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cwgortner

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  1. thanks! I think I've figured it out with a very useful tip from a Discord channel: 1) Make two aliases. One for the dead body and one for the amulet.2) The amulet alias will be a "Create Reference to Object", then select base object for the amulet, and Create it in the dead body alias.3) Put the script on the Amulet Alias and set quest stage from amulet's ReferenceAlias script when equipped or enters player inventory.
  2. Hi, I'm developing a custom follower after years of thinking about it. It has a questline, with a custom dungeon, as well as custom dialogue (2,662 words at last count), for which I'll hire a voice actor. Unique armor assets are being designed by a talented collaborator and the follower has been finalized by another talented Nexus modder. The dialogue and story are written; I'm a published novelist, so that comes easy to me. But I'm a noob with mod development. Learning the intricacies of quest design has been daunting, particularly with papyrus. I think I have a grasp of basics, but tend to get trapped by how to actually implement things in the CK. I'm a fast learner and visually inclined, so video tutorials are ideal, though I've also been reading through the CK wiki tutorials - and drinking heavily on the side :smile: My questions are: There's a dead body the DB must loot to recover an amulet. Retrieving and equipping the amulet advances the quest. The quest is triggered by visiting the location where the body is; the body's in plain sight and placed via render window. The location also has a trigger to start the quest. I know I have to make the amulet an alias, then add Use OnContainerChanged() Event script. Do I need another script as well, to advance the quest and create the journal entry? Can you even do this with an object already in a dead NPC's inventory? I'm assuming yes, but can't seem to find the steps. The body is just a vehicle to move the quest, but should it have a quest alias reference, too? It has a journal, with information about the quest, but the amulet is the quest object. When the DB takes and equips it, it should ideally trigger the journal entry to find a knight protector - my custom follower in another location - and the quest moves on from there. Any help / advice / guidance is very much appreciated!!
  3. So, wait. I'm cleaning masters for the Rowan esp, not the HPH esp. Right?
  4. Hoping for some advice. I really want to use a nude body mod to overwrite the original vanilla nude body of Kaidan Fully Voiced Follower, as I have for all characters in Skyrim. I finally got Better Males to work by doing it manually, as NMM wouldn't overwrite the BSA files (see more below), but for some reason, Kaidan's original ragged trousers just can't be overwritten or even deleted manually. The mod is packed into two BSAs and downloads with a corresponding plug-in esp. The mod creator states on the download page that he's "compatible" with Better Males Remesh SE, as she made no adjustments to his vanilla body other than two "scarring" body texture files I found in the unpacked BSA textures file. I first tried the Better Males Remesh (BM) mod via NMM and it never asked to overwrite any of Kaidan's files, though it did work on my player character and every other male in Skyrim, so I left a slew of naked dead bandits in my wake. I then painstakingly modded the unpacked BSA files for Kaidan and the mods did take on his torso and feet - I tried different chest hair pattern textures to be sure. Everything worked after replacing his original files with the new loose texture and mesh files after unpacking the BSAs, which I've since discovered is controversial after copious online reading. However, after all this, when I remove his armor, he's still wearing his original ragged prisoner pants, which must be a texture, right? They're apparently glued onto him! I'm pretty new to modding, but I've read countless guides, tutorials, etc. and modded other games successfully. So, I understand the basic concepts, even if I'm no expert. I'm also a quick learner as modding fascinates me. Thus far, I've only used NMM or modded manually, however. As stated earlier, with considerable trepidation I did unpack both the Kaidan BSAs to verify folder structure and contents, and then determine if the loose files might read without being BSAs, which made replacement of meshes and textures easier. This worked once I figured out the correct extraction method. But nothing I do can overwrite those ragged trousers, which are listed on his inventory via console but are unequipped and can't be deleted with the remove item command. I've gone through every one of his texture files, too, and nothing matches those trousers; trial and error removal of various clothing files hasn't helped. I haven't touched the esp because the game is reading the loose files fine - in fact, better and faster than the BSAs. This might be a really stupid question, but could those trousers be rigged into the esp somehow? Kaidan is fully voiced and wonderful, so I did reach out to the mod creator and haven't heard back. Because she said he's compatible, I assume she's okay with changing his nude body but I have no clue as to how to eliminate the trousers at this point. As his assets include voice files, I'm really wary of messing anything up. I'd be grateful for any advice as to how go about eliminating Kaidan's ragged trousers. Clearly I'm lost. Could anyone help? I'd really appreciate it. I've spent hours and hours on this challenge. I'm very stubborn if I can't figure something out. Thanks much! I love modding my games, even when it's a major headache. Also, I don't have any other mods on Skyrim except Kaidan and Better Males and Females.
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