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ThadeusCalvin

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About ThadeusCalvin

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    elizabethjacksonhall.com
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    Canada
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    Skyrim
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    Skyrim

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  1. Thanks very much for this tip: spot on! This really helped me out today. Thanks for posting.
  2. You might set something up with a 'patrol and hunt' package on your spider (actor or alias).
  3. I'm having the same problem...Did you manage to get any further? In my case, it's a custom follow build for an existing NPC that can't usually be a follower, so the whole follower quest is carefully built on an alias. I'm having trouble trying to figure out how the favor state affect the follow function as well. Since tweaking, my guy stops following. Glad for any help or clues.
  4. Thank you very much for this informative thread. There would be no modding in Skyrim without the essential help from the Forums! I just wanted to add my two cents, as I experience the same problem with the .Lip files this evening: a sudden inability for CK to generate them from my Audacity files when I had renamed them "Temp.wav" in the data/sound/voice folder as recommended by Deck16. Experimenting with older clips, both generated from the Vanilla files, and original voice actors' dialogue, I realized there was actually something wrong with these saved clips from Audacity. Simply re-saving from my open Audacity spread didn't work; I had to save the Project and close everything down. When I went to reopen it, it was all broken up, so ah, yes, there was a problem...but not one I really understand. I located my clips amongst the dozen suddenly opened windows, re-saved them to a fresh folder, and tried to reinsert them in my quest in CK. Et Voila! .Lip files! Not a CK problem (for once LOL)
  5. Hello fellow modders, Just wondering if anyone could point me in the right direction. As a Player and a modder, I've taken SKSE for granted, and list it as a dependency on practically all my mods, but I get a lot of requests to port to Xbox and, having tried, my Xbox testers have reported only partial function, so I've given up. COVID lockdown has inspired me to finish a large expansion of one of these mods. I'm even collaborating for the first time, and my fellow modder was careful to make her portion non-dependant on SKSE for maximum compatibility. Could I "clean" my portion of the work, and remove SKSE like a would a Master? Is this remotely possible? If it helps to know: marypele's work is all dungeons; my part has all the custom dialogue. I've not used any other Masters other than the Skyrim "Update" and, perhaps most importantly, I mod in Oldrym and port to SE, because my BETA testers and community are largely still there. Thank you very much for your time.
  6. You sir, have saved yet another modder's butt. Thank you!
  7. Good advice because the combat with Alduin is performed via a 'scene'. Still, upon trial, I can't yet find a proper method to stop combat....dang, those guys in skyrim seem only to stop for death! Alduin, as the only combatant, could fly away.
  8. corrado33, Your clear description of Alias references really, really helped me tonight. Thank you so much for posting!
  9. I made the same error....one tiny space between the " OnContainerChanged" and the bracket. (facepalm) Thank you for your help agerweb!
  10. Hi steve40, Thank you for the tip. That works nicely for me. :)
  11. Hi Crowiskey, Thank you for posting your problem and solution. I've tried it out...will test!
  12. In general you can simply copy and paste the mannequin array and the copy works reliably, even between cells. However, I myself designate each individual Mannequin, XMarker and Trigger, ( e.g. ThadBaseMan01; ThadBaseManX01; ThadBaseManTrig01) in case anything goes awry. I have done this sometimes during the assembly of the three elements and sometimes after I've copied and pasted them. Both work. The problem with Mannequins is that it is very easy to accidentally "click on" them and say, tie them to the wrong trigger or marker, especially in a row. Unique designations allow you to check that the references are correct.
  13. I am having a very similar problem, but just with the NPC I'm modding. Extremely frustrating! And I have no answer either.
  14. Hi everyone, I've been modding around the Thieves Guild, quest making and encouraging those lads and lasses to talk a little more openly. I'd be p for making a Rune backstory mod. anyone still interested in this thread?
  15. Thank you very much! This works! But I might add, don't forget to add the items of the default armor into the custom mannequin's inventory.
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