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Everything posted by IronDusk33
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Is there a way for NPC dialogue to recognize a custom race as a vanilla one? For example, if I make a new race that is a hybrid with a beast race, is there a way to set the race so that NPCs react to the player like they are that vanilla beast race, with appropriate comments?
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This all looks right. Maybe you need to resurrect or spawn in new NPCs for the spell to be applied. I do know that if they do have the spell, they do have the perk. In some of my mods I've used this technique for some intricate effects, which required a condition function to check if the npc had the perk.
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LE TES5edit Script or ReProccer Tutorial?
IronDusk33 posted a topic in Skyrim's Creation Kit and Modders
I'm looking for a tutorial for tes5edit scripts or repcroccer to automate a simple compatibility process for a private mod. The mod I'm making replaces all of the vanilla weapons and armor with leveled lists. In these leveled lists any other modded weapon or armor could be added and automatically be distributed throughout Skyrim. However, doing it manually is long and tedious. So if anyone can direct me to a tutorial, or tell me themselves, how to automate this, that would be greatly appreciated. -
One relatively "easy" way to do this is convert the perk into a constant effect, and then add it to the NPC races. You can do this by making a blank constant-self applied magic effect, and set the "Perk to Apply" to the perk you want to apply. You then add the magic effect to a constant effect spell, that is set as an "Ability" instead of a spell. Finally, add this ability to all of the playable races under the Specials part, on the General Data tab, of each race.
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This is an idea I've been playing around with for a while; would it be feasible to enlarge the Skyrim world? As in literally make more cells in the Tamriel world space, so it takes longer to walk from one side other, has more possibilities of world encounters, increases distances between settlements so survival mods are actually needed, etc. Obviously this would cause a whole host of compatibility issues, even if the basic idea was implemented. So what I'm wondering is if there is a way to actually relocate the actual cells in the Tamriel world space, so they are in a different part, and different coordinates. I don't think this is possible in the Creation Kit, but I've looked around in TES5edit, and I've found "XCLC Grid" X and Y values that can be edited. This MIGHT allow these cells to actually be moved to different locations. However, each of the internal objects placed in the cell may need to be relocated as well, but if they don't this could allow most world space mods to be compatible, as objects they place in the cells would be moved along with the cell. If the above method isn't possible, there is the other option of making an entirely new world space. If they can't be copied over, the landscape and the navmeshs could be copied over data point by data point through TES5edit, possibly through some script. It might be possible to physically move the actual references of all the objects from the old worldspace to the new one, it may be possible since Open Cities moved the actors from the old city worldspace to the Tamriel worldspace. If that is possible than mods that alter references would be compatible through patches. If it isn't possible, making duplicates of each reference in the old worldspace would be the last option. This would cause a lot of issues with the unique actors, so whatever technique used by Open Cities should be used to move actors over, however only the actors that were placed in the old Tamriel worldspace. Actors placed in the city worldspaces wouldn't need to be changed at all. So, what do you all think? Any other or more practical methods? Anyone wanting to give this a shot? Edit: On a whim I tried swapping the coordinates of the ThalmorEmbassyExterior02 and ThalmorEmbassyExterior01 cells the TES5edit. Aaaaannnd, the CK crashed on loading. The cause, according to the editor warnings was "MASTERFILE: Reference attached to wrong cell for its location:", as I didn't change the coordinates of any of the references. I could go through and add or subtract the coordinates of the 300 or so references, but that is a bit extreme for a minor experiment.
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I recently watched the Get to Know Your Mod Authors stream, and during it they discussed how to make Fallout 4 more re-playable. An alternate start mod would be a good start, but the fact that the character's predetermined backstory is so intertwined with the entire world makes it difficult. However, I think I came up with a solution. For the alternative start mod, instead of playing as the father or mother of Shaun, you play as 'Shaun', obviously you can rename him and choose your gender. The way this would work is the beginning would play through as normal, but as you enter the cryogenic chambers, your view switches to Shaun. You thaw out and you see Kellogg trying to take you, but your chamber is jammed. Your father manages to escape their chamber and starts attacking Kellogg. Kellogg knocks him out and decides to take your father, while keeping you and your mother as backups. Later your mother manages to get you out of the vault, possibly with you playing as her. A few things can happen here: Maybe you can play through the initial quest to get Sanctuary Hills set up as a settlement as your mother, with you being looked after by Codsworth. Then you grow up in the Sanctuary Hills settlement. Or Sanctuary Hills can already be settled when you leave the vault, and you grow up with entirely new NPCs or with the vanilla NPCs that were in Concord. Eventually, you leave Sanctuary Hills to look for your father. Now, this is where this idea really works, as all the mod maker has to do is replace 'son' with 'father' for all of the needed dialogue. Of course this will require some audio stitching, but I think it can be done. There you have it, you can play Fallout 4 without being forced into a cookie cutter family.
