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JobVanDam

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Everything posted by JobVanDam

  1. I use a LE program called Skyrim Script Compiler for my scripting. It doesn't add self or anything else for that matter. I have recently had to edit a bunch of quests with aliases and such and the difference between self and no self is sometimes self would be referencing the script itself not the alias. Try removing the Subject.GetIsRace condition and adding more aliases. Also in the OnInit function add a Debug.Notification( "Name: " + GetReference.GetBaseObject().GetName()) so at least the game will try to spit out a name of what it did ultimately capture. In my experience, if something is not working as expected I messed up something somewhere or the engine is just goofy. So I start removing things or spitting out information on what the alias is pointing to until I can narrow down the problem and work from there.
  2. I think it's the self.GetReference(). Try just "ObjectReference obj_ref = GetReference()" The self is the script itself, not the Reference it's currently attached to.
  3. Thank you very much! I'll find a link for Outfit Studio and try to figure out how to do all that. Even though the original nifs appear to have a weight slider it was never implemented so I just have to change 1 boot.nif and it will affect all genders/races etc
  4. I have been given permission to use Hero Plate Armor but when I put it in my game, the boots, just the boots are slightly skewed. I've tried installing the original mod and version 1 and both have skewed boots. Im fairly familiar with meshes in Nifskope. I can edit UVs and do basic mesh editing with Nifskope. To people famailiar with mesh editing, what might be the problem? My best guess is the toes of the boots are connected to the wrong bone. Thank you for any help you can provide.
  5. Using xEdit/tesedit, go in the mod, find the Dialog Topic with the newly added dialog, collapse it so all the Infos inside are showing, add conditions to all of them like GetDisabled == 9 and run it on the PlayerRef. The Player will never be disabled so it will never prove true therefore never showing that dialog.
  6. I know this sounds like a troll but I swear its a weird solution that fixes persistent issues with my game: Youi have to kill yourself. Just open the console and type "player.kill", die, then when the same save is reloaded, save again and play as normal. This has helped me alot when goofy issues where if I do something specific like save or enter a new cell the game just crashes. Try it, cant hurt....
  7. It's very easy to make 1 NPC follow another. On your FollowerNPC give him the LeaderNPC refID as a LinkedRef, no keyword. Then on your FollowerNPC give him as his default package the DefaultMasterPackage formlist. Done. That DefaultMasterPackage is used throughout the game so developers didnt have a to make a package everytime they wanted an NPC to patrol or, or use furniture etc. In terms of performance I dont know what is most optimal but I do know the Default formlist is used by 99% of NPCs in dungeons, its very flexible. As for NPCs getting left behind or moving ahead and standing where the Leader will eventually get to, theres nothing you can do about that they just do that sometimes.
  8. Neloth from the Dragonborn DLC casts Candlelight at random times, check out that package.
  9. Contact MoreSly. He wrote some excellent dialog for one of my mods.
  10. You could give them a new faction thats Friendly to the Draugr Race but Doesn't Help Friends and Allies. Therefore it will only help people in the exact same faction.
  11. I'm pretty sure its fine. I have a mod (no longer available) that changes Serana's race and I always check the comments for such a large overhaul of an important character and no one mentioned an issue (otherwise I would not have used it). I would suggest you don't convert her back to human though as scripts will kick in and set her to the default NordRace.
  12. 1) The way you stated is the way to do it. Not real secret, hidden, tech. Another thing you can do, for instance, you created a bunch of dragons that are exactly the same stat wise but they look different and you want them to NOT have a greater chance of being selected, create a new list called listDragonX and add that to the main lcharDragon list. 2) gotta make one levelled item list with all the clothing options and another list with all the alternate clothing options, set the option Use All on both lists. Make another list that hold the two lists you just made and add that to the NPC's Outfit. Personally, best tutorials were other people's mods or the base game itself. If there is something I don't like about the a mod or the base game, I find something similar or figure out how it works and change it.
