Jump to content

henshu

Members
  • Posts

    26
  • Joined

  • Last visited

Everything posted by henshu

  1. I guess I need to clarify, this will only work with the 15 vanilla hair colors.
  2. Hey I did this today. Aela on the left, in case you can't tell. I was trying to get it to work the way you all were describing above, but eventually gave up on that mess, made recolor outfits, and did it with a script. Anywho, current state of it is: - Members of the circle will transform into wolf that matches their hair color - Player transforms into wolf color that matches their hair - If player transforms and their current follower should be able to, they will too. - Randomly encountered werewolves have random color (15 variations) Planning on uploading the mod tomorrow. Want to sleep on it and make sure I'm not forgetting something important...
  3. I appreciate all of your thoughts, JP! The mod is in a pretty good playable state right now so I'm probably going to let it simmer for a while, work on some of my other projects, before I come back to work on a large update. I'm getting suggestions from a lot of other players as well, it's really great to see everyone so excited about it.
  4. XD I do like the idea of there being an explanation for "someone stole your sweet roll?" Atronach variations and a short quest line were already on my list of possible updates! Cuisiniers are kind of hard to come across right now, and I would like there to be one location of guaranteed encounters.
  5. Oh, yay! Want to see it in a video? I decided that it is cast by a special type of conjurer called Cuisiniers. They occur very rarely in place of conjurers (added to the leveled characters using a quest script, should not conflict with anything) I'll probably post the mod tomorrow. Open to suggestions for other Cuisinier spells.
  6. It can kill you but it doesn't animate yet =p See if I can remember how I fixed that last time...
  7. I was looking for a simple mod idea that I could use to make a tutorial series, and I love this one. Wanted to let you know Pastry Atronach (not certain what the in-game name will be yet) is in progress. I'm picturing a crazed chef-mage, with a chefs hat and maybe white mages robes. I'm trying to decide if they should only exist in one (radiantly selected) spot as part of a quest, or if they should just be added to the types of mages that might occur in various dungeons. What do you think?
  8. Hey everyone, I edited one of my scripts this morning and got this: Starting 1 compile threads for 1 files...Compiling "HHDKMammothScript"...<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flgC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HHDKMammothScript.psc(0,0): unable to locate script ReferenceAliasC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HHDKMammothScript.psc(7,24): unknown type referencealiasC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HHDKMammothScript.psc(8,24): unknown type referencealiasC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HHDKMammothScript.psc(9,24): unknown type referencealiasC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HHDKMammothScript.psc(10,15): unknown type questC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\HHDKMammothScript.psc(11,18): unknown type formlistC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\Input.psc(1,0): Unknown user flag Hidden It goes on like that for a while. Is this a new issue that the update brought, or something else?
  9. Would you mind posting here again when you have a system worked out? I'd like to do the same thing in a mod I'm working on.
  10. It may be a problem with the format of the audio you're trying to use, that gave me some trouble when I was first trying to put in new voices. They have to be mono, 16 bit, 44100hz.
  11. If you want it to move on when the player is looking at something, you could have a script running that uses game.GetCurrentCrosshairRef()
  12. Jumping in to shamelessly promote the mod I'm working on, where you build your own army and take over Skyrim- Dragonking Not exactly what you're looking for, but I thought you might be interested.
  13. I know this isn't quite what you had in mind, because I'm not using the blades, but I'm pretty far into a mod does involve building your own army and entering the civil war. I just started a tumblr about it where I'll be sharing details as I continue working on it: Dragonking
  14. These sound like fantastic suggestions, thank you for the information. I'll post again after I've had the time to try this out.
  15. http://youtu.be/7KMt5ybQim0 Keep the crown, build an army, and become the ruler of Skyrim. In Dragonking, the player chooses to fight against both of the existing sides of the civil war. You begin with a crew of five malcontents, one if which is convinced that you are the king that Skyrim needs. Your army is built by making friends in each hold and recruiting followers. 160 soldiers wait for you to prove yourself, and will each come to a fort when they decide that you are the king they wish to fight for. This is a far more arduous task than fighting for one of the other armies. You will have to clear out each fort and strike down every Jarl yourself, but if you prove yourself to be a worthy leader then you will not be alone. We are currently seeking voice actors. If you would like to assist with this project in any capacity, we would like to hear from you. Especially if you like navmeshes. While I cannot offer monetary compensation, I do plan on creating a small physical gift featuring the army's logo for each contributor who is interested in receiving one.