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First I want to say this isn't a mod request, more of a conversation as to how this could be done. So, there have been some mods, primarily Campfire and Frostfall, that allows the player to survive in the wilderness. However, there is the issue that Skyrim really isn't that big, or rather, isn't big enough to require any sort of camping system. You can walk to a town within a game hour from pretty much anywhere in Skyrim. At any rate, I think Skyrim would benefit greatly from expanding the area of the map. Obviously this would be a MASSIVE challenge to overcome via normal methods, as in recreating the Skyrim World from scratch, with a larger map, and reconnecting all of the quest links and AI markers and so on. So, I'm curious if it's possible to make this a reality via some other methods: Change the co-ordinates of a cell in a WorldSpace: If this is possible, then what we could do is sort of "cut" the map of Skyrim up into a bunch of pieces, then spread them out onto a larger map, and fill in the gaps with simple roads and wildlife. This would also make most mods compatible with this overhaul, as the changes would go to the same cell, but the cell itself would be in a different place. I took a look in TES5edit, and it does seem to be able to change the coordinates of cells inside Sub-Blocks, so this might be possible. Change the cell a Reference is In: If the first option isn't possible, then I pretty sure it's possible to move all the vanilla objects and references to another cell in the same worldspace, and possible copy over the Landscape mesh, texture, and Navmesh. This would preserve all the vanilla links to quests and AI packages, but most mods that edit the Tamriel worldspace would be incompatible or would require patches. So, if anyone else has some ideas as to how this could be done, feel free to tell them.
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I'm working on a mod that relies on a script to detect whether or not the player has up to 300 of these distinct items. I'll not go into the details because I would be here all day, but the way I currently have it set up goes like this. I have a FormList which is added as a property to the script, this FormList is filled with 60 other FormLists, which each contain 5 items. In the script I have an embedded while loop to detect whether or not the player has any number of these items, and if he does, adds that item to another FormList: FormList Property ListA auto FormList Property ListB auto . . . int ListIndex = 0 While(ListIndex < ListA.GetSize()) FormList TempList = ListA.GetAt(ListIndex) as FormList int ListIndex2 = TempList.GetSize() - 1 While(ListIndex >= 0) if(Game.GetPlayer().GetItemCount(TempList.GetAt(ListIndex2) as MiscObject) > 0) ListB.AddForm(TempList.GetAt(ListIndex2) as MiscObject) endIf ListIndex2 = ListIndex2 - 1 endWhile ListIndex = ListIndex + 1 endWhile So does anyone know of a way to streamline this process? As this code takes about 40 seconds to run, which is kinda annoying. Some way to check each of the 60 inner FormLists would be one way to streamline it, but I haven't found an elegant way to do that.
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Do int, float, etc variables that are located solely in script keep their values over saving and reloading? An example: say I have a constant effect spell (Like the racial buffs spells) that I want the player to have for a specific number of in game hours. I do this by saving a float variable in the script attached to one of the effects, that saves the approximate GameDaysPassed global value for when this spell should be removed. I then use the RegisterForUpdateGameTime function, to have the magic effect check every in game hour or so to see if the GameDaysPassed global value has reached the appropriate time. However, if the player saves while he has the spell on him, and then reloads the game, does that float variable on the magic effect script remain the same afterwards?
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A few questions: 1. Does a "RegisterFor..." function in scripts continue over saving and loading? An example: a "RegisterForMenu" function is called, then the player saves, quits, and relaunches the game, would the OnMenuOpen event still be called properly, or would the "RegisterForMenu" function need to be called again? 2. If the "RegisterFor..." function does persist in saves, would uninstalling the mod that called that function cause issues, like papyrus spam or game bloat?
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I was wondering if the community knew of any roleplay mods, ie mods that allow the player to do some immersive activities to pass the time that actually serve a purpose, a few I have found already are: Training Dummies and Targets which allows the player to practice their combat skills on training dummies to pass the time Art of the Catch It's a fishing mod, nuf said Religion - Prayer and Meditation which is a mod I made (full disclosure) that allows the player to spend some in-game hours meditating and praying I also tried Living Takes Time for the reading takes time part, but it's MCM menu didn't work for me and the time lapsing whenever I exited a menu got annoying.
