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Wolfstorm

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  1. Bethesda's exclusive authors could just ask their exclusive platform to provide a category for patches. This would allow small authors to release patches there, without them needing to become VCs. It is a simple solution, but I guess they can't do it, because they need to advertise their exclusive mods here.
  2. Why dont those who benefit from the exclusive Bethesda's system dont ask their patchers to release their patches and tweaks in the Bethesda platform?
  3. Thanks for the help, but I found this bat file: https://www.nexusmods.com/skyrimspecialedition/mods/21621 So now I can jump these quests and play the mods which depends on them.
  4. Would be this one? https://www.nexusmods.com/skyrimspecialedition/mods/74037 It is the only one that appeared in searches. How can it be used to jump the main quest?
  5. I have been working in a Highrock mod since 2020, but I will only release it if I have another full sandbox province to download and play.
  6. I don't know if such mod already exists (search didn't return anything) but I was looking for a mod that would complete all the quests in the main Skyrim questline by reading a book or interacting with a activator. I'm also looking for a mod that replaces the term "dragonborn" for "adventurer". This mod would probably require a dll in order to work. The idea is to play quests that are vanilla-oriented. At the moment I have 10 playthroughs, and in order to not cause save bloat, I distribute mod quests among my characters. Only one of these is the dragonborn, though, whereas at least 30% of the quests I find to download are vanilla-oriented. So the idea is to play some of these quests with my other characters, without breaking immersion. This can be achieved if I can complete the MQ questline automatically, then have a replacer for the dragonborn title. If such a mod already exists, please post a link, as I could not find it. Thank you.
  7. I'm making wigs for my characters, as I use them as followers to one another, and need the wigs for when they change their hairs. But I ran into a problem. When I apply their hair colors to the hair texture (I'm following the Skywigs tutorial), usually the color is described by six digits In GIMP. This is the standard in any image manipulation software. But in Racemenu pick color selection, there are eight digits, not six. The first two digits are related to a value called A. What is this value and how do I find it in GIMP? Because I can't match the exact color from the player character for the wig (that will be used by the npc version). It always end up desaturated.
  8. They aren't. You have to set their persistence in the CK. Guards and other levelled npcs dont need persistence. Unique actors do. You put a vendor in a corner of a city, he uses the location of that corner for persistence. If he have a boss LocRefType, it would point to his persistence location, in theory. However, if you place him at his home, and his home is in another corner of the city, the location of his home will be used by the one where he works, according to the CK. My question was if this would affect placement of quests (for instance, courier quests), in case he is not to be found at his working place, when you pick up the quest.
  9. The same is happening here, after cleaning cookies. Site says I'm not logged in.
  10. If a npc works in a location, and sleeps in another location, and have a boss locreftype, where should his persistence be set? If his initial area in the CK is where he sleeps, and his persistence is set where he works, the location where he sleeps will be used by the location where he works. Would this cause a problem with radiant quests? Because the quest would be looking for the location where the locreftype is set, but he will be working in another location, and will only be found there at night, after he locks the door to sleep. Someone could say to use a location of a higher tier, but what if I divide a city in different districts?
  11. Looks like the only way was to use two water planes, switching one for the other. scriptName defaultOnActivateMoveWater extends ObjectReference ObjectReference property Water01 auto ObjectReference property Water02 auto ObjectReference property WaterMarker auto Int property WaterSpeed auto EVENT onActivate(ObjectReference triggerRef) Water01.TranslateToRef(WaterMarker, WaterSpeed) Water01.disable() Water02.enable() EndEvent
  12. I'm trying to lower water in a dungeon, after using a valve, but, while the water element go down, the swiming animation and imagespace modifier still plays in the game, like the character is still under water. Here is the code, made after a script found in the Mzark Wonders mod: scriptName defaultOnActivateMoveWater extends ObjectReference ObjectReference property Water auto ObjectReference property WaterMarker auto bool isDone = FALSE Int property WaterSpeed auto Sound Property WaterSound auto EVENT onActivate(ObjectReference triggerRef) If(!isDone) WaterSound.play(self) Water.TranslateToRef(WaterMarker, WaterSpeed) isDone = TRUE Endif EndEvent The issue is that, in Mzark Wonders, the water is going up. But here is going down. How do I get rid of the swiming animation? Is it possible to make water to go down?
  13. Or I'm doing something wrong? There are two statues, set with initially disabled. Then you have two levers, each lever enable one statue. Then you have a pull-bar, to open a gate. The gate will only open if the two statues are in place. So you pull the two levers, use the pull bar and that's it, gate opened. But Papyrus is not recognizing the IF. It just open the gate already at start, with or without the statues in place, it makes no difference. Here is the script: Removing the ( after the IF had no effect. Using "and" in place of "&&" will not compile. The SetOpen works both with a door, a gate, or a traplinker (for gates that uses movable spikes).
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