-
Posts
164 -
Joined
-
Last visited
Everything posted by Deleted800173User
-
values in actor array returning as none
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
Wow this is a pretty old post. I can't remember what I did. I think I made a giant switch statement using 100 individual actor variables. It sounds ludicrous I know, but apparently Papyrus doesn't like storing actors in arrays so I basically made an array function using a switch statement -
My Suggestions: 1 - make the newscaster sound kinda unstable 2 - make some meta jokes about the raider AI 3 - have talk show interviews with hostages 4 - pick old songs as they work with the game's theme and you usually don't have to worry about copyright infringement unless the song is still pretty popular.
-
So for Fallout 4, I was hoping to make a mod, as soon as after release as possible. The mod would do 2 things: 1 - It would slow down leveling by some set percentage. 2 - It would allow the player to have a level cap, which as far as I understand, is not in the game. But with skyrim, they didn't let the CK out for a while, so my question is this: Does anybody know of a way that I can make a mod to do either of these things, without the CK for FO4? Obviously the game isn't out yet so we don't have the code to look at, but I think theory crafting a solution could be really helpful. -Thanks
-
So my follower mod I'm working on seems to work fine up to a critical part in the quest where you fight the boss. After said fight, the quest updates to a new stage with the objective "talk to -follower name here-" However, talking to her gives you a list of the dialogue options, as it should, but attempting to select an option results in nothing happening. No dialogue is spoken, and the game does not seem to acknowledge your dialogue selection, you simply remain on that same dialogue menu where you can attempt to choose a dialogue choice (again, to failure) or you can back out of the dialogue menu entirely. Punching the NPC and then withdrawing weapons seems to knock her out of this state, as does waiting and then finding her will sometimes work. She also seems to enter this state when you ask the follower to move somewhere. Any advice?
-
Converting follower from CBBE to Vanilla
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
Hey, it worked! Thank you so much! luckily there are no changes to the head. I personally am considering making a version of the mod that has all body types so the Downloaders only have to download one file and then pick the body type they want. Alternatively, they could change the body type used dynamically. -
Converting follower from CBBE to Vanilla
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
Can you tell me where to find this in the CK? I went to where I assumed it would be (which is in the actor editor under the "Character Gen Parts" tab) and started messing around and realized it was listing "textures" and said nothing about meshes. I have also been able to find some mentionings of skins there but none of them let you set to "none" which leads me to believe that I am looking in the wrong place. Your help is appreciated! -
Hi, I just recently took over for mod ownership for another modder and I am trying to push his last update out to the downloaders, but here is the problem. This mod is a follower mod and the default version uses a CBBE body for the follower. There is also a UNP and a vanilla version. I managed to convert the new updated version over to UNP by simply replacing the CBBE files with the similarly named files from an older version that used UNP. To restate what I just said there, I replaced the CBBE meshes and textures with UNP meshes and textures to make the UNP version, and that UNP version works. My problem now is that I need to get a vanilla version working. Think version does not use any special body meshes or textures that come with the mod just whatever version the user is using on his copy of Skyrim (so if the user is using Vanilla for all their female npcs the body type is vanilla, if they are using CBBE for all their female body types, the body type is CBBE). My first though was to delete all the body meshes and textures to see if that would force her to load whatever generic body meshes and textures are available to all female characters, but this just resulted in her body turning a horrid purple color :p. I understand why that's happening but I just mention it to say that that is something I've tried already. So to rephrase the question: How can I force an npc that refrences some special body meshes and textures to use whatever the generic meshes and textures are. If your interested the mod is called Loraine and is in my Sig (You can download the loose files there). The NPC is "AALoraine". If the mod is enabled you can find her in Old Hroldan inn to see how she looks (Console command: "coc oldhroldaninn")
-
My game, which I have had my character for a very long time, has an issue where npcs don't attack the player on sight. They simply seem to ignore the player. They will also not attack other npcs they consider hostile. However, attacking a hostile npc will knock cause them to fight back, but having to walk up and attack every npc to get them to start a fight ruins the verisimilitude and makes fights a cake walk compared to before. I've tried turning off all mods, but no luck. It is probably the result of a mod because I have installed a lot before. Any advice or troubleshooting tips?
