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daofu

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Posts posted by daofu

  1. What about just creating a new faction?

     

    - Create myFaction

    - Add the NPC to the faction

    - choose one of the whiterun guards factions (i guess the name is GuardWhiterunFaction?)

    - in the faction interactions, add myFaction and set it to "enemy"

     

    Or there may be another way (but i don't know how many guard IDs there are)

     

    You can build "archenemy" relationships between your NPC and the guards, with the guards as parents.

    That doesn't work either. It was one of the first methods I tried to get the guards to respond, but they'd still rather watch the fight. :(

     

    I did discover the that guards will attack the hostile if he's right beside the guard while attacking someone else. Perhaps the guards will only react if he's within the aggro radius? Compared to the bear, which has a radius of 3000 at most, my thief only has a radius of 128.

  2. Skyrim is all fouled up and Bethesda should be ashamed. On the forums, this design flaw is often talked about as "the dark face bug." To fix this, you have to generate new meshes and textures and package them along with your uploaded mod. A lot of work to get around a problem that Oblivion never even had. The process to follow to make your facegen data is sort of like this:

     

    (1) You .esmify the .esp in Wrye Bash and then load it in the CK.

    (2) You select all the actors added by the mod.

    (3) You press CTRL + F4 to export facegen data. (It takes awhile.)

    (4) You .espify the mod again using Wrye Bash.

    You don't need to change the esp into an esm file. Just save the changes into an esp file, then highlight the NPCs in the Object window, and export facegen data. Activate the esp when you load up the game, and all the changes will be there.

  3. I think that approach might only work if the NPC being attacked is in a faction that is allied with the guards?

     

    Anyhow, try adding the enemy to the Creature faction. Guards always seem to attack hostile creatures spontaneously.

    I haven't tried that one yet.

     

    And yeah, that's one thing that bothers me. I looked at how the bear is set up, and it's pretty much like my NPC in that their AI data is set up to be unaggressive but has an aggro radius. However, they'll take up arms against the bear, but they'll rather flee and watch a level 4 thief beat up townsfolk.

  4. I created a hostile NPC who spawns in Whiterun, and attacks anyone who gets near him using Aggro radius. However, when he attacks, the guards only watch the fight instead of protecting the victim.

     

    How can I make the guards attack the hostile once he starts combat?

  5. This is part mod troubleshooting, part "general mod talk".

     

    I've read on the Bethesda Skyrim forums that, if we want to play without a mod, we have to load a save made before the mod was activated. Are there issues with loading a save without the mods that were active when it was saved? Is it possible to continue playing with those save files while the mods are deactivated or uninstalled without any issues?

     

    I ask because my Populated Cities mod currently exists as two files: an ESM and an ESP. The mod adds a plethora of actors, leveled actor and item lists, outfits, and places actor, furniture, xmarker, and idlemarker references throughout each city, along with a couple scripts and custom AI packages. I eventually want to combine the two into a single ESP, or rebuild it as a single ESP. I want to know if this can cause issues to save files created while using the ESM and ESP version.

  6. I have a similar issue as well. When I load any save I made post 1.4.27, the load screen never goes away. I also don't receive the warning message that tells me mod order has changed. It loads no problem if I load just vanilla.

     

    My PC specs:

    3.3GHz i5 2500k

    eVGA 1Gb GTX 560 ti

    8Gb RAM

     

    Mods:

    Ayasha.esm (custom follower)

    JSwords.esm

    ZFixed Lights.esp

    Darker Nights and Brighter Skies.esp

    Races and Doomstones.esp

    Altars Restor Magicka.esp

    LaFemmeLycana.esp

    dD - Realistic Ragdoll Force - Realistic.esp

    dD - Easy Lift Bodies and Objects.esp

    RealisticWaterTextures.esp

    DeadlySpellImpacts.esp

    Better Dynamic Snow.esp

    Proudspire Manor Bug Fixes.esp

    Detailed Cities.esp

    SoS - The Dungeons.esp

    SoS - The Wilds.esp

    Skyrim 1 Day DeadBody Timer.esp

    Skyrim 7 Day Respawn.esp

    magickaregen100.esp

    staminaregen100.esp

    Populated Cities 2.esp (Populated Cities WIP)

    Slightly Reduced Distance NPC Greeting.esp

    KillThemGenerals.esp

    Follower Tweaks - E - LCR.esp

    GSRDivorce.esp

    BetterMagic_FULL.esp

    Conjuration & Summoning fixes.esp

    WeaponsOf3E.esp

    Dragonbone Weapons.esp

    Masters of Death - Sicarius Armor (Standalone).esp

    Acquisitive Soul Gems.esp

    Weapons and Armor Fixes.esp

    BR_HoodCirclets.esp

    Headbombs's Better Sorting - Ammo.esp

    Headbombs's Better Sorting - Books.esp

    Headbombs's Better Sorting - Ingredients.esp

    Headbombs's Better Sorting - Miscellaneous.esp

    Headbombs's Better Sorting - Potions (Normal Weight).esp

    Headbombs's Better Sorting - Spells.esp

    Headbombs's Better Sorting - Soul Gems (PseudoVanilla).esp

    Better Sorting potions for Categorized Favorites.esp

    posesivecorpses.esp

    hg.esp <-- Moonpaths to Elswehr mod

     

    SkyrimHD Lite, and other 2x resolution texture mods.

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