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JobVanDam

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Everything posted by JobVanDam

  1. Does that mean you are or you are not going to release it?
  2. Agerweb is completely correct but the dimensions of the texture have to be a power of 2.
  3. I'm pretty sure you can make patches provided your patch requires their mod.
  4. I'm not entirely certain but the Quest Conditions (scroll down to bottom) only apply to the dialog associated with the quest. I manage the mod Organized Bandits In Skyrim and recently I started making quests for the big time bandits, but I wanted them to start when the player completes certain questlines. My method might be cheating, it's up to you. What I did was have a Persistent NPC in a hidden cell, that the player can't get to, have a package on them that teleports them out of the hidden cell when the player GetQuestCompleted == (Specific Quest) and because I'm lazy I used a default script (defaultSetStageOnLoad) that when my Persistent NPC 3D model is loaded it starts the quest and sets a stage for that quest. Trust me, I have tested it THOROUGHLY. It works. You would be shocked how quickly it happens too, I think the game every 10 seconds or so runs the packages of every. single. NPC in your game. The ones in towns, animals, dungeons etc.
  5. Do the cities include Whiterun and Dawnstar? When a lot of NPCs are in my view in those cities I get huge FPS drop.
  6. There was a real obscure mod that removed a visual effect from other non hostile NPCs when they were hit with a cloak spell from the player. It was made not too long ago. I tried searching on the Nexus the terms "disable" and "remove" but couldn't find the mod. Any help would be greatly appreciated, thank you.
  7. Making a skeleton for every dragon in the game would be too much including all the mods that add dragons. If it bothers you that much it's best to go with Dragon Remains. It edits the dragondeath script so the dragon isn't replaced with a skeleton but is instead left as is.
  8. GetInWorldSpace == Tamriel"Skyrim" Go in game and check this using the console though, just check the player in and out of an interior. If that doesn't work try GetInCurrentLoc == Tamriel"Skyrim" AND if that doesn't work you may have to use the above along with GetInCurrentLocFormList in the formlist would be all the major locations in Skyrim where NPCs hang at. Please let me know the results, especially GetInWorldspace because I think I've used that myself a few times assuming it counts everyone in Skyrim
  9. Be careful with increasing the radius of light sources. Skyrim does a horrific job with managing many light sources, if you put the light sources too high random light sources around the player will just completely turn on and off.
  10. It's the Respawn flag. It revives the NPC, if dead, and gives them a new inventory. I do find it weird that it's changing with every reload though. It should be changing after I think 2 weeks of you, the PC, not being around. Similar to bandits in a dungeon. Are you sure it's "every time" you reload? I have my unique, named NPC's set to Respawn and sometimes after visiting a place I will see them with X clothes, I leave the cell, come back and they have new clothes but keep those same clothes until I leave again.
  11. Ah ok well thanks anyway. If you need help with anything else, just let me know.
  12. Mid-quest or completed quest. I'm testing the mod by starting a new game.
  13. There's another mod with loading screens that have passages from the Bible
  14. I'm working on my own version of Missives (Solstheim) and I'm trying to exclude NPC's that have been possessed by the various stones. The key is to check the NPC for the DLC2PillarBuilderFaction [FACT:0401C4E5] Faction. One thing that I'm concerned with is whether or not this faction is removed from the NPC once they are no longer possessed and can then be interacted with normally. It seems like they are but I want to make sure. What I need you to do is run this small batch file on a handful of NPC's either post Miraak quest or mid Miraak quest. ;prid 04018FAC -- Morwen ;prid 04018FA0 -- Finna ;prid 04018F16 -- Bralsa ;prid 0401A519 -- Kuvar ;prid 040177DE -- Ulves ;prid 04018FBE -- Yrsa ;DLC2PillarBuilderFaction [FACT:0401C4E5] GetInFaction 0401C4E5 GetFactionRank 0401C4E5You need to place this batch in the same folder as TESV.exe, not the Data folder. When in game press the tilde (~) key which opens the console, then type "prid 04018FAC" (ENTER) "bat chk" (ENTER) Do this for each NPC listed in the batch file and then let me know the results. It should be either all GetInFaction == 1 and GetFactionRank == 0 OR GetInFaction == 0 and GetFactionRank == -2 Thank you very much for your help.
  15. This is actually very easy to do, you don't even need quests. Similar to the functionality of buying upgrades for your home, you have a dialog option that when selected and the Gold is given activates an X marker that turns on a bunch of meshes that you have placed.
  16. Sorry, I read the first few lines then started zoning out. If you want a certain NPC to have the physical appearance of another in the NPC record make the Template the NPC you want to copy, then in the Template Flags just select Traits. It will copy the Race, Voice, OnDeath Item, Height, Weight and Appearance Sliders.
  17. You shouldnt even be getting the line though. Put Conditions on the Faction based on GetCurrentTime so the faction turns off at the correct time so they stop selling,
  18. Can you provide the esp so I can look at it? Maybe the NPC doesnt have the correct template flags set? Maybe your checking the wrong NPC in game? Maybe you have to call "ResetReference" on the NPC so it reloads the entire NPC? Maybe the NPC or list is being overwritten by another ESP file?
  19. In RaceMenu it is. I made my Khajiit's tail a bit thicker and made the end part of the tail less "disjointed". The sliders are goofy so you will have to learn how they work and what they change. For Khajiit tails, its broken up into 4 different parts and you can make each part longer or wider. You can can even change where the tail is positioned on your back. If I remember correctly all the tail sliders are under "Beast".
  20. Simplest way is make a recipe for the tanning rack when waterskin or bottle combined with... some wine or water makes a full skin or bottle.
  21. Is the Story Manager necessary? Can't you just do what dylbill said and have a condition on it?
  22. i guess you could make a spell that Disables objects only if it's a tree or grass reference
  23. Is this research still happening? I wouldn't helping out science. EDIT: I booked an appointment anyway
  24. I called it many times cause I thought maybe it wasn't taking affect the first time. I fixed it though, still the fix shouldn't be. I remove the actor from the faction, then I use SetFactionRank. I don't have to do this with my dialog script or my other package script that uses SetFactionRank, something definitely fishy here...
  25. It seems the problem is with SetFactionRank. I changed the script to SetFactionRank with the new rank being the loop iterator i. Faction rank doesn't change at all from 0.
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