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TomTesoro

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  1. Hey all. I'm posting this specifically for my team recruitment endeavors for the planned expansion for my mod, The Brotherhood of Old. Up until now it has mainly been a one-man team and I'm looking to change that. To sum it up, the mod is undergoing a major overhaul and I am looking to form a team to help make it happen. You can read up on the full details here. I'm looking for talent in: Level design Quest development (Creation Kit experience required) Papyrus scripting 3D modeling and texturing If you're interested in signing up, please fill out this form and I will reach out to you. If you can't help with any of the above, you can still help out by sharing this post on your social media or with friends.
  2. Sorry to seriously necrobump this but I just had to point out cumbrianlad's solution here. I wasn't able to get the door markers to show on the navmesh until I did what's described above. Now they're working perfectly thanks to this. Hopefully anyone experiencing the same issue sees this.
  3. Ok so... I figured this out. I should have experimented some more before posting a thread, but hey too late now. For anyone else that may experience this in the future, make sure you set your dialogue's priority to something high if you're experiencing this issue. I set the priority of this particular topic to 100 just to be safe, and now when I talk to him at that stage, it works. I never had to do this for any other dialogue before, but it would seem something I'm not aware of is conflicting with this particular topic at this particular time.
  4. I'm struggling with an issue here that doesn't seem to make any sense. I have one dialogue topic that just does not appear when speaking to the NPC once a GetStage or GetStageDone condition is added to it. I get to that stage in the quest, and... nothing. I double check that it is indeed on that stage, and still nothing. He just says the generic greeting lines. If I remove those conditions, it shows up just fine, but obviously we don't want that because then he would say it at any point in the game. Some workarounds I've tried are: Making a new quest that only has this line in it.Deleting the dialogue entirely and making it again.Making it in both dialogue views and player dialogue. Doesn't make a difference which way it's made.None of these had any success. This is the only dialogue topic in my mod that is doing this. I have many, many others all set up in the same way that show up with no problems at all. I have tried saving and reloading, generating a new SEQ file, I've checked the NPC alias... Nothing is fixing this. Here's the dialogue in question so you can get a better idea of what's going on here. \ Any help in figuring this out would be greatly appreciated. I'm at my wit's end here.
  5. I'm mostly using it to set the stage in fragments. Thanks for the useful info. I'll keep using it for that purpose.
  6. I'm trying to determine for script optimization purposes, which is the faster method for the game to run. I can't find any solid information on this particular case. My gut feeling is that using the quest name and assigning a property to it would be faster to run than GetOwningQuest(), but I have my doubts. Any help would be appreciated.
  7. Check the conditions on your dialogue. It's possible that it requires certain conditions to be met before it displays, and they have not been met.
  8. So what exactly is the issue you're running into then?
  9. Same principals still apply. I'd work with the entrance as a base mesh, and paste the hawk into it and then save it with a new file name.
  10. It's all good man. I got it working perfectly now. Trial and error. I've never made a havok mesh before. Now I know what to do. Guess I didn't need to make this thread afterall since I figured it out on my own.
  11. You shouldn't need to do anything in blender at all. This is a static mesh that they player isn't really going to physically interact with so everything should be fine doing it this way. You'll still need to open up the entrance nif, you need somewhere to paste the hawk into. Now if you're just looking to replace the mesh, the steps I described above should be everything you need to do. If you want to make one with a different file name and not overwrite the original, then you're going to need to open up the Creation Kit or xEdit and change out the file path which is a whole different can of worms. Though overwriting the original shouldn't matter since it still exists in Skyrim - meshes.bsa regardless. If you were to delete your overwritten file, the original would be unharmed in the bsa.
  12. You can open two instances of nifskope, one with each mesh you want to use. Go to the hawk sculpture and right click on the mesh and select copy branch. Then select the destination mesh, in this case the mine entrance, and right click on the parent node, be it bsfadenode or what have you, and select paste branch. This will place the hawk in the same mesh file as the mine entrance, but the positioning may be off. If it is you'll need to right click on the hawk mesh and bring up the transform window, where you'll be able to position it the way you want to. Finally, you'll want to click sanitize > reorder blocks.
  13. Moving a whole branch isn't really viable. You'll have to make a new branch on the quest that you want to move it to, then go into the topics and right click on them and select move to, and make sure you uncheck where it says current quest. It will then bring up a ton of branch options to move it to, you'll want to find the one you just created.
  14. Make sure he's got the appropriate merchant keywords in the faction relevant to what he's selling. VendorBlacksmith for example.
  15. How much work have you put into this already? It might be worth making a new esp and seeing if the issue persists. It's also possible that there's some kind of mod conflict causing it.
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