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gstanford

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  1. This sort of thing is so ridiculously annoying. It's a shame bethesda didn't have the follower dialog as a bolt-on for normal dialog for npc's (the npc's voice would be a bit different in follower mode, but I could live with that). Of course even better would be synthesized speech for NPC's. Been waiting since 1985 and the Amiga launch for that one and can't believe we STILL don't have it even today! Would save the Studio's serious money on voice actor talent, especially for minor NPC's.
  2. Thank you! So changing their voice-type to something non-unique should fix the issue?
  3. I'm creating a simple mod that duplicates some of the in-game characters so you can have them as followers. I don't have any follower specific code in the mod (I use UFO for that). What I do is create a copy of the npc in the CK, then go in and strip them of any factions, relationships, keywords, AI Packages, essential tags etc that the game might have assigned to the original NPC, so they (should) end up just being a vanilla copy of the npc. The problem is that some NPC's can't be recruited, afterward, most can though. my "recruitment method" currently consists of targetting the NPC in the console then issuing the commands: addfac 5a1a4 1 addfac 5c84d 1 setrelationshiprank player 4 After that you should get the conversation option to get them to become your follower ("Follow me, I need your help" in UFO). I've attached a small test version of the mod with just 4 duplicated NPC's in it. Of these 4 you can recruit 2 - Jon Battle-Born and Ralof, but you can't recruit the other two - Lucian Valerius and Captain Aldis. The duplicated NPC's hang out inside Riverwoods Sleeping Giant Inn. The larger version of the mod won't let me recruit the following duplicated NPC's: Lucian Valerius, Ulfric Stormcloak, Captain Aldis, Bolgeir Bearclaw, Hrongar, Hadvar. It will allow me to recruit these duplicated NPC's though: Calder, Erik The Slayer, Roggi Knot-Beard, Ralof, Sven, Frofnir Trollsbane, Golldir, Dirge, Orgnar, Roggvir, Sigurd, Torvar, Stenvar, Falk Firebeard, Farkas, Idolaf Battle-Born. Where am I going wrong? How do I make the non-recruitable NPC's recruitable?
  4. There is a cheat command "runscript e3_addparty" that allows you to have Daveth and Jory in your party after they fail the grey warden joining ritual. Personally I justify this as they were not suitable Grey Warden material, but are still willing to help the PC out as regular companions and their deaths in the cutscene didn't really happen, it's just something the PC mis-remembers due to the effects of the joining ritual. Anyhow, if you do use the cheat to add them back into the party, they mostly function OK, but if you right-click Jory, you get teleported to a blank part of the level and he starts blubbering about the joining ritual over again, and then you are stuck in the middle of nowhere. Also party banter / npc conversations get affected, because the game tries to get one or the other of them to interject occasionally, and you get some random bit of level background displayed instead and silence. Thankfully the conversation resumes OK after that, but it's rather off-putting. I suspect Jory is the main culprit here as well, but am not sure. You can right-click Daveth and talk normally with him without weird stuff happening. Is there a mod out there that corrects this behaviour? If not would anyone be interested in creating a simple mod to fix the behaviour?
  5. Thanks for that. I did try creating a Source folder, but was not sure where it should go (poor documentation Bethesda!!!) and I did convert the textures to tga in irfanview (which can read .dds with its plugins). I also had the LOD meshes available. One other quick question if anyone knows the answer is concerning the LOD itself. the CK will generate up to around level 32. What if I wanted to generate LODS and then any LOD stage after say level 8 gets replaced by level 8 instead of getting smaller, how do I know which generated files correspond to which LOD level?
  6. I can use the CK to generate terrain/water and tree distant LOD easily enough, but I get an error when trying to generate static object distant LOD's. See image below. http://img717.imageshack.us/img717/5484/staticobjectserror.png Renaming the data/textures folder something else doesn't fix it (did that in case modded textures were causing trouble), what is the problem and how do you fix it?
  7. My favorite was Lydia vs Esbern after a dragon fight on the way to Karthspire. Esbern had gotten his hands on a fire staff and had a flame atronoch summoned, and one of them accidently zapped Lydia one time too many and she went ballistic -- "How dare you attack me! I'll kill you, you old b@st@rd!" and a huge bun fight ensued. Fortunately I'd saved not long before that happened.
  8. Thanks! I was on that very page (and others) and didn't notice that section.
  9. Yeah, but what do the CK choices mean? Does "No crime" mean a follower won't commit any crimes or that they won't report any crimes? Does "Any crime" mean they will report any crime or that they will commit any crime? Why isn't this sort of thing better documented?!
  10. I already have explained how I did it. See post 5. You have to add the objects into the world before you can find their item id. Maybe someone knows a better way than that (but if they do, they aren't sharing that way in this thread, given the amount of mods written for Oblivion already I wouldn't have thought that this is rare information).
  11. fat lot of good this forum is for anyone with a problem, plenty of people view the thread, but none can say anything....... Good job I figured it out for myself!
  12. So, I created a sack container, put it in the starting prison cell, then put the bow and arrow inside. Picked them up in game then dropped them, opened the console and clicked on them. The values I got from doing this were 0001fc1a for the bow and ff000800 for the arrow. The console didn't show their names though, just "" then the id's. So, I don't have a clue how you figure out item id's, it is all greek to me....
  13. I'm having trouble with this also. I created two custom items of my own, in my own .esp, based off of the glass bow and glass arrow. They have CS Ref ID's of 01007555 & 01007556. OBMM's new conflict detector tells me the Object ID's of 33007555 & 33007556. When I start a new game and type player.additem '33007555' or '33007556' 1, I'm told the item was not found. see image links below to see exactly what is going on. http://s1.postimage.org/7hmgv4pxd/image.png http://s3.postimage.org/9mk0k637l/image.png http://s1.postimage.org/7hnnv3qrl/image.png http://s3.postimage.org/9mm7xyqwx/ingame.png What is going wrong and how do I fix it?
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