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EsvDefcon

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Everything posted by EsvDefcon

  1. Keep an eye out for my new mod, Firewolf Hall! Take control of your own Skyrim inn, complete with an underground hideout, and meadery!
  2. Oh, thanks! I'll give it a go and see what I can do
  3. Can anyone help me with this problem? Basically, for my inn mod, I've got some brewery vats ingame, set up as workbenches. The only issue I'm having is that I don't know how to add a new crafting category (e.g. how do I make it so that when you open the vat you only see the recipe for the mead?). I see that there are different types of workbenches, such as alchemy, and enchanting, and what I essentially need to do is to add my own category, so that you can craft the mead. Thanks in advance, EsvDefcon.
  4. Thanks for your replies, in fact I already had set up the letter as an alias (rather than making a new courier, I just used the vanilla one, and had him deliver the letter), and I was having an issue with displaying the objectives. I'd set the objectives up in the quest stages, but they weren't working for some reason, so I just added them to the script itself and then everything worked fine. As for editing the messenger, I didn't, per se- I just added my letter to his container, rather than editing any of his existing data. This meant that the vanilla courier system would still work fine, but mine would also.
  5. Ok, So, I'm working on a mod where the player takes over their own inn. The way I want it all to start is by having a courier deliver a letter to the player, informing them that the inn is for sale. When they read the letter, I want the first objective to be displayed, telling the player to read the note. When they read the note, I want them to be given an objective to go to the inn, and talk to the barkeeper. When they talk to the barkeeper, I want them to be given an objective to buy the inn. When they buy the inn, I want the quest to complete. Now, so far, I've got the courier part working. When ingame, the courier approaches the player, and gives them the note. However, when they receive the note, the quest does not start. I've used the script defaultsetstageonplayeracquire, and I've changed the properties to match my quest. However, I'm getting nothing. Can anyone tell me how I can make the quest start when they read the note? Thanks.
  6. How advanced is your script? Is it a linear storyline, or... well, what is it? I'd love to know some more about your idea.
  7. Hi! I'm currently looking for voice actors to work on a small, but interesting new mod which I'm developing. The basic idea behind it is that the player can purchase an inn just outside of Whiterun, which is filled with interesting NPCs. If you'd be interested in voicing any of the following, please send me a PM! Here's the current list of characters: -Adventurer/Mercenary NPCs- tough guys and girls who enjoy boasting about their heroic tales. If you want to play the part of a heroic warrior, then this might be for you. -Inn Staff- I'll be needing some staff NPCs, such as a barkeeper/barmaid to look after the bar. -Drunkards- This mod is pretty heavily based on humorous characters. If you're comfortable with voicing some more inappropriate lines, these rude patrons are probably for you. Please note that some of these characters will use bad language. -Generic NPCs- Lots of minor roles will be included in this mod. If you're interested in voice acting, but you don't have much time to spare, then a minor role would probably be best suited to you. These roles will mainly cover the characters who will be drinking at the inn. It's a pretty small mod, I know, but that's the point. I always work on such huge mods that I can never fully finish them, so I want to develop something that is small, but extremely high-quality. Again, please send me a PM is you're interested! Thanks, EsvDefcon.
  8. Hi, So, I'm back to make some new mods. I'm going to be starting two new projects, and I'm looking for some voice actors to help me out. Something which I've noticed about my mods is that I always use ideas which are far too large, as I simply don't have enough time to spend on them. Therefore, I'll be making two relatively small mods, just to give me something new to work on. Now, as for the mods themselves- on will be an immersive, realistic inn simulation. I'll be making a mod which lets the player purchase and run their own inn just outside of Whiterun, essentially. Through some pretty simple scripting, I'll set up a ton of new recipes, and allow you to make alcohol. I'll add some inn rooms, and allow you to rent them out. I'll also be placing many customers around the inn for you to serve. As for the other mod, it was actually a pretty random idea I thought up after watching a video somewhere on YouTube. I want to create a plain mental but also pretty funny mod, which places a ton of angry Scotsmen around Tamriel. Of course, this wouldn't necessarily be a lore-friendly mod, but something a little out of the ordinary. just picture it, huge angry ginger warriors, armed to the teeth, swearing their way across Skyrim. I'll be needing some voice actors who can do a convincing Scottish accent. Please bear in mind that this will include vulgar language, so only apply if you are happy with that. For anyone who would be interested in acting on either of these mods, please leave a reply below, or drop me a PM. I'll be online regularly, so I'll reply ASAP.
