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NorthHare

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Everything posted by NorthHare

  1. Aha! Thanks! I didn't notice that new archive. skinnytecboy, I can't read your posts without hearing Frankie Howerd's 'Oooooh!' in my head. :laugh:
  2. You could make the vanilla door an enable parent of your new door, with your new door's enable state set to the opposite of its parent to make it initially disabled. Then attach a script to the vanilla door that fires OnCellAttach. If the quest is completed and the vanilla door is enabled, have the script disable the vanilla door, thus enabling your new door. I used this method on a house mod I made for myself that completely overhauled a vanilla building.
  3. Make a new package using the follow template (or just duplicate another follow package - there's a ton of them) and use the parameters to set which NPC to follow, at what distance, etc. Make sure you set appropriate conditions and/or schedules on the package if you don't want your dog to always be following the NPC. Add your new package to your dog's AI Package tab.
  4. What you could possibly do is make various outfits (upper class, middle class, etc...), group them in formlists and run an outfit check on NPCs. If the outfit they're wearing is in one of those formlists, swap it for another in the same list. You could run the outfit check on location change using sLoPpYdOtBiGhOlE's aliases or apply a script to unique NPCs dynamically. This is just off the top of my head, so there may be some issue here that I haven't though of.
  5. Lol. Yes, that would be way simpler. :laugh:
  6. If it were me, I'd create a quest that's started by a Story Manager event and attach a script to the new quest that spawns the items using either the PlaceAtMe or MoveTo function. You might want to ask for any further suggestions or advice in the Skyrim Mod Talk subforum; it's likely to get buried fast in this one.
  7. From the looks of it, you just need to move your bashed patch. In the plugins frame on the right-hand side, drag Bashed Patch, 0.esp to the bottom of the list, then try loading your game again.
  8. Yes, they will. The options in the launcher change values in your ini files and they'll stay the same unless you alter them manually or use something like Mod Organizer or Wrye Bash to overwrite them.
  9. Nuska's Character Mod Resource Pack has wearable hooves.
  10. Awesome! I look forward to seeing your stuff. I'd love to see more TESO-inspired things in Skyrim.
  11. Heh. It wasn't really that much work on my part, but you're very welcome. :smile:
  12. Nice idea. The oven recipes are pretty limited. I'm going to make this. Champion, extra models would be very welcome if you'd like to make some! *Scuttles off to the CK*
  13. By 'labeled as' do you mean on a wiki? I just had a quick look at Jorrvaskr in the Creation Kit. I didn't see any safe barrels and not all of the sacks are safe.
  14. I was assuming there'd be a lot of overlap where excess vertices could be removed, but yeah, I guess that might not help much with stuff like logs.
  15. Just be sure to make a backup of the planet first.
  16. Hmm. Did you generate an SEQ? I'm guessing yes if it was working before. Could be your dialogue conditions. Voicetypes that don't allow regular dialogue need specific conditions to work. The only other thing I can think of is that, if you've got the follower in an alias, the alias isn't being filled. Again, though, that probably isn't it if it was working before. If it's none of those things, I'm stumped.
  17. So you can activate the follower, but don't get any dialogue options? You could try temporarily changing your follower's voicetype to a vanilla option and test using shared responses. If that works, you can narrow it down to an issue with your voicetype or files.
  18. There's an example script on the wiki for the second option.
  19. You might be able to combine the objects into one mesh using NifSkope, but with 20-30 objects, using something like Blender would be easier.
  20. Have you read the dialogue tutorial on the CK wiki?
  21. Check out http://forums.nexusmods.com/index.php?/topic/1801225-wip-elf-children/
  22. This should help: Converting an armour to another body for Skyrim. If you're making replacers, you won't need the CK as long as you use the same directory path for your new nifs as the originals.
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