundancy in my mod that was the same in the main game but *shrugs* apparently it's resolved now.
  2. Pretty much....Except my current follower faction doesn't have "R" target. But I don't think that matters to this problem.
  3. I'm currently working on a mod that should allow most vanilla voices to be fully follower capable, sorta like Additional Vanilla NPC Follower Voice Types by GomuGomu64, only with sound. But I've ran into a bit of a problem, that I'm hoping someone can help me with. The first voice I'm setting up right now is the FemaleKhajiit Voicetype, so far so good but there's one problem. The "Follow me. I need your help." dialogue option keeps displaying even if she says yes and is actively following. The dialogue topic performs just fine, if it's clicked while she's actively following she denies you since it checks the follower count. It's just that it remains visible and I can't figure out how to fix that. I've been mainly copying from malekhajiit voicetype and editing where necessary, so I'm not sure why this is happening. I'm also using this guide as a reference, http://deck16.net/post/23988127824/making-a-unique-voiced-follower-in-skyrim-part-6 but this problem doesn't come up in the guide so I'm a bit lost. Please help?
  4. Right. I'm working on a new mod that would generally be a modders resource that would allow the female khajiit voice type to be follower compatible, as well as hopefully later on make khajiits marriageable and Argonian female voice type follower able. I am a beginner in terms of knowledge of how to use the CK, and completely a noob when it comes to scripts but hey- we all have to start somewhere! So I was tinkering with the CK yesterday to get my head around how dialogue works and how to kind of inject the necessary responses/topic info for the khajiit female voice type into the Dialogue follower Quest. And here's where I've run into a sort of snag that googling couldn't help with. What I want, is to copy pre-esixting makekhajitt infos under the quest as they have the proper Branch, Topic, and other Conditions set up and all I have to do is edit the new duplication slightly to use femalekhajiit voice, correct text, the appropriate female khajiit voice sound clip, and it's lip animation. Unfortunately I can't figure out how to swap out the pre-esisting audio directory (it's all grayed out). The only option I found that works and that I keep finding on the internet is recording your own sound file, which is not what I want to do! I want to use original vanilla assets, I'm not trying to make a unique voice. Anyway, I need to figure out that and then make sure that the animation/lip synce for the audio was carried over as well...which I've yet to dedicate any research into and I didn't find an obvious area for it within the Topic Info. Btw: I'm also planing to add in some locational comments after I got a handle on how to do this, so they can make comments like normal hirelings do. And I have VFRT to locate what sound files I want to use.
  5. http://skyrim.nexusmods.com/mods/16724/ This mod has been broken after one of the patch updates, no one's quite sure how to fix it and the mod author has given permission for anyone to fix the problem and/or take over the mod. I was hoping perhaps the community here might be able to provide some insight?
  6. http://skyrim.nexusmods.com/mods/18685/? This mod has been broken for a while, no one's quite sure why and the mod author doesn't have the skills to create a solution to the problem, but wants the mod to be fixed. I was hoping perhaps the community here might be able to provide some insight?
  7. Dang, every few months or so I do a google search hoping things have changed...but no. I want a male companion that has as much personality and realism as Vilja or Anduniel. Sure people do make pretty good attempts, like Odvar- the voice acting is excellent and he is an interesting character....but he's a one shot deal...not very immersive. And seriously, Vilja and Anduniel have a whole friendship meter implemented that makes things 100% more convincing, you have to befriend them and possibly woo them...Skyrim totally lacks in the relationship department.... Maybe I'm just a bit bitter coming back from a DA kick but really, Why do modders have to keep coming out with remarkable indepth -female- companions? What I wouldn't give to be in school again so I could have the time to sit down and make this myself....at this point I'd practically pay Emma to make a male follower mod.
  8. http://skyrim.nexusmods.com/mods/10746 this mod will allow you to have the option to ask Tolfdir to be the arch mage if you don't want the position.
  9. It's been a full week and I need a response so I'm bumping this.
  10. Considering you have moses' psd and dds files...how much more work was there to do? He obviously started textureing it otherwise those files wouldn't exist.
  11. Ok, I'm starting an old mod of mine over again, a revamp of the dawnstar sanctuary. This cell is marked to never reset, so when moving original items around and loading a save that's completed the questline those items are not moved to mod positions. I had originally just deleted the originals and pasted them again so that they would be moved to where I want, now I'm thinking that's probably not the cleanest way to do that and can cause item duplication in game which I want to avoid. I just can't think of another way to move things around and have them stick for old saves. Can someone who's had experience modding never resetting cells help me out?