  16. Sorry for the delayed response, I've been focused on working on this mods trailer lately. (Also I'm not very good at this forum I guess, thought it would email me if I had a reply) I've been keeping vague about the project so far, but.. I'll try to give you a summary. It's an alternative civil war mod. Instead of handing the jagged crown over to one of the existing armies, you keep it. You start out with a small group of malcontents who are siding with you, and they help you build an army. I decided that instead of having the generic nameless soldiers that the vanilla game has, your soldiers would be recruited from a pool of 160 new named characters. Since they're here fighting for you, I wanted you to care a little more when they die. Which soldiers end up in your forts depends on who you make friends with in that hold. You can also recruit existing followers, and if you recruit someone who is a trainer then all of your troops learn new skills. For this easter egg, if you recruit a Greybeard or someone who is a speechcraft trainer I want the troops to learn how to shout. My soldiers have four different combat styles, and I gave each of those templates appropriate shouts. The training script then adds the Allow Shouting perk to all soldiers when you have recruited someone who meets the requirements. In my current test playthrough I haven't recruited any Greybeards or speechcraft trainers, but everyone shouts all the time. It's really entertaining, but not realistic. [i've posted a few screenshots to steam. That's a new NPC on the throne in Whiterun, loyal to the player.] [Finished the trailer, posted here: http://forums.nexusmods.com/index.php?/topic/2106034-wip-dragonking/]
  17. For my mod I want some NPCs to learn to shout at the appropriate time. I read that they need to have the "Allow Shouting" perk in order to use them, so I put some shouts in their spell list and have a script set up to give them the perk when the right conditions occur. The little weirdos are using the shouts without the perk. I don't want to have to set up a script to give them each their shout spells, because there are 160 of them and I wanted them to have individualized shout lists depending on their skill sets. 160 NPCs suddenly able to shout probably sounds ridiculous. This is an easter egg that I'm trying to put into my mod which would be difficult for the player to trigger accidentally. I'd like to keep it... but if I can't come up with a solution to it it may have to be scrapped. Does anyone know another way to do this?
  18. I gave up on the worldspace and re-created it as an interior.
  19. I have a mod I have been working on for a while which involves a new worldspace. I haven't had any problems until recently, and suddenly entering said worldspace causes a CTD. I thought it might have been because of my lazy attempt at a navmesh so I deleted that, but it didn't help. I really have no idea what is causing this problem. It happens no matter how I approach it (I've tried using COC) Has anyone ever had problems like this? I feel like there must be something there that the engine doesn't appreciate, but it's been so long since I actually edited it that I can't think of what it could be. The last thing that shows up on the Papyrus log is "Enabling Collision"' edits: I tried deactivating every other mod including official DLC and it still crashes. As it is a fairly small worldspace, I selected every single item and copied it to a new interior cell. Loading that cell did not cause a CTD. This isn't a solution to my problem, but it tells me that it's something about the worldspace itself and not its contents.
  20. http://www.creationkit.com/Quest_Alias_Tab - "only persistent references, or Unique actors, can be found this way outside the loaded area" Neat.
  21. A quest I'm putting together refuses to fill aliases. 1. QuestOne's script force fills three of QuestTwo's Aliases, using ForceRefTo and ForceLocationTo. Referencealias property is filled by an objectreference property, and locationalias property is filled by a location property. These seem to function fine, and show their saved text in QuestTwo's objectives. 2. QuestOne tells QuestTwo to stop, waits 5 seconds, then tells QuestTwo to start. My debug message boxes tell me that the other Aliases in QuestTwo don't fill. They are reference aliases, they have "Find Matching Reference" selected, and currently their only conditions are "IsActor == 1" and "GetIsEditorLocAlias == 1" specifying the location alias filled by QuestOne. I have checked "Allow Dead", "Optional", and "Allow Reserved". I've been coming back to this for a few days, trying new angles and having it fail on me every time. Any advice would be appreciated.
×
×
  • Create New...