  13. So the quest has the alias? The option "Stores Text" is set? Why can't you use the usual text replacement?
  14. No, in xEdit you create a keyword in Update.esm. you then "Copy as override..." that keyword into your mod. save your mod, don't save Update.esm when the game is looking at your mod it will see that a keyword belongs in Update.esm but isnt there, so it will inject the keyword into Update.esm
  15. Immersive Armors does this. It injects a keyword into Update.esm. The first two chars of the keyword formid are 01 regardless of load order positioning. Then you recreate the same keyword, same formid, in your existing mod again injecting it into Update.esm
  16. I've made an addon mod that adds more quests to the mod Missives. I've also altered how the vanilla bounty quests can be started: you talk to the Innkeeper/Steward, get the note for the quest, then the dialog option shows up telling the Innkeeper/Steward you'll accept the quest. Currently I have: I will take the bounty at <Alias=BountyLocation>.and also in this mod is Khajjit specific dialog: <Alias=Player> will take care of this bounty at <Alias=BountyLocation>.Alias=Player will actually display the Player's name. Alias=BountyLocation will display the location the player will have to go to to complete the quest. I don't like the dialog so, if you would like, please rewrite it to something better. Khajiit Speak - Complete Dialogue Overhaul provides a good understanding of how Khajiit speak, sections 1. WTF? and 4. Examples. There are 4 separate vanilla bounty quests: Bandit Bounty, Forsworn Bounty, Giant Bounty, Dragon Bounty. You can make 2 lines for all 4 quests (1 non Khajiit and 1 Khajiit) or have separate specific dialog (4 non-Khajiit and 4 Khajiit lines). Up to you. Also, if you can, please keep the BountyLocation in the dialog. I don't want the player to have to exit the dialog, look at the note to check if its a place they wanna go to, then go back into dialog and accept the quest. If you decide this is something you don't wanna do that's fine. Cool service your providing to the community though.
  17. When I have an issue like this I think back to the game if there is something similar to what I wanna do. If I'm reading what you want correctly you want an NPC to be shackled. ThoraldGrayMane "Thorald Gray-Mane" [NPC_:0001C241] is shackled in the quest MS09 "Missing In Action" [QUST:0001CF26] it seems the package MS09ThoraldImprisoned [PACK:00046B93] is what keeps Thorald shackled. It uses the Sit package Template. Also it doesn't use a XMarker. It points him directly to the FURN object to use.
  18. Either memorize this or learn how to make batch files: moveto 0010E5E5open the console, click on the NPC and type that and the NPC will be teleported to the middle of Skyrim.
  19. Thank you very much dylbill. The lists I have much more varied. I wanted to use them like a leveled list where the game randomly selects 1 out of a myriad of options tp keep things random. I guess I'm going to have code the same functionality as the flag "Calculate from all levels <= PC level" except I base it off the actor's level. Thanks for the help guys.
  20. Which function do I use then? AddSpell does not work at all with LeveledSpell properties. AddItem accepts a Count integer not a Level integer.
  21. Yeah it compiles but in game, the log, I get an error and the NPC doesn't get a spell from the list.
  22. Good thinking but nope: Error: (00039D3F): cannot be put in a container.LSpellBandit01FireFrostShock [LVSP:00039D3F]
  23. I tried AddSpell and it doesn't seem to work. When trying to compile the script I get the following error : JVD_DefaultAddSpell.psc(10,9): type mismatch on parameter 1 (did you forget a cast?) Here is my script: Scriptname JVD_DefaultAddSpell extends Actor {Adds the selected spell OnCellAttach()} LeveledSpell Property mySpell Auto {Spell that will get added to this actor OnCellAttached()} Event OnCellAttach() utility.Wait(3) ; debug.Trace("Adding Spell to " + self) self.AddSpell(mySpell) EndEventThis script is basically copied from a Dragonborn script which adds a spell to an NPC. Only changes I made were the name of the script and the variable is now a leveledspell. Reason I'm doing this, I'm not sure if its common knowledge, but if you add a leveled spell to an actor that is copied by another actor the leveled spell list won't return anything. I'm hoping a script will remedy this.
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