  9. As said before, the GECK is basically just a toolkit for you to create your own mods for Fallout: New Vegas (and Fallout 3, if you get the FO3 version of the GECK). As for difficulty, it's incredibly simple once you've played around with it. The only hard part is learning the kit itself- where everything is, and how it interacts with each other. You said you've created games before, and have an understanding of coding, so that should help you out a lot, especially if you know Java, or even C#. However, the GECK uses it's own native scripting language, meaning that the language is used exclusively for Fallout 3, and Fallout: New Vegas. The good news is that using this language does not really require any specialist knowledge, just common sense. Everything is pretty self-explanatory with it. Just as an example: scn RandomScript begin onActivate player.additem RandomItem 1 end Scn (short for scriptname) tells the game what the name of the script is. Begin onActivate tells the game to start the script when the object it's attached to is activated (selected/when the player presses "e"). Player.additem RandomItem 1 tells it to give the player 1 RandomItem. End tells the script to end. And that's as easy as scripting in the GECK can be. Whether it's time-consuming, or not, depends entirely upon your level of skill with the GECK (which will improve a lot with continued use), and how big whatever it is that you're working on. So, good luck with your modding! :)
  10. Yeah, you can just use the model and add it to a new weapon, but make sure that you remember to tweak all of the weapon's stats to make sure that the modded weapon actually has the same stats as the vanilla modded one. As for NPCs, you can just put it in their inventory, but they'll open carry it. Unless you add it to a list, but I'm not sure if you know about this or not.
  11. So, you basically want to put together a team of modders, and really just get them to do all of the work? Because having a storyline on paper is about as useful as having one in your head. Creating a storyline takes a hell of a long time in the GECK, depending on how large it is, and although it's useful to actually know what your storyline will be, it's fun compared to building it in the GECK. Plus, coordinating their efforts isn't needed, modders can just discuss this between themselves.
  12. RIght, for an activator, you could do something similar: scn RentBedScript short rentday begin onActivate Player if gameday != rentday player.additem YourKeyName 1 endif end You'd also need a script which removes the key from the player: scn RemoveKeyScript begin onTriggerEnter Player if gameday == rentday player.removeitem YourKeyName 1 endif end You'd have to assign that script to a trigger where you want the key to be removed from the player. Or, you could do: scn RemoveKeyScript begin Gamemode if gameday != rentday player.removeitem YourKeyName 1 endif end
  13. Don't worry about timers and the like, it's actually really easy to do :) Before you make your script, you need a bed. This bed needs to be a persistent reference, and it needs to have it's own reference (double-click it, give it a reference e.g. BedREF, and tick the persistent reference box). You will also need an NPC to rent the bed from, such as a receptionist. They will also need to have a reference, and be a persistent reference. You will also need top set up a quest for all of this to happen inside of. Assign the following script to your quest, and save the script as a quest. scn RentBedScript short rentday begin Gamemode if gameday != rentdayRentBedREF.SetOwnership RentNPCendif end Then, go to your NPC's dialogue. Go to the topic where you rent the bed from them, and put this in the result script box: player.removeitem caps001 x ;replace x with the caps you have to pay to rent the bed, or just delete this line if you don't want itBedREF.SetOwnershipset RentBedQuest.rentday to gameday This script removes the necessary caps, sets the ownership of your bed to the player, and sets the variable rentday in the script to gameday. The main script creates a variable which is called rentday. Rentday is just a thing, you don't need to worry about it. But, basically, when the bed is rented, then it will set the rentday to gameday. When this is true, the player will own the bed, and they will therefore be able to use it. When the next day comes, the player will no longer own the bed. This will make them unable to use it. As for a key, you can just add: player.additem YourKeyName 1 to the topic where you rent the bed from the NPC, and then do: player.removeitem YourKeyName 1 when the rentday is not gameday. (i.e. if rentday != gameday player.removeitem YourKeyName 1).
  14. So, I added a little decal to the mark 2 reinforced combat armour texture yesterday. I moved the .dds into the directory, and I created a new texture set for it. When I went to edit the armour in the GECK, I opened up the model,l and added my new texture to it. It didn't show up. So, I tried adding the texture to all of the different options (e.g. arms, upperbody, etc.), but still had no luck. Can anyone point me towards how to add the texture properly?