  12. I'm no expert on this subject...by a long shot. But maybe you can try reverse engineering your fox using a duplication of the chaurus as a starting point to try to pinpoint your issue. EDIT: this mod auther might be able to help: http://skyrim.nexusmods.com/mods/32813
  13. Alright, I think I have enough of a base to start experimenting and figuring out how to build a working script for this. Oh- would it be better to just bundle it all up into one big script or a bunch of small fragments that check specific quests...or is it only possible to do it that way anyway? Thanks for all the help! :D
  14. OK...you've been wonderful, but, I do have just one more aspect of this I need to get straight in my head. If what I'm trying to do is handled with fragments of a Papyrus script...then how come when I fire up the CK and look at vanilla xmarkers that are used for this purpose they don't list any scripts attached to them? Is it just the reference editor id of the xmarker that's important? Using your example if I were to make the reference editor id of an xmarker "abIM_FullSaveToggle" would it work? If not how come the vanilla xmarkers function without any listed attached scripts?
  15. Thanks for explaining! I understand now, this is great :D Although I'm going to look at the tutorial to papyrus language just because I should to expand my knowledge it occurs to me that shouldn't there be pre-build scripts for this since Skyrim utilizes markers in this fashion all the time? If they were going to build another DLC and place xmarkers to disable and enable objects it would be way to time consuming to write out a papyrus fragment each time right?
  16. Ok this gives me a good starting point....even though these concepts kinda go over my head as I haven't done much scripting- so any tutorial links would be useful. If I am understanding this correctly, this means that vanilla xmarkers, such as the DB ones in the dawnstar sanctuary for example, use option three and were written into the quest? EDIT: I would still very much like to use vanilla assets whenever possible, so since I'm just trying to reference basic quest points, like joining guilds and other such things, are there not references that are prewritten that I can "borrow" such as copying the dawnstar xmarker and using it as an enable marker for the home's trapdoor to the sanctuary? If that can be done is there a way I can reference other guilds and things, I would need to know the correct reference ID's inorder to name the xmarkers correctly.
  17. Ok so, here's the deal, I'm new to modeling and basically I want to know how to make my new mod (a player home) quest aware. From my basic understanding of mucking around in the CK, this can be done with linking objects to specific xmarkers and using the checkbox "set enable state to opposite of parent". And that worked fine on my previous DB mod when I used the xmarkers in the given cell to add more to the garden and whatnot. But now I have a new mod with a new cell and I'm trying to make it all fancy and quest aware, knowing xmarkers are the key I looked the ones over in the DB cell but they all don't list having anything attached or referencing them and they all looked the same....except for their reference editor id which i assume is what some other part of the creation kit connects the xmarker to the quest. So my question: Do you have any tutorial links on this subject OR how do I make a new xmarker in my new cell associate with a quest aka [ Joining the Legion (CW01A) stage 200 ] so that I may use it to toggle some fancypants object?
  18. Thanks a bunch HajmeR! I'm so glad I found this, I have been having this problem for days now and couldn't figure it out.
  19. It is possible to restore the island to the way it was I think by making the rubble objects turn-off/disappear by linking them to the last part of the quest's X marker in the creation kit. If there isn't one for the last part of the quest one would need to be created for Rise in the East (MS10) 100 and then all rubble would have to be linked to it. And you could make the place all pretty with stuff as long as it's linked to that marker as well but with the opposite effect of those objects being turned-off/disappeared until the quest is completed. With dawnguard assets you could probably use the little boat to make an immersion friendly way of traveling back and forth.
