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Khet

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About Khet

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    That one game developed by those guys that doesn't suck

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  1. Holy crap is this real? I gotta figure out how to get my hands on the equipment required to do this. Experiencing Skyrim like this would be... incredible. This is definitely something I'll be keeping a very close eye on!
  2. Okay, called a friend of mine (bluetooth is amazing, by the way). Here's what he's saying: There's an object called Water1024RiverFlow in the Activator category. You should be able to stitch together a few planes of these to create a moving pseudo-river in your cave. He doesn't know if you can swim in this water, but you should be able to get around that by simply having the water level low enough to make swimming impossible. Using those, all you would have to do is make your trench, then add those planes in and voila, you should have a river in a cave.
  3. Of COURSE they bork everything! Why wouldn't Bethesda make sure their crap is working? Honestly, I can't help any farther until I get home in another ~11 hours or so and can actually pull up the CK and take a look at it myself.
  4. Could have sworn I already post here... ah well. For interior water you need to right click the Interior cell in the Cell View window, then go to Edit. Turn on the "Has Water" checkbox option and voila, you should be good to go. Adjust the height of the water accordingly. Keep in mind that you can't adjust individual sections of the water, only for the entire interior cell. So, if you want water to be in one location that location has the be the lowest part of your interior. For exterior, its pretty much the same. You have to drop the level of the land down far enough to drop below the water level. Edit: Or... not. There's also apparently and active called Water1024DefaultIntAnkleStill that is simply a square plane of water that you can place in the cell. There might also be other Water planes that you can add if you simply need a ankle deep water source. The above still holds true of swimmable water though.
  5. You can't simply delete the chargen MQ101 quest because that's the quest the game looks for while starting. You actually need to hijack the quest when its setting up the player location. I forget which stage I started on with my own alt start mod but you'll need to look around stage 20 or so to figure out where you hijack it at. You'll also need to comment the rest of the lines so the game doesn't bug out by trying to run the commands. Poor description, I know, but I don't have the CK in front of me right now and can't give you any better details than that until I get home in ~12 hours or so.
  6. Its a bug with the latest steam update. Any mod installed from the Workshop that doesn't have a picture with it, unsubscribe and that should fix it. Lesson learned, don't use the workshop.
  7. If you don't know where to start to make a companion, your best bet would be to find a companion in the CK, right click their entry in the Object Window list, go to edit, then give them a new Editor ID and say "yes" when asked to create a new form. From there, you can simply tweak the dialogue options and responses to your own tastes, along with their equipment, skills, etc.
  8. Adding on to what Susurruss said, Bethesda got a little trickier with a lot of their parts. I realize that while building a cave the other day, a few areas didn't like up properly, even though everything what golden. Turns out that some peices just cannot be placed next to eachother such as GreenLWallCave01 and GreenLWallCave02 (or something like that, can't remember the exact ID) so, if everything is supposed to be lining up like it should but there's just a few problem areas, trying switching out your current object with one of the same name, but a different number.
  9. Alternate Start mod that will skip the beginning, start the player in a small safe-house like cave, that picks up after the attack on Helgen. You choose your backstory such a Smith, Bandit, Warrior, Mage, ect. and meet up with an NPC that can become a companion with his own unique storyline. And before someone asks (since it always happens when I post here now days) I'm not reuploading my alt start for FO3.
  10. I assume the Imperial Prison is where the dogs are found. Unless I'm mistaken, only NPCs can use doors so the dogs won't follow you. Can't think of a quick fix for it right now, but I'll give it some thought.
  11. Sinblood has a lot of HGEC clothing mods. They're all pretty decent quality, and I think a few of them could easily fit the mage robe role. http://tesnexus.com/modules/members/index.php?id=54451
  12. Which, if any, body replacer do you use? Can't really help without know what you use.
  13. Also, read this. http://cs.elderscrolls.com/constwiki/index.php/A_beginner%27s_guide,_lesson_1_-_The_Construction_Set_Primer Seriously. Good info for a beginner. Heck, the entire CS Wiki is great info for even the most seasoned of modders, but you should start there. Edit: Wrong link, heh. Fixed now!
  14. In the quest script, toss in something that looks like this: Short Start Begin GameMode If Start == 0 SetStage QuestID Stage Set Start to 1 End If End Basically, it checks to see if Start is 0 (which it will be, when the game is first launched) it'll then set the quest to whatever stage you want, and then set Start to 1 so it never happens again. Now, if you want this to only appear AFTER the tutorial or some other quest being completed, you can add in this too: If Start == 0 && GetStage QuestID == XX Replace XX with the stage of the quest you want checked. Then, the script will only run if BOTH conditions are true.
  15. Pretty easy for your latest question. I didn't browse through the entire thread to see if they have all been answered, but just enough to get a gist of what's going on. Create an X marker with any kind of Reference ID (say, PlayerReturn for sake of the example) In your script, BEFORE you teleport the player, toss in the line PlayerReturn.MoveTo Player This will drop an X marker at the player's location (again, before you teleport the player, since scripts reads from top to bottom when processing) and once you want to teleport the player back, you simply use Player.MoveTo PlayerReturn and voila, instant teleportation and recall! Works great if you're making a teleportation spell too, though I can't remember if it places the X marker at the players feet or head... something to look into. If it places it at the head, let me know and I'll try to dig up how to offset a moveto command so it'll be placed on the ground. Edit: And where possible, if it's a static location you wish to move the player to, I find it easiest to use X markers or X Heading Markers (Heading will make the player/npc face in the direction of the arrow, where as a normal X will keep the cardinal direction the player was facing) rather than a GetPos command. Even if you use a /lot/ of mark/recall deals, a single Marker used for the recall (PlayerReturn) can be used over and over again before you teleport the player to wherever you wish them to go.
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