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kvatchcount

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Everything posted by kvatchcount

  1. Yes. Jailhouse Rock. Elvis. Anyways, i'm reduxing one of my mods, and included in that mod is restoring some cut quests (Biggs wanting Harcourt assassinated, Underpass's water problem, etc), and one of those cut quests is Jailhouse Rock. It involves four NPCs. All of them cut from the game. Trooper Willis, MP Fretwell, and two inconsequential NCR Troopers. Very little remains of the quest, aside from some dialogue and quest stages going up to 60... So, anyone got any ideas on how to go about this? I want to implement this, but I don't know how to go about this.
  2. Skyrim LE is still more popular than SE. You modders who only support SE and not LE frustrate me.
  3. They aren't powder gangers, heheheh.... But, yes. It was the numbers. I got rid of the 1 in front of it and the script allowed the prison guards to spawn. Danke mein freunds.
  4. Hmmm..... but they are persistent references.... I also know of of no mod that touches such a inconsequential quest line, so I'm sure ill be fine.
  5. So, I'm working on a update for one of my NV mods. I need to edit the final scripts in I Fought The Law so some stuff will be added to the game post-quest. I know the proper way of writing the script, but I can't get it to stay in the resulting scripts in I Fought The Law stage 105. This is the script: 1PGSpawn4REF.enable1PGSpawn5REF.enable1PGSpawn6REF.enable1PGSpawn3REF.enable1PGSpawn2REF.enable1PGSpawn1REF.enable1PGSpawn7REF.enable These won't stay on the resulting script tab when I click off of it, even when compiling. Can anyone help out here?
  6. That's all I needed to know. I care not if the NPC does the same thing, because in a nutshell all my NPCs do the same thing: Fight the Civil War. That means do siege battles, patrol, prisoner escort, blahblahblah. I just needed to know if they'll crash the game or not because I'm a paranoid sonofabitch who doesn't want to make a detrimental mod. Danke mein freund.
  7. Title I only ask because i've been working on this mod for about a year and a half now solo, and it adds in over a hundred new NPCs for the Civil War. To speed up development, I've duplicated the Base NPCs for the mod and have switched the duplicates appearances to make them each individually different. But I am so tired. Tired of having to go to each one and remove the DUPLICATE from their ID. EXAMPLE: 1StormcloakBerserkerVARDUPLICATE001 Is it OK to leave it in their ID? If its a yes, then you guys will have no idea how happy I will be.
  8. Title I only ask because i've been working on this mod for about a year and a half now solo, and it adds in over a hundred new NPCs for the Civil War. To speed up development, I've duplicated the Base NPCs for the mod and have switched the duplicates appearances to make them each individually different. But I am so tired. Tired of having to go to each one and remove the DUPLICATE from their ID. EXAMPLE: 1StormcloakBerserkerVARDUPLICATE001 Is it OK to leave it in their ID? If its a yes, then you guys will have no idea how happy I will be.
  9. Simply put: If an NPC is unique (which the game users to determine how many of this NPC can exist in the world at one time), then there can be only one. If I put a unique NPC into a random spawn list, can he spawn in one place, then later spawn in another. Like if he spawned in an Imperial Prisoner Escort Random Encounter, then later could he spawn in the Battle for Windhelm?
  10. I'm just curious, say I am working on a mod and just had a great idea to add in leveled lists some Unique NPCs to be callbacks to Legends. If, say Tyr or Legate Cassia, was given Unique status, was added and they spawned from a leveled list and subsequently died, would they ever spawn again? Or would they be dead permanently, regardless of the fact they are in the leveled list? To follow that up, say they spawned, didn't die, and got to go on their merry way? Say like if they spawned in a Civil War prisoner escort encounter. Would they still be able to spawn elsewhere, since these NPCs tend to despawn when the player is some distance away? Just asking. Because that'll determine if I bestow Unique status to these NPCs.
  11. I'm just curious, say I am working on a mod and just had a great idea to add in leveled lists some Unique NPCs to be callbacks to Legends. If, say Tyr or Legate Cassia, was given Unique status, was added and they spawned from a leveled list and subsequently died, would they ever spawn again? Or would they be dead permanently, regardless of the fact they are in the leveled list? To follow that up, say they spawned, didn't die, and got to go on their merry way? Say like if they spawned in a Civil War prisoner escort encounter. Would they still be able to spawn elsewhere, since these NPCs tend to despawn when the player is some distance away? Just asking. Because that'll determine if I bestow Unique status to these NPCs.