  15. Well, I took a look through them and everything is fine (or at least it seems so to me). I had another look around for this issue, and some other people have had the same problem as I am getting- the songs only play for a few seconds. One of the solutions is to check random, goodbye, and run immediately for each of the topics. I use only random and run immediately, so I added goodbye, but had no luck with it. I'm really starting to run out of ideas, now.
  16. Oh alright, I'll give that a try, then. Thanks :) I actually got them from youtube-to-mp3.org (or something like that), so there could have easily been a problem with it's encoding. I'll try another site just to test it out.
  17. I used audacity, and I've tried .wav (both mono and stereo), and .mp3. Nothing seems to have worked, and I've done 45 conversions altogether now. I get what you mean though- maybe there's another format that might be usbale (actually I also tried .ogg but it didn't work).
  18. Nope, nothing yet, unfortunately. I have no idea what is causing the issue, but the only thing left for me to do to have the entire radio station completed is to get the songs to play properly. Really annoying that I can't find anything. As for YouTube, there's nothing as specific as the error I'm getting, but I took a look at how to make a radio station. Turns out that everything is fine with mine, so (in theory) this error shouldn't be happening at all.
  19. Thanks, I'll send him a PM. Unfortunately, this is the only thing which is stopping the mod from progressing, so I hope that I can find a fix soon :(
  20. Oh, and as for the lock skill and the couple, just double-click the door which you are using, and goto lock, and then set the lock level which you want. As for the shocked couple, I presume that you know how to make NPCs, but, if not, then just look up a tutorial somewhere. It's really easy to do.
  21. Really, you need a trigger to detect when the player is in range of the door. You'd then begin your script with this, and have it play the sound. You'd need to add your sound in the GECK as a new sound file (just find audio in the browser, right-click, and goto new). Select the sound to be played in there, from the select tessound option. You'd need to setup a variablee in the script as well to determine when the door is open, therefore stopping the sound. Take a look at this (just making it up off the top of my head so let's just see how it goes): First, make a quest (if you haven't already got one for this whole thing to happen in). Just call it whatever you want, and give it any old ID, but please note that in the following scripts I will assume that you quest is called SuggestiveSoundQuest. Ok, first script. Assign it to your quest (goto your quest and select this script from the dropdown menu). Here it is: scn SuggestiveSoundQuestScript short doorOpen ;0 == No, 1 == Yes Ok, that was nice and easy. Here's the next script. Assign it to your trigger: scn SuggestiveSoundTriggerScript begin onTriggerEnter Player if SuggestiveSoundQuest.doorOpen == 0 PlaySound SuggestiveSound ;Just replace SuggestiveSound with whatever you call your sound file endif end You'd need to assign this script to the trigger. The only issue is that doorOpen needs to be updated. You could do this by using a script on the door itself: scn SuggestiveSoundDoorScript begin gameMode if getOpenState == 1 set SuggestiveSoundQuest.doorOpen to 1 elseif getOpenState == 0 set SuggestiveSoundQuest.doorOpen to 0 endif end Ok, done. Please let me know if any of this works for you!
  22. Ok, so instead of using the .wav versions of the songs, I switched over to .mp3 format. I enabled "2D", and "Dialogue Sound", and also set all of the songs to have a static attenuation of -12.33dB. Now, they are playing ingame, but only for a few seconds, and then they are moving on to the next song.
  23. Thanks for the replies, I've actually found out what was wrong as far as the repeating goes. So, basically, I was using stereo .wavs when I really should have been using mono channel .wavs. I converted some this morning to test, and it appears that it's fixed. I'm going to finish converting the rest now. However, the songs still don't play, and I have no idea why.
  24. Ok, I've went ahead and set up a new radio station, but I'm still getting exactly the same problem. I have no idea what's going on here. The audio files will play, but the songs won't, yet they all share the same encoding (.wav). This is really strange, and I have no idea why any of this is happening. I have even set it up in the same way the RNV works (minus the scripting).
  25. Ok, So, some of you may have seen my recent post about a custom radio I am working on for my mod. Well, I just finished making it, went to test it ingame, and then discovered that it: Plays all tracks twice.Doesn't play music.You may be thinking, "If it can't play music, then how do you know it's playing tracks twice?". Well, it plays the intros twice (basically any DJ voiced line), but doesn't play the songs. I have the .esp ready incase anyone would like to take a look at it. It's really confusing me, seeing that everything is set up as it should be. Anyone with any ideas, please let me know! Thanks, EsvDefcon.
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