  20. http://skyrim.nexusmods.com/mods/15223
  21. So, In my travels I've noticed something many players gripe about but there's no real mod for; realism in the way you join and interact with guilds. Each guild has it's own history, character, morals and basically you stomp all over that as you join each guild- a complete mage can not only join the companions but rise through the ranks and become their leader...that's another thing, in every one of the quest-lines you end up as the guilds leader- whether you want to or not. The request I present here is one that will make it a whole heck of a lot easier for roleplayers and immersion seekers to have a good time in the world of skyrim. Unfortunately it requires injecting things into main quests....I am an inexperienced modder and so would be very afraid that I would break something. So I've outlined (to the best of my ability) how this mod, if it will ever be picked up and created, (i sure hope) would work. CONTAINS MAJOR SPOILERS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Companions Guild Joining Eligibility Check: - Active Bounty = 0 - Two-Handed or One-Handed or Block or Archery > Any of the Magic Schools - Must not be in Thieves Guild + If all requirements met start Take Up Arms (C00) 20 Progression though Questline Check: - Active Bounty = 0 - Two-Handed or One-Handed or Block or Archery > Any of the Magic Schools + All requirements must be met at each advancement in questline The Circle Eligibility Check: - Active Bounty = 0 - Two-Handed or One-Handed or Block or Archery > Any of the Magic Schools - Must not be in Thieves Guild - Must Not be Guild Leader of Mage College or Thieves Guild or Dark Brotherhood - Must have one thaneship + If all requirements met start The Silver Hand (C03) The Circle Choices: - Drink Blood and become a werewolf - Decline the blood (vanilla) - Decline the blood, ask them to explain themselves and then offer to help with their problems. (would need to make sure that the NPC's don't refer to you as a werewolf in ambient dialogue and make sure you can't ask about it since you're not one) Progression though Questline Check: - Active Bounty = 0 - Two-Handed or One-Handed or Block or Archery > Any of the Magic Schools + All requirements must be met at each advancement in questline Harbinger Eligibility Check: - Active Bounty = 0 - Two-Handed or One-Handed or Block or Archery > Any of the Magic Schools - Must be Thane of 2 or more holds - Must not be in Thieves Guild - Must Not be Guild Leader of Mage College or Thieves Guild or Dark Brotherhood - Must Complete Main Quest (Awesome badass warrior who stopped the end of the world = honorable) + If all requirements met start Blood's Honor (C04) Guild Leader Choices: - Accept the position Each new Harbinger is chosen by the last. No real way to get around that unless some fancypants modder can find a way. And end the Blood's Honor quest with an option to decline becoming Harbinger and make sure that guards and other NPC's don't address you as such. Mages College: Joining Eligibility Check: - Active Bounty = 0 - Any of the Magic Schools > All of the Warrior skills (listed above) + If all requirements met start First Lessons (MG01) I am aware that accessing the college starts the mage quest, and you sometimes want access to the mage college for other quests, so there would have to be alternate dialogue trees with Faralda to allow temporary access to the college for such quests. Progression though Questline Check: - Active Bounty = 0 - Any of the Magic Schools > All of the Warrior skills (listed above) + All requirements must be met at each advancement in questline Arch Mage Eligibility Check: - Active Bounty = 0 - Any of the Magic Schools > All of the Warrior skills (listed above) - 3 out of 5 magic schools >= 70 - Must Not be Guild Leader of Companions (they don't like magic.) + If all requirements met start ??? Guild Leader Choices: - Accept - Decline, offer it up to another college mage. I'll admit I've never finished the Mage questline, so if I've missed anything important tell me. Thieves GUild: Joining Eligibility Check: - Items Stolen >= 200 - Pockets Picked >= 30 - Sneak skill level >= 25 - Must Not be Guild Leader of Companions + If all requirements met start A Chance Arrangement (TG00) Progression though Questline Check: - None Nightengale Eligibility Check: - Sneak skill level >= 50 - Must Not be Guild Leader of Companions + If all requirements met start Trinity Restored (TG08A) Nightengale Choices: - Accept Nocturnals pact - Decline (skip over fancypants Nightengale armor and oath) If you decline, then after killing Mercer Karliah takes the key to bring it back herself so you don't have to anymore nor will you have access to the Sepulcher or Nightengale Hall. Guild Leader Choices: - Accept - Decline - Joint ownership with Brynjolf Leader Eligibility Check: - Accepted position or Joint ownership with Brynjolf - Items Stolen >= 600 - Pockets Picked >= 70 - Sneak skill level >= 70 - Lockpick or Pickpocket skill level >= 50 - Vanilla Reputation quests requirement + If all requirements met start Under New Management (TGLeadership) Dark Brotherhood: Joining Eligibility Check: - Vanilla - Sneak skill level >= 30 + If all requirements met get kidnapped and start With Friends Like These... (DB02) Progression though Questline Check: - None Listener Eligibility Check: - Must Not be Guild Leader of Companions + If all requirements met start Whispers in the Dark (DB04) Guild Leader Choices: - Accept -don't really have a choice to decline, you are the listener/chosen-one - Option to tell Nazir that he's in charge when you are away. NOTE: Not sure how to implement this, but there should be some way to get around the sold your soul to Nocturnal but will also be an agent of Sithis for all eternity issue. (hircine also owns you're soul if you're a werewolf too....) I think I've covered everything, there would have course be some silent dialogue at certain points. Concerning some of the requirements, I know there are a few mods out there that do the same things, but it is my sincere hope that this -all in one- mod of sexy awesomeness may one day be created and hit the hot files list.
  22. having the same issue...was hoping to find a solution. I had a khajiit character in the past that was able to use her services just fine, but now my nord crashes the game without fail. The only way I know as a work around is to open the console, coc unownedcell and then type in showracemenu. That place has horrrrrrrrible lighting however but it's so empty it doesn't strain the computer into a CTD. I'll have to find a better empty cell...I think there's a completely white cell mod that modders use for testing weapons and armor...that would be a good one...but I cant seem to find it on google right now. EDIT: http://skyrim.nexusmods.com/mods/18148
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