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JobVanDam

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Everything posted by JobVanDam

  1. I don't know the other stuff but I know number 2. 2. Make her part of the "Bandit Ally" faction. She'll be friendly with the bandits but guards won't kill her.
  2. I have personally worked on both mods myself so I gave you you a technical explanation. I am the current author of OBIS Oldrim version and have edited and released my own version of Immersive Patrols. OBIS edits vanilla bandits and adds new ones. IP adds new bandits that it uses for its patrols. First off these two mods don't even edit the same records, second the fact that they would have an affect on the aggro of a random faction is ludicrous. It's the wackiest butterfly effect ever like a butterfly flapping its wings in Canada would cause a pie to be baked in China.
  3. Hey since your into this can you try out something I was thinking? Open the console, click on the mannequin and type "playidle XXXXX" where you replace the XXXXX with the animation names from . Ex. "playidle idlestudy"
  4. Well what about weapons from other mods? You gotta buff those too. What you are trying to do is done by a tool called ReProccer but it requires some hefty scripting.
  5. For what you want to do you would have to add your books to the existing leveled lists in the game: LItemBook0All [LVLI:0003FFFB], LItemBook1All [LVLI:0003FFFC] etc. To avoid incompatibilities though you would have to use scripts, but chances are if you don't know leveled lists you probably don't know scripting. Using leveled lists is no big deal though, everyone uses them and everyone knows to use bashed patches to avoid those incompatibilities. Thing is though is their a book seller in the game? The only vendors that sell books are the mage vendors. The only way for your books to be distributed throughout the world is to use the leveled lists and have them randomly spawn for free when a user picks up a random book.
  6. It might be possible using the "Filter" option but I've trying using that a few times and I have no clue how it works and I can't find any tutorials or documentation on it.
  7. Changing in bulk with xEdit is VERY simple. If you need further help just let me know, I can explain it in a few steps... F it I'll explain it right now: - First change just 1 record to have the base object & leveled list you want used - Along with the record you just changed select all the records you want to change in the left hand menu using left mouse click + Shift or Ctrl - Right click on 1 of the records you selected and select "Compare selected" at the very top - Now in the right hand menu you will see all the records you selected side by side - Right click on the base object of the first record you edited in the first step and select "Copy to selected records". Then do the same for the leveled list. Boom. Done.
  8. Check out Candles of the North. I don't use that mod specifically but I used those meshes in my own mod, OBIS Loot.
  9. It might be like that in the CK but in xEdit the DummyBook and the levelled list it uses are separate. I could use the DummyBook and use an alchemy ingredient list and it will work. I think the DummyBook is used so at least you can see an outline of how much space the random book will take up, it does not determine what random item will spawn.
  10. This is very easy to do in xEdit. Go to a RefID with a DummyBook and it says the leveled list it uses (the DummyBook doesn't always use a specific list it can vary depending on the RefID), hold Ctrl on the keyboard and click the left mouse button. It will take you to the levelled item list, right click the highlighted list item in the left hand menu, click on "Copy as override into...", select the mod or create a new esp where the list will be overridden.
  11. I imagine you would just have to create a quest that's always running. If GetDead() == 1 Ref: Player assign a package to everyone getdistance() < 700 Ref:Player && GetRelationshipRank() > 0 where they run to the corpse of the player saying the generic voiced lines "Oh no! By the gods! This can't be happening!" and "What? NOOO!" Learn about quests and the CK, you might like it.
  12. You just change the cell dude. Copy the cell FormID that you want to move the objects into. Go to the object that you want to move, the very top row it says the name of the cell its currently in, right click it and Paste. If you close the tree (the left hand side directory) then reopen it you will see the object is now in the new cell.
  13. 1. For the grey face thing I do know sometimes the Creation Kit will automatically change tint values on an NPC. So your doing the whole Pull FaceGenData (Alt+F4) thing?
  14. Well you would have to make your own script and find the line he added to add an item and instead of adding an item you add a perk. It's not hard but it's probably something you haven't done before so "hard" is subjective.
  15. I don't know alot about scripting but it seems like you have to be sneaking to access the inventory. Are you in sneak mode when activating the mammothian?
  16. I would like to answer your question but I don't know what your asking. Could you possibly rephrase it or someone else could rephrase it?
  17. This mod does something similar. You would have to edit a script and then change the esp.
  18. So you want when the player buys the Alchemy Lab it doesn't turn off the Child Room? And when the player picks the Child Room it doesn't turn off the Alchemy Lab? You have to change the "BYOHRelationshipAdoptionHousePurchase" script, the last two function have to be changed as follows: ;---------------------------------------------------------------------------------------------------- ;Whiterun - Child's Bedroom swaps for Alchemy Lab ;------------------------------------------------ Function Whiterun_EnableChildBedroom() ;Debug.Trace("Whiterun_EnableChildBedroom called.") WhiterunPlayerHouseAlchemyLaboratoryStart.Disable() ;--WhiterunPlayerHouseAlchemyLaboratory.Disable() WhiterunPlayerHouseChildBedroom.Enable() ;Notify Adoptable that we have a child's room. (RelationshipAdoptable as BYOHRelationshipAdoptableScript).UpdateHouseStatus() EndFunction Function Whiterun_EnableChildBedroomAlternative() ;Debug.Trace("Whiterun_EnableChildBedroomAlternative called.") ;---WhiterunPlayerHouseAlchemyLaboratoryStart.Disable() ;---WhiterunPlayerHouseChildBedroom.Disable() WhiterunPlayerHouseAlchemyLaboratory.Enable() ;Notify Adoptable that we (no longer?) have this room. ;---(RelationshipAdoptable as BYOHRelationshipAdoptableScript).UpdateHouseStatus() EndFunction I have the above change in my own game and it works just fine. Pretty sure you have to make dialogue changes as well though.
  19. Like a .pex file? No, I don't think that's possible.
  20. Add a magic effect/disase to the follower with a condition using GetQuestCompleted.
  21. What's your idea 0Theara? What are you planning?
  22. Not exact but it's close: https://www.nexusmods.com/skyrim/mods/19961/?
  23. Thanks so much for the help guys! I appreciate all the suggestions but I think for me the best method is cdcooley's.
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