-
So basically you want a spell that you can cast on an actor and if that actor dies before the spell ends, then they come back as an undead? Spell Property OnDeathSpell Auto Event OnEffectFinish(Actor Target, Actor Caster) If(Target.isDead() && !Caster.isDead()) OnDeathSpell.cast(Caster,Target) endIf EndEvent should work. It might try to shoot the spell from the player to the corpse, which would look weird. i don't have time to test it. If it doesn't work you can PM me, and I'll try to take some time to make a version that works.
-
Generally I just check my download history every once in a while and endorse and files that I "like". Since I only do it once in a while, I have a chance to try out the mod for a while before I think about endorsing it.
- 17 replies
-
- endorsements
- philosophy
-
(and 4 more)
Tagged with:
-
DId you have any other body mods installed before you put this mod in?
-
I have a quest mod I made, and I set it up so that it would display a quest marker when the game starts, to show the player where to go to start the quest. The first quest marker says "Talk to (so and so) to start the quest". It was pretty easy to implement, but I never see any other quest modders do this, even popular quest mods. I'm always frustrated when I download a new quest mod and I cannot find where to go to start the quest. I wonder though, since having a starting marker for a quest mod isn't very common, if there is some reasoning that I'm overlooking. It seems to me that if the view is that it is somewhat un-immersive to suddenly know where to start a quest, then you can just turn the quest to 'inactive'. What do you guys think about the idea of quest starting markers?
-
Hi everyone, this is my first mod. This mod is a short quest mod that is centered around a script that sets the game up to do wave style fights against large numbers of enemies. Here is my blurb on it: When an alchemist's son has run off to attempt a dangerous experiment in the middle of an old nordic burial ground, it's up to the dragonborn to save the day! This mod features "wave" style fights where you'll be facing off tons of enemies spawned in "waves", including boss fights! Can the dragon born help complete the experiment, or will the son become victim to the draugr who live in the ancient tomb of Voljund? - Quest is voice acted Here's the link: http://www.nexusmods.com/skyrim/mods/50020/?
-
Disabling pieces of navmeshing
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
lemme explain. At certain points IN TIME, I need the enemies to not cross the room, but at other points IN TIME I need the navmesh to be there so that the AI CAN cross through the navmesh. -
I have a script that uses myFightMusicMusicType.add() at the beginning, then it begins a fight. At the end of the fight it does this, myFightMusicMusicType.remove() in theory, it should stop the fight music at the end of the fight, and most of the time it does, but for some reason, once in a while, it doesn't. It just keeps playing fight music for eternity. What I'm looking for is: A surefire way to stop the fight music, or a suggestion as to why this is happening so that I can avoid it or find a solution.
-
Issue with Falskaar, Wilhard not in cell
Deleted800173User replied to xRevoltage's topic in Skyrim's Skyrim LE
Try waiting 6 hours in game and then see if he is there. Also do you have any mods that make children killable? If so that may be the issue. -
Serana's face has lost all pigment after editing
Deleted800173User replied to xxNtGxx's topic in Skyrim's Skyrim LE
this is probably a result of the dark face bug. Click on Serena in whatever cell she is in and while she is highlighted hit Ctrl+F4. That should fix it. Here's more about the dark face bug: http://www.creationkit.com/Dark_Face_Bug -
Disabling pieces of navmeshing
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
Still looking for a solution to this. -
Disabling pieces of navmeshing
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
Does anyone know mych about negative navmesh boxes? It seems like that might work but it says you can only use them while editing an object. Anyone know anything about negative navmeshing? -
I have a large room and at certain points, enemies are not supposed to cross through the middle of the room, so I'm trying to find a way to disable a part of the navmesh or create a barrier that the player can run through, but the enemies cannot. I read that a collision box cuts the navmesh at any point it intersects with the navmesh, but I tried to do that and have the collision box very small and low to the ground so the player can run over it, but the enemies don't seem to have their navmesh cut. they just walk over the box like any other terrain. So is there anyway to disable a piece of navmesh?