  12. Hold Riders got a shout out, oh the great feels!
  13. Your right in that sense, I guess. The Thalmor are the threat, and the Orcs would see this.
  14. But then, in that instance, wouldn't the Orcs start their own faction and rise up against Nordic rule, thus creating a three-way war? Plus lets not forget that Orcs were once mer, not.... whatever they can be considered to be now. But in the lore, it states most races of Tamriel do not recognize the Orcs in this manner, and continue to view them nothing more as barbarians. I mean, I guess they could share a common sense of having a claim on the land of Skyrim, if they were peaceful with one another at the time the Nords arrived, but I doubt that. I mean, Ysgrammor kinda.... knocked some Elvish heads together.
  15. So, recently I've been wondering, would the Orcs have any reason to join the Stormcloaks? We know the races of men, Redguards, Nords, and Imperials would have reason, what with Talos being their God. Imperials would have also have reason because they too worship Talos, or as he is known in Cyrodiil, Tiber Septim. Some Imperials may be appalled at the Empires decision to hear the Elves out, the Empire they fought, bled, and lost friends for, and so join the Stormcloaks to stick it to them. The only exception really to the three races here is the Redguards, who, some more that most, follow the Yokudan Pantheon. In the most sense, Redguards would join the Stormcloaks to get back at the Empire for betraying Hammerfell. And since the Stormcloaks aren't favorable to Elves, the Altmer in particular, I doubt any Elf would be willing to support them, and be more willing to support the Empire (or the Dominion, should they decide to roll through on the biggest "f*** You" Train to exist in the history of ever.). Same could be said for the Bretons, whose homeland, High Rock, remains one of the only few provinces left in the Empire. Since they share Elf-blood, most Nords may see them the same as the Elves. This idea can be reinforced even further from this quote from Galmar Stone-Fist, Ulfric's leading commander: This quote from him occurs when Ulfric asks him whether or not High Rock has responded to the Stormcloaks request for an alliance. And since High Rock has never had any problems with the Empire, it can be assumed High Rock and the Empire have the most stable relationship that there can be. They would be more willing to assist the Empire than the Nords any day of the bleedin' week. But this begs the question... What about the Orcs? The Orcs have been mistreated by everyone. But there are a couple things the Nords and Orcs share in union. But first, the reason the Orcs would serve the Empire.. Obviously, because the Orcs are great heavy infantry, shock troops, and armorers. And out of all its neighbors, the Empire has treated them the best. And for that very reason itself the Orcs of Orsinium would gladly lend its aid to the Empire. But, really, what I want to know is if the Orcs would help the Stormcloaks. Firstly, yes, the Stormcloaks are xenophobic motherf*#@ers, but if they truly hated the Orcs, wouldn't they run the strongholds out of their territories? Several Orc Strongholds exist in Skyrim, some in Stormcloak territory, and one very close to Riften itself. Hell, Ulfric doesn't even seem to mind Narzulbur, which is a stronghold in his capital territory, Eastmarch. The Nords have always tolerated them, and maybe have even traded with them in the past. And since both Orcs and Nords both value stuff like honor and glory, it gives them similar mindsets. Similar goals, and so on. They may not believe in the same Gods, since Orcs worship Malacath and the Nords worship Talos, but they both believe in the same virtues. Which would indeed give them common ground with one another, and maybe even be a catalyst for both races to develop respect for one another. But this is really where it all ends. Orcs are tribal, and are mostly viewed as savages by the other races. Nords are more civilized, and that is one of the big differences between them, another being religion, as stated before. But since the Orcs value honor, some would definitely believe that there is honor in fighting for what you believe in, right? Wouldn't some, in the end, decide to aid the Stormcloaks? After all, the Nords tolerated their strongholds presence throughout Skyrim with little to no fuss, with the Empire? That may a different story. The Empire is all about bringing peace and civilization to the continent of Tamriel. The latter of those two things is a threat to the tribal Orcs way of life, and with this knowledge, some would probably join the Stormcloaks to protect their way of life as well, would they not? Of course, in the end, I am asking you guys. Please give your opinions here.
