Jump to content

Smashingdugongs

Supporter
  • Posts

    5
  • Joined

  • Last visited

Nexus Mods Profile

About Smashingdugongs

Profile Fields

  • Country
    United Kingdom

Smashingdugongs's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. Thanks that worked :) Now I just need to edit a load of dialogue and work out how to make him say 'em haha
  2. https://www.nexusmods.com/skyrim/mods/36520 I see no reason why this mod wouldn't work, based on screenshots it even works on paarthurnax! :smile: There's a special edition version too if you're using that Seems like to use it you just select jzargo using the console and type "bat setmarry" and the "Interested in me, are you?" dialogue should be available
  3. Hi there! I am completely new to modding but I noticed there was a severe lack of Gordon Ramsay followers available. My plan is to make a follower who looks vaguely like Gordon and take dialogue from his various programs to use in certain situations. I have experience cutting up audio to make people say new things so I should be able to have him comment on specific Skyrim related things too. Last night I messed around a bit and made an NPC, made him wrinkly, and stuck him in the Windhelm kitchens. He currently works like any vanilla follower since I haven't done dialogue yet. The issue i'm currently having is that I want to use a modded hairstyle for him. I basically made my character using racemenu and then used the console command SPF (his name) and imported that .npc file to the actor in the creation kit. So in the creation kit he has the right face, but he has a vanilla hairstyle. In the data section of the creation kit I have Skyrim.esm, Update.esm and the 3 dlcs. The active .esp is called "testquest" because I was following the tutorial. The hair that I want to load in is from KS Hairdos (male version) and its also being overwritten by a mod called "Salt and Wind" which retextures the KS Hairdos. I cannot for the life of me see an option to add an .esm or .esp to the data load in bit in the creation kit. Also I am not sure if this is relevant but I have KS hairdos (female), KS hairdos (male) and the Salt and Wind retextures for them. In Mod Organizer there's only one KS hairdos .esp file and it says the origin is the male version. Can I use Wrye Bash to turn this .esp into a .esm and somehow load that into the creation kit? TLDR; I want to load KS hairdos into the creation kit to add them to an NPC so they don't just have vanilla hair. Thanks for any and all help and sorry if I've missed any crucial information, I can provide more explanation if necessary :smile:
  4. I know it's nearly 2020 but since it's still not been done and ES6 won't be coming out any time soon, I guess it's better late than never. I know how to edit dialogue (from making YTPs) so hopefully it's not too much of a step up to make a follower. I've never made a mod before, but I guess the big G Rams is as good a place to start as any :) I'm on it
  5. In my game, chickens and goats and rabbits and deer etc worked fine, but skeletons, wolves, horses, dogs, spiders etc all just stand still and turn hostile, but can't actually do anything. But I found a solution! Go to skyrim/data/meshes/actors and there will be a list of folders for all the actors in the game. within each of these, there SHOULD be 2 folders, called "behaviors" and "characters". These will each contain a .txt file called (creaturename)_template.txt. However I noticed that specifically within the folders for the broken animation actors in my game, these had an extra file called (creaturename).hkx. There was also an empty folder for "animations" (where the sexlab stuff would've been had I not deleted it). I don't know anything about programming so I don't know if it's dangerous to do this, but deleting the .hkx files and leaving just the .txt template files restored all the animations for the affected creatures. Anyway, do that for all the actors that have that problem and it should be fixed, it worked for me!
×
×
  • Create New...