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I wont be able to know what cell they are in cause the quest I want to edit can happen in multiple cells. I am trying to edit brawl quests so that If you have a certain follower with you, he will brawl the npc for you. But I want it to be an option that only shows up if he's there. for example im starting with Uthgerd and here Brawl quest can start at whiterun stables or in the bannared mare.
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Looked into the Jorrvaskar fight and I don't think that is the angle. Nadja and Athis each have like 6 alias for that specific scene and they have dedicated scripts for themselves. It makes them protected for a certain amount of time then ends the quest witch isn't what we need. We need the outcome of this brawl to not be predetermined. going to look into editing each individual brawl quest and just try and add a dialogue option with a script that has them fight and if Gian wins the quest stage is set the same as if the Player is the one that fought them. From the looks of it a global script isn't going to work.
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So I am developing a mod that turns Gian the fist into a fleshed out follower. One of my dreams for him is to have a feature where if you have an opportunity to brawl somebody, if you'd like you can have Gian brawl them for you. The idea is if your playing a shrimpy thief character and it would be strange for you to be brawling people but you still want to shakedown the shop keeps or put Rolff Stone-fist in his place. Maybe your the brains of the operation and Gian can be the heavy. So this is my first ever mod and I need advice on how I should move forward. I see this as two stages, first I need to figure out how to script a brawl between Gian and the other npc and then figure out how to slot that in so the quest stages trigger depending on a gian victory or loss. Second I need to figure out how to Get that script to show up in all the brawl quests. Is the best way to do that some kind of Global script that add a second dialogue option automatically every time a brawl option pops up during a quest (This would be ideal because it is less tedious and would be compatible with other mods that have brawls during their quests)? Or is it I need to go through and edit every possible brawl in the games quest dialogue to add the option and the script? If that's the case I need to figure out how radiant quests work and if editing them in the way I need is possible. If any one has any advice, tips, or resources they could shoot my way I would greatly appreciate it. I think this is a good idea and is really gonna make my vision for Gian feel unique and useful for certain playthroughs. Hope your all well, thanks in advance.
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So this is kinda convoluted but I will do my best to explain. I am attempting to create a follower. I started with the Joseph Russel tutorial and completed it. I then went on to add introductory dialogue for when you first meet him, a separate quest meant to play out before you are able to recruit him. I have two quests, the follower framework quest from the tutorial, and the quest when you first meet him. The plan was that after you complete the conversation, the quest ends and then you would be able to ask him to follow you with the quest that has the framework in it from the tutorial. So, I set up a condition on the framework quest for none of that dialogue to show unless the original quest is completed. I did a setstage script for 200. It was working as intended for a while but as I have been fleshing it out, it now does not work. The dialogue will show up if I set it be conditional with earlier stages in the quest but for some reason if its the last stage, it wont take. If anyone is willing to help or has encountered this before I'd greatly appreciate it. Let me know if you need more information or if what I am describing is not making any sense.
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scorrp10 I haven't been having any problems but I thought i would follow your advice just in case. I extracted the Unofficial Skyrim Special Edition Patch.bsa and found the script but it is a .pex file instead of a .psc file. Do you know if that is what its supposed to be or if I may have used the tool wrong? Not urgent as I am not encountering any problems but just curious.
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Hey I got it all figured out. I was in fact missing dialoguefollowerscript.psc from the Data/Source/Scripts folder. I got a new one from this link and just copy pasted it in. https://github.com/chesko256/Arissa/blob/master/Scripts/Source/ArissaExternals/DialogueFollowerScript.psc Thank you dylbill for pointing me in the right direction. I'm very grateful.
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Thank you for the reply, Sorry for me not getting back to you fast. I only work on this on the weekends. I have checked and the dialoguefollowerscript.psc is missing from my scripts folder. Is there anywhere to download a fresh scripts folder that you know of? I might just need to do a fresh install, but I have so many mods and really dont want to have to re-download everything just for one small file if I can find it elsewhere.
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Follower Mod for existing NPC
CrankyKidneys replied to CrankyKidneys's topic in Skyrim's Creation Kit and Modders
Thanks for the advice. I've been learning and grinding these past two weekends and its coming along quite nicely. -
I am in need of some advice. I am trying to add a Brawl out of a dialogue option. I've been following the Tutorial: Dialogue Speech Checks on the wiki cause I couldnt find anything related specifically to Brawls. I copied a script from one of the other brawl quests. Where I am stuck is trying to set the properties of the script. I cant get the FavorDialogueScript property to add. -I start with adding a script Akspeaker.SetRelationshipRank(Game.GetPlayer(), -1) pFDS.Brawl(akSpeaker) -then I try to add the propety by typing in the box 'FavorDialogueScript' and titling it pFDS, but it never goes through and I am unsure why? I am getting this error message. Starting 1 compile threads for 1 files... Compiling "CB02_TIF__050569E1"... C:\Skyrim Special Edition\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\CompanionsHousekeepingScript.psc(39,32): unknown type dialoguefollowerscript C:\Skyrim Special Edition\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\CompanionsHousekeepingScript.psc(1201,17): dialoguefollowerscript is not a known user-defined type No output generated for CB02_TIF__050569E1, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on CB02_TIF__050569E1 I have no idea why its referencing CompanionsHousekeepingScript.psc but the issue lies somewhere there. Any advice would be appreciated.
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Question, I am brand new to modding. I am beginning a project to overhaul Gian the Fist. I plan to give him a new voice, story, quest, and mechanics. Is it easier to create a brand new actor and just make him replace Gian, or to edit Gian’s original actor and just add everything too him?