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sammidraco

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  1. Great, thank you! Looks like that's exactly the problem. Not sure how I got my own little mod to rely on this patch as a master file, being that I don't believe I've made any adjustments to it after I installed the patch. But I guess must have done something I thought was insignificant and just don't remember. Granted I did previously create a follower with the sultry female voice, and the patch added in some voiced dialogue that was missing from the original files, so maybe that's all it was. Anyway,I know nothing about accessing the stock NIF files, or how I can incorporate them into my mod despite the patch. Any advice to point me in the right direction would be much appreciated. If not, then at least I know now what I need to study up on next. I'm sure I can figure it out in time. Thanks again for the help.
  2. So this is not a custom mesh or anything. All I did was create an armor using the vanilla ArmorBriarheartEmptyAA model, (the one where the hole in the Briarheart's chest is empty after you loot him) made an outfit out of that, and assigned said outfit to an NPC I created. Basically for months I didn't have a problem until today when I downloaded the Skyrim Unofficial Legendary Patch. At first the torso was invisible in both the game and the CK. I redid all my steps, and now it's visible in the CK but in-game his torso is still invisible. Can't run Skyrim if I uninstall the patch seeing as it crashes after the Bethesda logo. Can't run the CK if I uninstall the patch as well, since it'll crash before anything else happens. There's no other mods that could be causing this. Any ideas? Cuz I'm lost.
  3. So this is not a custom mesh or anything. All I did was create an armor using the vanilla ArmorBriarheartEmptyAA model, (the one where the hole in the Briarheart's chest is empty after you loot him) made an outfit out of that, and assigned said outfit to an NPC I created. Basically for months I didn't have a problem until today when I downloaded the Skyrim Unofficial Legendary Patch. At first the torso was invisible in both the game and the CK. I redid all my steps, and now it's visible in the CK but in-game his torso is still invisible. Can't run Skyrim if I uninstall the patch seeing as it crashes after the Bethesda logo, and there's no other mods that could be causing this. Any ideas? Cuz I'm lost.
  4. Hey all. I'm trying to create a scenario where my custom NPC equips certain pieces of armor (specific boots, gloves, cuirass, and hood) when the player has a specific ring equipped. I'm assuming the best way to do this is via scripting. Unfortunately I know next to nothing about constructing a custom script. It seems like this should be easy, but the more I try to figure it out alone, the more I feel like I'm falling down a rabbit hole. Any suggestions for the basic construct for this script (or any better ideas) would be greatly appreciated. Thanks in advance.
  5. I feel like this has been asked a million times before but I can't find any answers that either pertain exactly to my situation or I just don't understand. I just want to do one simple thing. I have an NPC created and I'm using the vanilla femalesultry voice. So obviously in combat she just uses the generic dialogue. "And you thought I was just a pretty face" and whatnot. I'd like to add the bit from Eola from the cannibal quest, where she says cannibalistic things in combat. (Weird, I know. Don't think about it.) I'm not trying to add any dialogue exchange between the player and NPC. I just want to add a couple lines of vanilla dialogue that my NPC shouts out enemies. I feel like this should be easy but I can't quite get it. Any ideas? Thanks.
  6. Hey all. I feel bad for asking this because I feel like the answer should be easy to find, but I'm having a real hell of a time. All I want is for a specific NPC follower to mount/dismount a horse when the player does. At this point, I don't care if the horse is summoned or if it's just following the NPC around, though I'd prefer summoning if I can help it. I also don't care if the timing is off by a few seconds either. Just the simpler, the better. I've found only two tutorials and both are leaving out important details. Such as other mods they may be working off of, or creating a new Quest with no details given, which I'm not even sure if that's necessary. I realize I can download other mods and try to figure out how they did it, but a lot of those more are more complicated than what I'm aiming for, so I'd rather not if I can help it. If anyone could either give me a quick walk-through or point me in the direction of a decent tutorial, I'd really appreciate it. Thanks!
  7. Actually I've discovered a weird in-game way that sort of fixes it and it doesn't make any sense to me. But it works. 1. Ask NPC to follow you. 2. Exit out of dialogue and immediately fast travel somewhere. 3. Ask follower what they have for sale. Vendor's inventory should be empty. 4. Fast travel back to where the NPC is supposed to originally spawn in. 5. Dismiss them from service. 6. Fast travel somewhere else. (I like to go to an inn and sleep for an hour just for good measure.) 7. Fast travel back to NPC and have them follow you. Now their vendor's inventory should always be connected to their vendor chest every time. I have no clue as to why that works and it's kind of a pain, but I just have to do it once when I first load up Skyrim and it's fine for the duration of being on the game.