  16. So, recently I've been wondering, would the Orcs have any reason to join the Stormcloaks? We know the races of men, Redguards, Nords, and Imperials would have reason, what with Talos being their God. Imperials would have also have reason because they too worship Talos, or as he is known in Cyrodiil, Tiber Septim. Some Imperials may be appalled at the Empires decision to hear the Elves out, the Empire they fought, bled, and lost friends for, and so join the Stormcloaks to stick it to them. The only exception really to the three races here is the Redguards, who, some more that most, follow the Yokudan Pantheon. In the most sense, Redguards would join the Stormcloaks to get back at the Empire for betraying Hammerfell. And since the Stormcloaks aren't favorable to Elves, the Altmer in particular, I doubt any Elf would be willing to support them, and be more willing to support the Empire (or the Dominion, should they decide to roll through on the biggest "f*** You" Train to exist in the history of ever.). Same could be said for the Bretons, whose homeland, High Rock, remains one of the only few provinces left in the Empire. Since they share Elf-blood, most Nords may see them the same as the Elves. This idea can be reinforced even further from this quote from Galmar Stone-Fist, Ulfric's leading commander: This quote from him occurs when Ulfric asks him whether or not High Rock has responded to the Stormcloaks request for an alliance. And since High Rock has never had any problems with the Empire, it can be assumed High Rock and the Empire have the most stable relationship that there can be. They would be more willing to assist the Empire than the Nords any day of the bleedin' week. But this begs the question... What about the Orcs? The Orcs have been mistreated by everyone. But there are a couple things the Nords and Orcs share in union. But first, the reason the Orcs would serve the Empire.. Obviously, because the Orcs are great heavy infantry, shock troops, and armorers. And out of all its neighbors, the Empire has treated them the best. And for that very reason itself the Orcs of Orsinium would gladly lend its aid to the Empire. But, really, what I want to know is if the Orcs would help the Stormcloaks. Firstly, yes, the Stormcloaks are xenophobic motherf*#@ers, but if they truly hated the Orcs, wouldn't they run the strongholds out of their territories? Several Orc Strongholds exist in Skyrim, some in Stormcloak territory, and one very close to Riften itself. Hell, Ulfric doesn't even seem to mind Narzulbur, which is a stronghold in his capital territory, Eastmarch. The Nords have always tolerated them, and maybe have even traded with them in the past. And since both Orcs and Nords both value stuff like honor and glory, it gives them similar mindsets. Similar goals, and so on. They may not believe in the same Gods, since Orcs worship Malacath and the Nords worship Talos, but they both believe in the same virtues. Which would indeed give them common ground with one another, and maybe even be a catalyst for both races to develop respect for one another. But this is really where it all ends. Orcs are tribal, and are mostly viewed as savages by the other races. Nords are more civilized, and that is one of the big differences between them, another being religion, as stated before. But since the Orcs value honor, some would definitely believe that there is honor in fighting for what you believe in, right? Wouldn't some, in the end, decide to aid the Stormcloaks? After all, the Nords tolerated their strongholds presence throughout Skyrim with little to no fuss, with the Empire? That may a different story. The Empire is all about bringing peace and civilization to the continent of Tamriel. The latter of those two things is a threat to the tribal Orcs way of life, and with this knowledge, some would probably join the Stormcloaks to protect their way of life as well, would they not? Of course, in the end, I am asking you guys. Please give your opinions here.
  17. So I am working on a huge update for a certain mod of mine and I want these NPCs to make use of the Travel and Guard function in the CK, where they detect players (or other things) in a certain radius and warn them a few times before attacking. But I can't get the function to work properly as they only warn you, but not attack. Can anyone help me out here? Please no scripts. This mod is intended to be script free.
  18. So I am working on a huge update for a certain mod of mine and I want these NPCs to make use of the Travel and Guard function in the CK, where they detect players (or other things) in a certain radius and warn them a few times before attacking. But I can't get the function to work properly as they only warn you, but not attack. Can anyone help me out here? Please no scripts. This mod is intended to be script free.
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