-
How to get your mod noticed
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
let's not turn this into a flaming thread and just keep it to topics about techniques, methods, or tricks for ethically getting mods noticed. -
How to get your mod noticed
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
I recognize that the idea of "Getting Endorsments" is very controversial here on the nexus. Personally, I don't put too much value in endorsements, but I suppose my posts may not have made it sound that way. I do however recognize that they are somewhat of a metric that down-loaders use to decide whether to download a mod or not, and so it IS important to some degree as it does have an effect on your chances of being noticed. I however do not put much value into this metric, but I have noticed that there is an inherit issue with the metric in that any player of the mod has to (download the mod from the page, play it, and then go BACK to the page to endorse it) and many players don't feel concerned with taking that last step. I know I forget to check my mods I have downloaded all the time. So a player who enjoys your mod may not go back to the page simply because, they are busy, or they are playing a new mod, or they forgot, or a dozen of other reasons. Personally I wish there was a better way, but I'm not trying to focus on arguing about that system, I'm trying to focus on seeing if anybody has some good ethical advice on how to get players whom enjoyed the mod to go back and endorse it. As far as the WIP mod comments. I don't mind WIP mods as long as they have a cool mechanic and you can somehow get into development on it by either joining the team or giving them feedback and thus shaping somewhat it's development. My mod has a very short quest that is almost finished (just waiting for 2 lines of dialogue to finish being recorded and then playtesting to ensure quality and challenge) But the fights cannot be added into the quest at this time. The mod has developed too far to rewrite the quest, and I also want to ramp up the challenge on these fights without having players quit because it is too difficult, so I'm adding them as post quest content. I also want to finish at the end of the college semester as it is going to time well, and I plan to turn my focus on possibly developing a game or perhaps a larger mod when the semester ends. I still intend to add on the content to this mod however and I realize that it will work out well if I post the mod with the quest finished and one of the addon fights finished. For the other two addon fights, I can tell the player to check back at the webpage in a few weeks to play the new fights that I will update. (Each fight takes about two full weeks to develop and implement correctly, playtesting all that. So the updates are not adding small content.) This also gives my mod a better chance of being endorsed by players whom actually like the mod but otherwise would not have bothered to go back and check. I do recognize that it will get some free downloads, which is not the intention of adding the fights, but the downloads are not for some small or fake update, so it isn't as bad as a lot of modders methods, and again it is not the intention of adding the update, it's just a side effect or perhaps you could view it as a bonus. If anybody feels there is something unethical here I'd like to hear your opinion but I do think its my best option atm. lastly, as another bonus, I can use feedback about the first two fights to make the third fight better :3 Uhh... and yeah I think that's all I wanted to say. Just remember, I'm a human being. I think that if I got 100 downloads or just 20 endorsements, these four months would have all been worth it. -
How to get your mod noticed
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
The only thing I need to know is a good time. I'm going to be posting it during finals week, which I think will be for a lot of players a time when they have just gotten more time to play mods on skyrim. Also skyrim just got an amazing deal on steam so there are probably a few new players flowing in and it's before xmas so people don't quite have new games to move on to from that. The only question is what day of the week is best, and what time? -
How to get your mod noticed
Deleted800173User replied to Deleted800173User's topic in Skyrim's Skyrim LE
Well that works well for my mod. I had planned to add three extra fights that i came up with during making the mod but have not had time to put in. Im finishing one of them soon and i think that's the only one that ill have time to complete before my personel deadline. Wasnt sure what to do but now i know i can just add the other two as updates and that'll boost my number of downloads and my chances of being noticed.