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Dbrock1980

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Everything posted by Dbrock1980

  1. Awesome! Thanks so much! I was able to get it with the activate package. I just made two (one for on and one for off) a few mins apart and a .25 duration. I've tested it once and it seemed to work. I'll check it again and if nothing happens I'll definitely do this. Fantastic!
  2. Unfortunately I'm not sure how to use script fragments or what it needs to look like. Not very good at scripting
  3. Hi folks, In my house mod i have a lever that turns on water and id like to make an ai package where the npc that tends the garden will turn it on then turn it off. What template do i need to look at for them to activate it like this?
  4. Awesome! To answer your question its for a custom bard for my house mod. Though I've never written dialogue or anything like that this far. Is there a tutorial that you know of that goes over it? I'm sure it can't be that hard to do. But it is possible to have her sing any song without having to do any of the CW stuff or kill alduin?
  5. hi folks. I'm trying to figure out the best approach to making this bard script. Now I know that bards songs are limited to their voice types, so not all songs can be done by one bard. What id like to have the script do is for one particular voice type (female even toned) (also, I believe the songs are only available after certain points in the main quests or other quests) be able to request any of the songs associated with that voice type regardless of how far along you are on any quest lines. does this need to be done this way or should I look at the quests for bards, duplicate them and remove the requirements for them. Then go into the vanilla scripts and fill them out that with under properties? Not really sure what's the best way to do this And any help would be fantastic Thanks!
  6. If you just want them to be there and not be interactive you could make statics of them
  7. where is this defined? Function BoatMessage Im having an issue where it ports me to the cocmarker THEN it shows the menu. not sure why.
  8. quick question: I have an activator with the scripts to display a book and it works just fine. What id like to do is have other items displayed once the cook book is placed into the activator. How do i go about doing this? I tried enable parent and linking it but it didnt seem to work :(
  9. Yea I followed darkfox's tutorial to make a bards for dragonstead manor (a awesome house mod, also love pinewood watch or something like that) both in falkreath. Do you think you might be able to update that script for me to work with Dragon claws?
  10. Okay cool. So I can delete anything related to armor and in the array just put base IDS? I'll look at the script when I get home. You know one thing I look for in player homes (aside from local and display racks for items) is having a hard! I love the female music bards and when they don't sing lol. The music is great imo
  11. Wow that's impressive as hell! Wish I had that kind of talent!!! A quick question about that chest script. Can I modify that to hold Dragon claws? I tried finding a keyword and forms list in the creation kit for them but I didn't see anything, what else what I look under
  12. Wow! That sounds very ambitious! Where is it located? I personally like houses near water. Which is why i like lake view manor so much! Even though, id love to see it when it done!
  13. http://www.nexusmods.com/skyrim/mods/69987/? published! hope you can test it and let me know what you think!
  14. it seems the dark brotherhood and nightingale armors dont work. Their keyword is not a armormaterial type, just armordarkbrotherhood and same with the nightingale. drats. Odd i cant get thieves guild armor to work either though that is a armormaterial thinggy. now to get those to work, i saw in your script there is 2 options on the left pane. one for materials and one for parts. if i changed something in the parts part of the script what would i set it as? not really sure i follow how do make these work (also have a mage one that has just a robe,boots and hood) if its way over the top complicated then forget it lol.
  15. I think im done with linking everything and setting up the scripts, would you want to test it? im not even sure im packaging it right for the nexus. i just added all the nifs and scripts and textures i was using.
  16. just set up a stand in my mod after looking at what youve done. success!! its going to be a pain but i should get the hang of it after a bit. i have 15 or so more to go. each one will have its own chest and empty armorstand as well. i cant thank you enough for helping me with this! a million internet bucks for you! hell, id take you out for a beer if i could lol
  17. wow yea i cant imagine living on 1 gb a month. geez. well i compressed the file to just under 3 mb so you should be good and AFAIK drop box dosent do all those ads etc. The cell name is armorytestcell and ive included the meshes and textures. When you make the activator (if need be, but should already be set to go) for the empty one youll have to do new activator and point it at the nif and the dds files. for some reason it was giving me path errors when i dragged and dropped. not sure why. https://www.dropbox.com/s/ogko0uf06foam8u/Armor%20Stand.rar?dl=0
  18. Absolutely, do you want a Dropbox link or on the nexus? I won't be able to post it till later this evening. Though your walls of texts have been awesome and I have learned a lot and it is appreciated
  19. Re-reading this part. I actually want multiple stands. Each armor will have its own stand and chest then? (im making more of a display room rather than one armor set at a time) so i imagine ill have to do 16 chests (16 different armor sets) 1 for each armor set. Sure it will be tedious but it will look awesome when its done. just making sure im right. Ill follow the directions over and over 16 times with linking references etc. heres a picture of what it should look like when its done http://imgur.com/KWJBY8m
  20. Script Compiled Unique Names for stands chest linked to stands added scripts to all the stands Activated the empty stand and no chest opened, going back over everything. Should i be linking the stands to the chest as well? Oh reading back over your comments i suppose there will be a script for the chest. But so far i go into the room see the "E Activate Empty armor Stand" I hit E but nothing happens.
  21. gonna have to try to find that. im on 1.9.36.0, this is fun creating this mod with you but these little hiccups (crashing, scripting errors) are tiresome lol EDIT: okay finally back on track.
  22. One thing after another! Trying to compile the script and keep getting this: Starting 1 compile threads for 1 files...Compiling "ArmorStand"...<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flgNo output generated for ArmorStand, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on ArmorStand so ive done a bit of searching and maybe have to reinstall the CK. Though when (running the CK though MO and trying running it not though MO just to compile) i looked in the source folder the script was there. not sure what that means.
  23. yeaaaaaaaaaaaaaaa that seems a bit more complex than what im going to do. So therefore ill just stick with what is already in the CK. (hell i have mannequins in my house if i wanted to display other specials armors) EDIT: and just to clarify in your first few steps, im not putting the activators into the cells im using the statics of the armors? i used the statics (oops have to redo this) makes sense to use the activators. duh. need cofffeeeee
  24. Most of the armor stands i have linked without issue (plate, elven, scale etc) The only ones i have to make keywords for is the archmages armors (robe, boots etc) dark brotherhood, mage (have to look at the nif to see what it is exactly) and bandit (same as the mage) Edit: Or for simplisticy i just dont use the armors i dont have keywords for, which would probably make this a lot easier.
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