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Ok, so I've been having some issues with the NMM profile swapping, everytime I swap from my test profile, and back to my normal profile, nmm crashes. Here is the log: Any help would be appreciated
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Companion's Rescue Mission Bug: Captors attack Captive
IronDusk33 replied to IronDusk33's topic in Skyrim's Skyrim LE
Well, I hope somebody can fix it at some point. -
I appear to have found a very distracting bug with the Rescue Mission radiant quest for the companions. Where, upon entering the dungeon where the captive citizen is held, either the captive or the captors begin attacking the other. I have encountered this on two different games with similar mod lists, but I haven't found which one it is. I think either Requiem or the Immersive Citizens: AI Overhaul are responsible, but I haven't managed to test it, and these are difficult mods to test. Any help would be appreciated. Here is my full plugin list:
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Ok, so I've encountered a bug with one of the random encounters. I believe it is the one with a noblewoman on a horse, with a bodyguard with random armor, riding to Solitude to visit Vittoria Vicci. At any rate, it seems I am getting this encounter a lot. I think I've encountered it on the road between riverwood and whiterun at least 5 times, and I'm only level 8 (however I do have Requiem). The main issue is that sometimes the horse starts flying all over the place, and it looks similar to the physics bug that happens when you don't cap your frames, but my frames are capped, and often don't rise above 35. Another issue that comes up is eventually the rider either dies or despawns and the horse runs to the place where it spawned and stays there. So, yeah. I would appreciate some help with this. Here is my load order: The 3 TESV Patches and the IJTemperPatch, are patches I made through TES5 Edit.
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Put simply, I'm attempting to get some shield meshes from the Staves of Skyrim mod to be able to be used in art objects, and subsequently used in magic effects. However, after some testing, I think it needs some tinkering in NifSkope to work, if not then some actual blender editing. So, if anyone who has nifskope or blender experience, and has ideas about how to go about this, I would appreciate it.
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- creation kit
- shield
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Unable to Set a Hot File Image on my Nexus Files
IronDusk33 replied to IronDusk33's topic in Skyrim's Skyrim LE
Ok, it seems that my Hot File image DID save, but I kept getting the "Service not Available" error when I tried to save it. -
I don't seem to be able to set a hot files image for a mod I'm uploading. It just loads for a while then says "Service Unavailable". Has anyone else had this issue recently.
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Brainstorming Ideas for Magic Research Mod
IronDusk33 replied to IronDusk33's topic in Skyrim's Skyrim LE
Thanks for the ideas, so I'm thinking of adding Ancient Grimoires as an alternate form to research. These tomes would be found on enemy spellcasters and in spellcaster dungeons. The player would attempt to either: Study the Notes or Search for a Complete Spell. After either attempt there would be a chance for a enchantment ingrained in the tome to destroy the tome, so the researchers notes wouldn't be stolen, and possibly curse the player. Another possible way to research is to read textbooks, the player would read a textbook sold by court wizards or at the College of Winterhold, a script would make the player play the book reading animation, and then the player would wait (irl or with the ingame wait menu) while the player character studies the textbook. The amount of research the player would learn from these textbooks would decrease with time (there is only so much you can learn from reading one book). Eventually that textbook would become unusable as the player has learned all they can from it. I also forgot the most important part of this mod. The spells that are used to research can also be discovered by researching spells of the same type. Additionally, the entire thing would work through form lists. Which means that any spell mod could easily put their spells into my mod, and the player could research with their spells, or discover them. -
I am currently in the (very early) process of a mod which would bring magical research to Skyrim, and I want to ask the community if they have any ideas to improve the process. I'm currently going to have the player gain "research knowledge" by casting spells and reading Shalidor's writings. They would then attempt to discover spells by choosing certain aspects of spells that they are competent in (like novice fire damage, expert aimed attacks, adept alteration spells, etc) with a chance to fail and strike the player with debilitating and/or debilitation effects. If anyone has ideas to improve the process of research and/or discovering I would love to hear it.
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Thanks for the help! I'll give this a shot soon.
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I'm attempting to create a mod that allows the player to research spells and spell archetypes by casting them, among other methods. However, I have not figured out how to implement a few crucial parts of my mod. Here is what I have yet to figure out: -Detect what spells the player has equipped -Detect when the player casts said spells -Detect when the player equips a new spell I have attempted to look at TaichiKid's Spell Crafting, (found here: http://www.nexusmods.com/skyrim/mods/33598/?) but I wasn't able to fully figure out how his mod detects spells. I would really appreciate someone explaining how to do this.
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I'm looking for some unique and useful effects for me to mod into the unique weapons and armor in Skyrim, so I'm asking the community for ideas and to help brainstorm. Not much more than that; let the conversations begin.
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- brainstorming
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LE College of Winterhold Questline Edit
IronDusk33 replied to IronDusk33's topic in Skyrim's Mod Ideas
Awesome! I already completed the mage guild quest in my current play-through, but next time around I will definitely use it!- 4 replies
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LE College of Winterhold Questline Edit
IronDusk33 replied to IronDusk33's topic in Skyrim's Mod Ideas
Alright then, please tell me when you make progress.- 4 replies
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