Jump to content

michael199310

Members
  • Posts

    72
  • Joined

  • Last visited

Everything posted by michael199310

  1. Yes, I know, I just thought DialogueFollowerScript is also necessary to work :) Thanks for the answer, I will try re-doing this
  2. ok, one last question :) with your own dialogue quest, did you add "DialogueFollowerScript" (or recreated it) in the Scripts section (last tab in quest)? Or did you simply add If !(akspeaker.IsInFaction(DismissedFollowerFaction)) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) EndIf to the specific dialogue and nothing more?
  3. Did you do this in DialogueFollower, as a new dialogue option in "We have to part ways." or did you make your own quest for this?
  4. Did you try starting new game? My aliases wouldn't fill when I tried the quest on the existing save.
  5. I almost completed every part for my follower, except for the dismiss option. I tried adding the line to DialogueFollower and then just repeat the script - I got error. I tried making my own MyModDialogueFollower quest and recreating every script - no luck... Can someone guide me how to do it properly? The rest is working fine, it's just the dismiss option.
  6. go to the Actors, there's dialogue option which contains every dialogue said by specific NPC (in your case, search for a guard). This kind of dialogue is probably in Misc section.
  7. ​You should try with simple quest. You can learn more about NPCs and scripting that way. If you have any questions, feel free to ask :)
  8. What would you consider a big worldspace? We are working on a mod with island similar in size to Solstheim but I can't find anywhere how many cells were used in it. Can someone give me estimated lenght x breadth in cells of Solstheim, or can clarify whether 42x45 cells is a lot ;)
  9. Depends. If you want to make custom models of weapons, buildings and stuff, you will need to learn at least basics of 3D modelling and texturing. If you want to make NPCs, followers, quests, new places, dungeons, cities, islands etc, you won't have to, as CK already has all the resources used in the base game. It would be best if you would describe what exactly are your modding plans. But I have to warn you - it's better to start with simple mod, like new Follower, or custom house so you can learn the basics of CK
  10. You need Creation Kit and those tutorials http://forums.bethsoft.com/topic/1343653-creation-kit-video-tutorials-merged/
  11. Well, I read some opinions that Blender is rather painful to learn.
  12. What kind of good, free and simple software would you recommend to make custom weapon models and textures for those weapons? I'm a total beginner in 3D modelling.
  13. Actually, giving her a bit of a "dark side" is great idea :D generally, this is the NPC that is prior to change in terms of character, as I made no progress yet on her quest & backstory. She could be somehow associated with DB, perhaps as a former recruit who resigned? That could explain where she learned fighting skills. Thanks for the suggestions!
  14. When I had issues with NPCs not talking, I realized that, despite the voice type selected, there was no actual voice file associated with the dialogue. Maybe double check that?
  15. Have you tried saving your game in front of NPCs and then reloading it? Have you tried leaving the cell and coming back in? Have you tried starting new game?
  16. You can use Blender instead but I heard it's rather hard to understand.
  17. There's a small mod that adds spear animations and it works with Immersive Weapons. But I think it just replaces 2H sword animations, which is a bit of a shame. I'm still wondering why there are no spears in Skyrim. I would say they're more popular weapon type than maces! I guess it's the balance issue, as there are 3 1H and 3 2H weapon types, but still...
  18. Yeah well, that's the problem. Stendarr fights against most of the monsters and abominations while DG deals with vampires. Putting another faction to take on those threats is a bit overkill. What I could do is to create new enemy type or simply use existing humanoid races. I would love to make some sort of evil counterpart to my order, something like Mythic Dawn is to the Blades. Perhaps they would try to summon some powerful entity? That could work.
  19. Well, there's a Witcher game... :D But jokes aside, I feel like making something similar to Witchers would be possible but rather as some sort of branch of Dawnguard. You know, the DG is established but they fight vampires. Perhaps some of their members would like to do more than that so they start new faction. That's not a bad idea actually. And I really like Falkreath so it could work.
  20. That's a cool looking mod of yours. I will have to check it out and see how we could cooperate. Right now, I'm working on another project, which is taking most of my time but I would like to start or at least design early drafts of this factions mod rather soon. I'll give you an answer after checking your mod :)
  21. A paladin guild, huh? Well that's an idea although the request is kinda old. I wanted to incorporate some of the paladin ideology anyway :)
  22. http://forums.bethsoft.com/topic/1343653-creation-kit-video-tutorials-merged/ good list of tutorials. You should look for AI packages this guy has a bunch of really useful tutorials There's also this dude https://www.youtube.com/user/antstubell I am no expert in CK but you can set ownership by editing item placed in the world. I never used this option before so I don't know how it works.
×
×
  • Create New...