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Everything posted by Ulfengaard
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True dat. So many have died out. I can't tell you how many of us true liches/necromancers have waited for this day. Kudos, man.
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No kidding. My F5 key is about to fall off. :D
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Meh. No worries, man. We'll pull through. Thanks for the transparency.
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Need voice over recordings for your mods?
Ulfengaard replied to lrichner's topic in Skyrim's Skyrim LE
It might help to know if you are male or female.- 5 replies
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- sound
- voice overs
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Voila! - http://www.creationkit.com/Bethesda_Tutorial_Navmesh
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Tamriel Rebuilt is still running, isn't it? EDIT: Yup. Link Jump in there, folks. They can use all the help they can get. :)
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I've just about got one of my scripts working properly. The problem is that I want the player to take a journey following the compass objective marker rather than the world map objective marker. The only thing I have left to do is remove the world map objective marker, but I'm getting a sneaking suspicion that I can't do that. Does anyone know if this is possible without removing the compass objective marker? EDIT: I found Compass Tuner which does this externally (I think from the .ini), so I should specify that I'm looking for an internal way to do this. I don't want to wreck anyone's UI setup. EDIT: For anyone who is following this, with the help of Doublevil (Compass Tuner's author), I now understand that I can shut the objective off if the player opens the menu. I've found the relevant function in the SKSE function list (IsMenuOpen). I will be installing the SKSE .psc files (wasn't trying to make my mod dependent on much of anything), and then I will test and update with results. EDIT: I've been working my way through this. It turns out that I may not necessarily need SKSE. The functionality is there in the base scripts. My current roadblock is that the menu mode seems to hold the script up. So, while it eliminates the marker on the compass in-game immediately, the marker on the map remains until it is closed. May scrap this whole system and go for some other method.
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- objective marker
- world map
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Can't tell you how excited I am to hear the news. Looking forward to March!
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I know this thread gets pretty quiet sometimes, but cheers to you, kromey, for your hard work. I'm really looking forward to your first release.
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Just a note to express my support for this mod. I’m very excited to see how it goes!
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I... I can't live without this mod. After experiencing the difficulty of dealing with Basic Needs and the technical nightmare that is Imp's corpse of a mod, I need dis one back. Pwease. :ohdear:
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*dons leather cloak and wide brimmed hat* Bring it. I'm SO ready. :dance:
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[WIP] True Lichdom - Nexus Thread # 1
Ulfengaard replied to delfofthebla's topic in Skyrim's Skyrim LE
*snerk* Sorry. The pun is just too funny. To answer your question: no, the mod is not dead. It is still coming. It just may take a while. -
[WIP] True Lichdom - Nexus Thread # 1
Ulfengaard replied to delfofthebla's topic in Skyrim's Skyrim LE
:woot: How did I not see this mod?!? I am wow'd, and I can't wait to try it all out. My inner ebil mage is tapping his fingers together with glee. -
One last bump to see if anyone has anything useful to add. Then, I'll let this die and figure it out on my own.
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I had considered that, but even after removing the 'IsDead' condition, the forcegreet did not work. My understanding is that the package should run when the 'CombatTarget' meets any of the 'GetRace' conditions. Thus, the follower should interrupt combat with the forcegreet, but that didn't happen. I'm sure there is a lot I am missing here as scripting really boggles my mind. I'm working my way through some more tutorials on the radiant story manager. It might provide a more elegant solution for detecting whether the player kills a particular type of actor. In the meantime, any guidance would be appreciated.
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I am trying to put together a quest in which a follower initiates dialogue when a certain type of enemy dies. I'm currently using the ForceGreet package with conditions which include several OR instances of 'GetRace' along with an AND instance of 'IsDead', all focused on the CombatTarget. However, my follower is not initiating the dialogue, and the dialogue option does not appear in the list of topics when I manually start a conversation. I've been stuck on this for a couple of days, and it's putting a block on my mod. My adventures in scripting have been haphazard, in spite of the tutorials. So, any help anyone might offer would be greatly appreciated.
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EDIT: Derp. Wrong forum. New thread.