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Grabstein

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Everything posted by Grabstein

  1. You get the same error on all three? Do you have an archive program like WinRar, WinZip, or 7z?
  2. The door had been appearing in front of the player. Oh, you mean *directly* in front of. Thanks. I'd not worried about that, yet. Thanks, for all your assistance. I know that Win10 has some *hefty* updates, so luck with those!
  3. I'd *like* the door to disappear after the second door is used, to exit. Here's the ESP. https://drive.google.com/open?id=0B2cC4Qo6PxpoTlJ0dVR1azJVVms
  4. I did put the rats back. I've got everything working properly, too. I cannot, still, figure out how to make the door automatically disable/disappear. I've created a spell that dismisses the door and that works, but that's spell switching, so not tidy at all. Any idea on how I could implement this?
  5. Actually, I wasn't looking at the door being timed. Also, the door does not disappear, unless it is resummoned. I *could* just deal with that, but I'd prefer it to be tidy. I can share the file, if you'd like. That'd give you a better idea of what I'm talking about.
  6. I had had the rats, but for some reason when they were disabled it didn't work and when they weren't it worked but they were hostile. I removed them and things still work, properly. The idea I have is to create a quest that has a counter for the outer door. When that counter hits two, the door would go back to its cell.
  7. Last year, I was working on a necro'd project of my own creating. I have renecro'd it, again. I have created a spell to summon a door that leads to a custom player house. Everything works, so far. What I'd like to do would be to set a door stage, or something, for each of the doors used so that upon leaving the player house, and returning back to the previous point, the door disappears. I do not want it timed, as the time spent inside the abode will be variable. Should this be put in a quest script, or should I incorporate it into the spell script? Thanks, in advance.
  8. I've got a custom follower that I've setup the same as vanilla followers. Everything works, except when the get fired, they keep following as a close distance. Their dialogue reflects that they've been fired, though. The Sandbox Package is set for SetQuestVariable "follower", Fired == 1. Thanks, in advance.
  9. I've created a custom follower. A couple, actually. They all work, except they all seem to be inflicted with the same problem. They won't, initially, follow until after I've gone into the world space, then back into their resident local. Any ideas? Thanks, ahead of time.
  10. Hey, all. I'm having this strange issue with a custom race NPC not utilizing idle markers. I've run across how to make them use specific ones, however, this NPC won't use *any*. I gave her the smoking animation. Is this causing an issue? EDIT: Okay, yeah, that was *part* of the issue. Instead of having one package for sandboxing while smoking and one for just sandboxing, I'd tried to do everything off of one. So, lesson learnt. However, my NPC's just "bouncing" off of the walls and all sit/smoke animations are mere snippets of the full animation.
  11. Do you have the mods selected? Also, are you using the Bethesda version of the game launcher or the FOSE version?
  12. I've an idea for a healing companion. A Mr Handy, most likely, that'll just hang back and heal the player and companions by shooting them with Stimpaks. That'd have to be completely scripted, right?
  13. I'm attempting to make a stand-alone custom stealth suit for my custom companion. I've copied every item, renaming everything accordingly, from the original Fo3:OA DLC. For whatever reason, whenever my companion dons the suit, they turn invisible as if crouching, even when standing. I've been over it so many times, it hurts. I can *not* figure this one out. Help, please? *EDIT* *sigh* Nevermind. I've figured out the issue. It was the damned column spacing, in the Conditions area of the item effect. The actual conditions were hidden.
  14. Skyrim and Fo are different. Editing Oblivion in Skyrim CK would make more sense. I know, though, that Skyrim introduces a different engine and Papyrus, so FNV GECK would be the newest to use.
  15. FNV GECK is available on Steam. Being newer, doesn't it have more options, too?
  16. Has anyone had issues making a Fallout 3 mod with the Fallout: New Vegas GECK, or is this ill-advised?
  17. Okay. I've got the SG tattoo mod. I've taken a look at how it was done. With scripts. Makes sense. I've made my own script, based on theirs. I cannot get it to compile, though. So, I tried to go back and re-compile theirs. That won't compile, either. I get a slew of errors, mostly stating that "RegisterForModEvent is not a function or does not exist". It's setup to work off of the Race Menu.
  18. I've got .dds that work, when I replace current tattoo options. I'd like to create my own, however. How would one bring a custom tattoo into Skyrim? I'm not finding a place in the CK, so I'm presuming I need another program?
  19. Does Skyrim apply facial filters, per race, between CK and game?
  20. *sigh* Perhaps I can find assistance in the Techinical forum...
  21. I'm working on a set of armor that is comprised of parts from other sets. I'm using Maya 2016, with the plug-in found here. After *finally* getting it the way I like, and sanitizing in NifSkope, CK CTDs, after numerous claims that bones are missing from the base. NifSkope tells me the bones exist. Where am I going wrong? Mesh is here. Thanks, in advance.
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