  8. Thank you for looking into it for me. I kind of figured that was the case after looking through the CK, considering the way that the vanilla NPCs are set up in the CK. Like the khajiits, as I've mentioned before. The potential khajiit followers are never simultaneously vendors. There are other examples too but you get the point. I do know that there are mods out there with followers/merchants so I know there's a way around it. I was hoping I could figure it out myself but I don't think I can, so I'll try your suggestion and download one or two mods to take a look at what they've done and how. I'll also try the -1 with the job faction and see if that does anything. I probably won't create a summonable merchant though since it's not exactly what I want. Plus I kind of think it would take away some of the fun in obtaining the ability to summon the dremora merchant in Apocrypha. But I appreciate the suggestion. Thank you for all your help and pointing me in the right direction! I really appreciate it. I'm glad to know now that I'm not the only one with this problem, and that there is a workaround somewhere though it may be difficult for me to do. But at least now I know. Thanks again!
  9. **Edit I think I've figured it out. I'm almost positive that it has everything to do with having the NPC be both a vendor and a follower simultaneously. If you notice, the khajiits are always one or the other, but never both at the same time. So I decided to do a little experiment. Although beforehand I did what you guys suggested and even created a new test NPC and factions, as well as creating a non-accessable cell to place the vendor's chest in while placing the NPC somewhere in the world. But I'd still have the same problem. Even with the chest in a completely different cell, once I'd get her to follow me and we'd walk a little ways, she'd lose the connection to her vendor's chest. So once I thought of the khajiits I decided to test something. I created a travel package for my NPC that allowed her to walk all over Skyrim. She was still able to become my follower at any time but I just let the package run and followed her around instead. I'd intermediately ask what she has for sale, and as long as she was not my current follower she was able to retain the connection to her chest. Once she becomes my follower, no matter where she is in the world, after just a few steps in any direction she'd lose her connection to the chest. Even when leaving my service she doesn't immediately regain the connection. I have to either fast travel or go through a loading screen somewhere and come back, at which point she'd regain her connection to the chest again. I'm almost positive it's because for some weird reason the two factions interfere with each other.
  10. Yeah I've already got all that sorted. I've created my own vendor list as well, so the NPC is kind of a unique merchant who sells more than just your typical items. When I'm in the same cell as the chest, all the correct items come up like they're supposed to. It's after I walk a little ways with my merchant/follower and move out of the cell when the items disappear from the merchant inventory, even though the dialogue still pops up. (I've also tried with just a regular vanilla vendor list and I still have the same problem.) It also doesn't change the problem if I leave the Not Buy/Sell box checked or not. I tried looking at other vanilla NPC vendors in the CK that travel and I can only come up with two conclusions. First is that if they're going to buy/sell anywhere in the world, they're items are not linked to a hidden chest, but are rather in their regular inventory. So if I wanted to, I could steal the items they're selling by pickpocketing. The second conclusion is the traveling NPC can buy/sell items only when they're in the same cell as their chest, or at least close by. I can't find any examples of an NPC accessing a chest from anywhere and everywhere in the world. And I don't want to use my custom NPCs normal inventory to put their sale items in because I'd rather use their inventory as a follower. But I'm starting to wonder if this is really an option.
  11. Thanks for the response. But that's the weird thing, I've selected Near Self in the Location tab for the new faction I've created. Also, no matter where I am in the world, the dialogue option for buying/selling will pop up like it's supposed to. But if I'm too far away from the chest, the dialogue will still come up but the NPC will have nothing in their vendor's inventory to sell. Very confused.
  12. Hey all. So I'm trying to create a follower who's also a merchant, and I'd like to be able to buy/sell from them anywhere in the world. Doing the usual chest-in-the-void thing only seems to work when my NPC is in the same cell as the chest. I also don't want to put all of their store items in their inventory either, as I'd like to use their inventory like you would with any typical follower. Is there any other way that doesn't involve creating a script? As I have no clue what I'm doing in the scripting department. Thanks in advance!
  13. Huh, that's interesting. I'm not sure if that was the cause of it. I'd have to look into it more. So far I've found at least a temporary fix by using agerweb's suggestion. But I'm not sure if that actually fixed the cause of the problem or just the symptom. I'll definitely look into this more, and keep it in mind if I start having similar problems later on. Thanks for the input! It's possible that could be part of my problem. My cell isnt massive, but there is a fair amount of things stuffed in it. I'll have to look into it. Thanks for the advice!
  14. I tried your suggestion, and as far as I can tell that actually worked. Don't understand why the NPCs in other areas aren't having this problem, but at least it seemed to fix it. Thanks! And yes, I was using clean saves before, where the mod was not loaded. I just didn't word it as clearly.
  15. There are no conflicting AI package schedules. They're all assigned a single AI package where each of them does a series of actions or idle animations on repeat. There aren't multiple AI packages to interfere. I never did COC from the start menu. I wanted to use various saved games to play through the mod at different levels to see how anything might be adjusted. I usually read that as long as it's a clean save like the other person said, it should be fine. But I tried what you suggested. Didn't fix the disappearing NPC problems, but it did make me aware of another issue that I didn't know I had. So that was a plus at least.
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