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youbetterwork

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Everything posted by youbetterwork

  1. I know! I went to NASA and I kept thinking, "Cora would love this stuff!"
  2. You should protect yourselves from such people by not interacting with them and the danger they pose. It is inherently unsafe to be gay. Be careful out there. Very few people have your back. Guard yourself online. I advise to stay away from the Nexus just until it cools down, for your own safety.
  3. Like statues? I mean you can place any clothes/armor on a broom and set no havoc to create a display.
  4. I've made giants out of the normal races sometimes and I have never been able to do this. For talking to the giants, you can have an activator that opens dialog. For combat? I don't think it's possible.
  5. You can't teach enchants with scripts. But you could add an item to the player so they could learn the enchant that way.
  6. To add: you can tell if the game can detect the voice files because if you go to make the lip files it will be greyed out if the game can't find the right file.
  7. Are the wav files (or fuz files) in the right directory? It happened to me that I had two directories for the same actor with one misspelled.
  8. You could change the combat from fight to flight by changing when they flee or changing them to flee automatically. (AI Confidence = Cowardly should do the trick) But the flee direction is a hidden (AFAIK) setting that forces the actor to travel x navmesh triangles away from the attacker (as I understand it). Specific horkers could be told to flee towards an xmarker deep in the water by applying a OnHit Event script to apply an AI procedure to the actor (I've never done this with animals, but I guess it's the same Travel Procedure). Applying this script to all horkers (the base actor) would need an AI Procedure that was generic enough to point them towards the deep water. I don't know how to make an AI for animals, much less generic travel AI.
  9. With dialogue, you don't need to script timers. There is a built in timer. See the red circle here: https://imgur.com/cFYXYBI For a specific item you set the "additem" property to the specific potion. For a random item from a leveled list, the "additem" property is to your leveled list. Look at the script fragment for the wedding food in the quest "RelationshipMarriageFIN" they included both a potion and a lvl'ed list but only used the potion. https://imgur.com/cFYXYBI
  10. The bottom of the msg seems cut off. I added that the RemovePerk script doesn't work on NPCs like followers and to say, I haven't actually tried this in game, so I probably made some mistakes. Good luck!
  11. The number of active undead/elementals is called "Commanded Actor Limit" which is set behind the scenes as 1. The perk system allows you to access this limit (look under "Twin Souls"). https://imgur.com/lhO6OJ8 But the assumption the game makes is that this won't change much. So if you modified this value to "2" with a spell/book/potion, etc, with a new perk added through script like: Game.GetPlayer().AddPerk(AwesomePerk) Then later on, Twin Souls would have no effect. In order to allow other perks to change this value, you should alter the "value" field of the Twin Souls perk (and your own custom perks) to say Value = Value + 1.00 (or "Value + 2.00" or whatever). https://imgur.com/lhO6OJ8
  12. I downloaded your mod and the Rally magic was voice. Doesn't that make it a shout? I don't know. As for AI, there is a shout option, not "UseShout" but rather just "shout". The links are to imgur where I screenshotted what I saw that might help. Good luck!
  13. I'm not sure, but you have the package "useMagic" but I think it's "shout." I've only ever used ai to force an npc to shoot at practice dummies. What if you just add a quest with one line of dialogue that says something like, "cast rally, please." and she replies with some generic dialogue like, "I understand." Or use XVASynth to write/record original lines. Anyway, the dialogue can end with a script fragment that forces the follower to cast a spell.
  14. I have circled in red the number to change. That's the basic spell, but you could change it for all the "reanimate" type spells. https://imgur.com/0j9MOnY https://imgur.com/0j9MOnY
  15. I need more information. When you "hit"? Do you mean when you walk into walls or when you hit monsters? "I don't go as fast" - What do you mean? Are you slowed down by this effect? What mod are you using?
  16. Basically the title. I made a racemenu overlay and the resulting tattoo doesn't take colors very well. I imagine I need to change saturation and hue in the original image, but altering it doesn't seem to do the trick. See examples the top tattoo is somebody else's and works correctly, the dragon is mine (original image from google and used as an example - but I have also tried it with images I've made from scratch) Suggestions welcome. https://imgur.com/AKlLOXS https://imgur.com/gCmZfpF
  17. I have heard that the cloak method is outdated and ways exist to inject things into leveled lists dynamically. I've never done this myself, but I have heard of it. I think it is explained here: https://www.nexusmods.com/skyrimspecialedition/mods/25395
  18. I am making a mod about Azura and want the player (if they choose) to see a vision/drink some skooma. I would record the scene in my Skyrim and bink it to play within the mod. My question is, can I use other people's assets like ENB or skin, etc while recording my video to include. Not looking to get into the weeds of the law, just the rules of Nexus. I mean, the video/bink section has everything from Lindsey Sterling, YouTube videos, memes, and Conan, But just because they got away with it 10 years ago doesn't mean it's ok...
  19. @servantofsin That's a really clever way to do it with a perk. That condition should be very reliable.
  20. Thanks for the info! I guess you can't mod that short of changing the navmesh of the entire worldspace. :sad:
  21. I made a quick video to illustrate. https://imgur.com/Ep3f4gM You can see the bear does back away a little when I hit it with melee from high ground, but runs away completely when I draw the bow.
  22. The Hitting the Books Quest for the Mages questline has a boss that does this. She summons backup based on the "onhit" event script attached to her. I've tried replicating it for my bosses, but have noticed the system they use is imperfect when set to things like 50% health and it kinda always goes off early. You could try tweaking this script by copying it from her. Her baseid is 0004D246 in the Creation Kit as actor MG03Caller. The script is called dunFellglowBossBattle Edit to add: The gate when the actor dies is maybe easier. You add an event for ondying that enable a door. https://www.creationkit.com/index.php?title=OnDying_-_Actor https://www.creationkit.com/index.php?title=Enable_-_ObjectReference
  23. For example, if you have the high ground, enemies (even animals) know that bows (and spells) have range and run away until you equip a melee weapon. How does the AI detect this and can I mod this?
  24. Thanks for the advice! I think I'll just post it and see if anybody notices.
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