Jump to content

LogicalD

Premium Member
  • Posts

    21
  • Joined

  • Last visited

Nexus Mods Profile

About LogicalD

Profile Fields

  • Country
    United States

Recent Profile Visitors

5145 profile views

LogicalD's Achievements

Explorer

Explorer (4/14)

0

Reputation

  1. Redid all the location steps and it got past the error finally. Now I have a home with 2 children's beds. Next step to try an adoption :)
  2. I'm 90% sure it's the locations setup. Because I'm already working with an existing NPC house, I'm not sure how that changes the instructions. I'm supposed to make 2 new locations and link/switch them. This part is very confusing to me, which is why I was really hoping to find some video demo.
  3. I got the permissions worked out. Now I have a message that says the home is not appropriate for my family. Looking at the log, the error says "PHXCH - No SandboxOutside found!" But I've double and triple checked that I do have an outside sandbox X marker. Even added a 2nd one to be safe. For some reason it doesn't seem to see that marker. Hmmm...
  4. Anyone know of a good tutorial video for creating a hearthfire compatible house (w/ multiple adoption)? I've gone through an article, but it skips a few steps that assume my knowledge is higher than it really is :) I've watched several tutorials (such as Darkfox) on building a house, but I haven't found one specifically about making a house ready for adoptions. I've already got creation kit set up, added beds, added idle markers etc. But Bless home says "This is not one of your homes". I'm not surprised since I started with an NPC's home as a base, but after changing the door ownership, I'm not sure what else needs to be modified. Any hints? Since Bless Home isn't working I haven't been able to test the rest of my changes yet, but looking forward to getting over this first hurdle :) Thanks!
  5. Working in Skyrim SE I saw a mod called "chilled dogs" that changes the default behavior of dogs to lay down more frequently. I thought that sounded like a fun idea so I wanted to see how it was done. Looking at the changes in SSEdit it looks like conditions are modified in DogBehavior.hkx This is the file name for dog behavior even in vanilla. But when I searched for that file, I couldn't find it anywhere. In fact the directory "Actors\Canine\Behaviors\DogBehavior.hkx" doesn't exist either. Since dogs seem to have behaviors, I must be looking in the wrong place? Has anyone changed dog behaviors, and if so, what am I missing? Thanks for any assistance.
  6. I'm sorry...I'm not trying to be vague hypothetical or condescending...this is exactly what I'm trying to do. I'm working with a Blue Palace mod that adds several new areas. One of those is an entirely new dining area. It doesn't matter which NPC you choose, there are several in the area to update. Sybille, Elisif, Falk, Palace Guards... I was simply letting you choose your favorite because to me it really doesn't matter. If I can get one to work, I can probably get any to work. Just like the sandbox area or the time. Doesn't matter. If one works, any should work. I understand you're trying to help, it's simply that the specifics matter less to me than the general theory. If someone has an example of how they made Balgruuf go fishing every day at 5am...I'll take it and learn from it. Thank you.
  7. Let's just take for example getting the inhabitants of the Blue Palace to use a new dining area...or use any particular room for a couple hours at some time of day. No real risk of them dying from it. If I change the NPC AI package there is zero change...I assume it's already loaded for them. So I made a quest with some dialog for them to use the new area. In the quest I made an alias for them and assigned that alias a new package to go there and sandbox. Still no change. I really thought that one would work. So obviously I'm missing something.
  8. Ok so I have a mod with a new area that I want an existing vanilla NPC to use during the day. Tried changing the NPC's default AI package, but that didn't do anything. Then I made a dialog quest for the NPC and set up an alias for them with a Sandbox Package to spend an hour per day in the new location. I know the quest is running because the dialog options are available. I tried an evaluatepackage() on the NPC. Still no behavior change. What am I missing? Any ideas? Thanks for all the help!
  9. FadeToBlackHoldImodISM.Remove()TOImageSpaceModifier.RemoveCrossFade(2.0) Works wonderfully, thank you! Such a simple change, but it just wasn't making sense to me :)
  10. Hey modders! For some reason I've never been able to generate lip files. I just get a "FATAL ERROR" Red circle with an x in it error. "Unspecified exception" I updated my creation kit with the fixes (so much improvement!!) from https://www.nexusmods.com/skyrimspecialedition/mods/20061 Then I copied the FonixData.cdf into my data/sound/voice/processing folder. So far that's everythign I can find on fixing lip file generation errors. But when I try, either inside the dialog editor, or via batch using creationkit.exe -GenerateLips:MyModName.esm I get the same fatal error. Any ideas for other ways to generate lip files...or even fake it somehow? Thanks!
  11. I'm running some dialog and for part of it I want to fade to black, wait 2 seconds than fade in to normal. I'm using: Function StartFade() FadeToBlackHoldImodISM.ApplyCrossFade(2)EndFunction Function EndFade() Utility.Wait(2) FadeToBlackHoldImodISM.Remove()EndFunction This works fine, but the switch back to normal is abrupt. I would like to change it so that it FadesIn over 2 seconds. I thought I could use FadeToBlackHoldImodISM.RemoveCrossFade(2) This would be perfect, and I'd be done if that worked. But it doesn't work. Instead I get an error: "cannot call the global function RemoveCrossFade on the variable ::FadeToBlackHoldImodISM_var, must call it alone or on a type" Any ideas why ApplyCrossFade works but RemoveCrossFade does not? Or if there is another ISM to use to fade in from black to normal? Thanks!
  12. I figured out a workaround since I still can't figure this out. I made my own faction to put the kids in. Not what I was hoping to do but I think I can make it work.
  13. I'm working on a new mod where I'd like to invite the adopted children to an event. When I make an alias I'm not sure how to identify and select adopted children. There doesn't seem to be a faction that is specific to your adopted children. Is there some trick to figuring out which kids you've adopted? I know they can attend the wedding in Riften. However after looking through the code and markers in the temple of mara I can't find any code specifically targeting the children. They have 2 child markers in the front row, but I don't see any code related to those. In the Wedding Quest, there are 3 aliases for player guests that seem to be filled by RelationshipRank. However my children are rank 0 and still show up to the wedding. Can't figure out why. Any ideas? Thanks!
  14. After searching through the marriage quests I see that a relationship rank of 1 is all that is required to ask an NPC to marry you...as long as they are in the potential marriage faction.
  15. I'm trying to figure out how you change the PotentialMarriageFaction via script. I would think it would be simple like: Alias_NPC.GetActorReference().AddToFaction(PotentialMarriageFaction) But that doesn't work. It has no idea what that faction is and says it's an unknown variable. So then I thought ok I'll just start the NPC in that faction already and then boost the rank after the quest completes. But I can't find a single example of how to do that. I thought I would check Sylgja because she is so simple. Do 1 fetch quest for her and BOOM she's ready to marry. But in her quest Special Delivery – FreeformShorsStone02 the code when you complete her quest simply says: Game.GetPlayer().RemoveItem(Alias_FFSS02VernerSatchelAlias.GetRef())Game.GetPlayer().AddItem(pReward)Alias_FFSS02SylgjaAlias.GetActorRef().SetRelationshipRank(Game.GetPlayer(), 1)CompleteAllObjectives()Stop() That's it. Set Relationship Rank to 1 and she is ready to marry you? This doesn't make sense to me. Does anyone have a working code example of making an NPC marriable after completing a quest? I hope this makes sense. Thanks!
×
×
  • Create New...