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OneOnOne1162

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  1. Most of my mods don't introduce new models or animations. Usually just dialogue, scripts, etc. So if I can convert those from SE to LE by just loading them up in the creation kit then I should be pretty fine.
  2. I don't think I'd do it at all if it was just an add-on. I did consider that, but it sounds really annoying to have to work with someone else's mod. I imagine everyone has a very different approach to modding and especially a very different naming system. And that seems like a nightmare to bother with. As for "really original" I'd say that's kind of subjective. It's a mod that adds enchantments that are negative like drain magicka on yourself and stuff.
  3. So, basically, you could convert a mod from SE to LE in the same way that you could convert a mod from LE to SE?
  4. So, recently I was on Reddit and someone posted about a mod they were releasing. Now, I thought the mod had a cool idea but I felt like it was missing a very crucial mechanic as part of it. I suggested the mechanic to the mod author but they weren't interested in implementing it. So I thought maybe I'd make my own version of the mod with that mechanic included. To be clear, I wouldn't look at that other mod in the creation kit or use any of its assets AT ALL. It's only the idea that I'd run with and add my own spin to. And I just know (from almost 10 years of experience making my own mods) how I could do it without looking at how the original person's mod specifically works. I don't really want to step on anyone's toes though, so I was wondering... is this something you guys think is ok to do without asking for permission from that mod author?
  5. So, I'm in the process of working on a mod and I ran into some problems with the creation kit where I couldn't properly add conditions to dialogue, spells, etc. This was the case in both the LE and SE creation kits. The thing is that someone on this forum pointed me to a Skyrim Creation Kit Extender for SE which managed to fix that problem for SE. However, there is no LE version of it. Usually I develop my mods in the LE creation kit and then port them over to SE. This way I can release both a version for LE people and SE people. However, because my LE creation kit still doesn't work properly this is a problem. So my question is: Is there a way that you can convert a mod from being SE to working for LE? That way I could continue to make the mod in SE and then create the LE version after.
  6. I still don't know what the actual problem was and I don't know what magic the developers of this extender used that solved it, but it works perfectly now and the problem is solved. I can add conditions again. Thank you!
  7. I just did the following right after you posted this: Started up the creation kit in administrator mode. Loaded up Skyrim.esm and Update.esm. Waited for the creation kit to load them. Clicked away the error messages that you always get when loading up something in the creation kit. Went to "Spell." Right-clicked and clicked "New." Made "Spell" the ID and "Spell" the name. Clicked "Ok." Clicked "ok" when it said there were no effects. Opened up the spell again. Right-clicked among the effects and clicked "new." Added "AbWaterwalking" as the effect. Added a duration of 6 seconds. Right-clicked in the "Conditions" part of the effect and clicked "new." Got the error "QUESTS: Failed to get owner quest for unowned conditions. "Yes to all" will disable all warnings for this context." Clicked it away. Selected as "Condition Function" the "GetFactionRank" one. Clicked ok (left it on "==" and "1.0000"). There is now no condition (as seen in the picture). I click "ok" on the effect. Creation Kit is basically frozen because I cannot click "ok" or "cancel" out of the effect anymore. I have to shut down the creation kit (get an "error" sound in the background when I do this but no visible text of any kind). That's the entire thing.
  8. It's not due to the condition. I've tried many different conditions with quests, dialogue or spells and the same problem occurs with every single one.
  9. I've tried adding a condition to a spell, to an effect and to a dialogue option and nothing works. For example let's say you want a spell to only work on a target who's a guard or whatever. Well, when I try to add that the condition disappears. Or if I want a dialogue option to only be available when talking to anyone belonging to the Whiterun Citizens faction. Well, I add that condition and it disappears. This happens with every condition in any place where you can add it. Quests, spells, dialogue, anything.
  10. When I try to add a condition to a spell I get the warning message: "QUESTS: Failed to get owner quest for unowned conditions." And then I cannot actually add the condition as it disappears. This has completely shut down work on my mod and I have no idea how to fix it. Does anyone know why I'm getting this error and how to fix it?
  11. When I try to add a condition to a spell I get the warning message: "QUESTS: Failed to get owner quest for unowned conditions." And then I cannot actually add the condition as it disappears. This has completely shut down work on my mod and I have no idea how to fix it. Does anyone know why I'm getting this error and how to fix it?
  12. I'm currently creating a mod and I was wondering if there's anything I can put in a script to check whether the player is detected by anyone while sneaking.
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