-
Posts
99 -
Joined
-
Last visited
Everything posted by MrSly
-
Over a year ago, I was playing Skyrim with a fantastic follower that let you adjust her "class". Through dialog, she could be a mage, thief, fighter, etc. with a complete change of clothing to match! I can't find her in my download history, nor do I have the mod installed currently. But I wish to find her, or another companion like her, for my current game. Anyone remember this mod?
-
Interesting, and thanks for the idea! I took a look at that mod, but it appears to only work "in game". I'm trying to make a mod that has miniature manikins standing on a small table. The above mentioned mod would be perfect if I just wanted to add manikins to my saved game; but, alas, I don't. I DID find a mod that changes how manikins look, and another is supposed to keep them from wandering around. I'll have to see if that's something I can incorporate into my mod. Any other ideas? Maybe how to remove the AI from an NPC so they just stand there?
-
I'm trying to get a miniaturized manikin to stand on a table or shelf, it keeps falling to the floor in seemingly random locations. I messed with all of the settings I could find. I tried putting flooring inside the table, just under the surface to try to get it to work. Nada. So I have 3 questions: 1) How can I get the manikin to stand on a table? 2) How can I keep it from moving about? 3) Is there a way to dress the manikin in the CK? - 3a) Is there a way to use an NPC and make it so they just stand there, looking like a manikin? Any insight would be greatly appreciated!
-
Thanks for the info, I will check it out. Maybe can figure out how it's done in that mod...
-
I duplicated the CompanionDog race, and set my follower dog to use it. No change. I fiddled with the Factions. No change. I modified the Relationships. No change. I changed everything I can get my hands on. No change. :wallbash: What the dog seems to be doing is whenever there is any sort of violence on the part of my NPC, it turns and runs. My NPC summoned a Frost Atronatch (sp?), which killed everyone around, but as long as it was active the dog stayed away. As soon as the Atronatch disappeared, the dog came running to be by his master (my NPC). Not sure what this means, but it's interesting. I will see if I can find the Hunters that have dogs following them and see if anything in there can explain why this is not working.
-
Ok, since I'm obviously breaking new ground here I'll keep trying to get it to work and document my progress here. First up I will try creating a new Race for the pet. Shouldn't change anything, which is why I haven't tried in the past, but it also shouldn't hurt anything. Also, from now on I'll stick to working on a dog. That SHOULD be easiest to work with since Hunters have them in game already. Once I get that working I'll branch off to more exotic pets for my NPC's, which should work similarly, but you never know with the CK...
-
I've created several followers for my game. All seem to work as expected. I then attempted to add a pet to two of them. The pet will follow them but will not fight, unless directly attacked. Here's what I've done: Created a Dog NPC from scratch Made him Essential and Unique Added the defaultIgnoreFriendlyHits script Set his Race, Skin, and Voice Type to dog Set his Factions to Creature Faction Created 3 new factions - zdogFaction - which made him an Ally of my NPC - zTJGrottoFaction - which is just a Faction to which my NPC and dog both belong - Also made a Faction for my NPC which made him an Ally of the dog Created a Relationship where my NPC is the parent, and the dog is the Child, and Relationship is set to Ally AI Data - Aggression set to Aggresive, Confidence set to Foolhardy, Assistance set to Help Friends and Allies, Combat Style set to csDog Created a new AI Package for dog to follow NPC - Target to Follow set to NPC - Set Radius for min and max - Accompany set to True That's pretty much it. As I said, I can get the dog to follow my NPC, but it won't attack with the NPC. In fact, it seems to follow the "chicken" logic and actually do exactly what the chickens do. The dog is standing next to a chicken, I initiate a fight, the NPC joins in, the dog and chicken run up the road a ways and wait. I'm guessing I'm missing something fundamental, but have no idea what it might be. I had a friend, who has made a dog follower for his NPC work, take a look at this and can't figure out why it wont work either. Any ideas on how to make a dog, or any creature, follow an NPC?
-
Perfect!! Fixed the problem perfectly! You ARE getting pretty good at this stuff! :biggrin: Thanks for the help!
-
Good day everyone, I've recently gotten the bug to create a living space for my character, as many others have. I started by watching a few videos about creating areas from scratch. However, I found a cave I wanted to clear out and change for my own purposes. Here's what I've done so far: Duplicated the cave cell Renamed the cell Removed all the water from the cave Removed all the fog/mist/dripping from the cave Removed most of the items from the cave. Added the Dragon Bridge to the cave to span a large gap Added lots of lighting Now the problem. The thing I'm seeing is when I look at it in game the cave textures all seem to end at a certain spot, about halfway through (like clipping, but I can still run into walls and such). Then when I step into the void, the textures appear right around me, but vanish from behind me. Then take a few more steps and more areas come and go, sometimes large areas, sometimes just my immediate area. It also seems to happen with camera angle changes. Sometimes things are there, move camera a little, the world vanishes. It always seems to happen the same way in the same areas. I have pictures if needed. I haven't navmeshed anything yet. Just removed a bunch of stuff and added lighting for the most part. Everything looks just fine in the CK. I'm afraid to continue working on it if it's not going to end up working in game. As usual, I'm guessing it's a pretty simple thing, I just have to figure out what piece I'm missing here. Ideas? Thanks in advance!
-
Ha! It's true, it's like an addiction! I just want him to be better than he was before... better... stronger... faster... :rolleyes: Good call. I haven't explored the marriage thing at all in any of my games, so didn't even think of that. But I'm thinking they have markers set in the houses and just have the NPC move to the existing marker. Still, at least that portion of code might help. The way I did it in Oblivion was to remove the "home" marker, create a new marker at the current location, then assign the new marker as the home point. It was basically 3 lines of code. Since everything has changed in Skyrim, I don't know if it's possible to dynamically create new markers or remove old ones. Or if there is a new way to define a location that I don't know about. Oh, and since I have you here, r1ce... Did you comment somewhere that you made a follower who had their own pet dog? I'm thinking about doing that as another mod with Sniffles...
-
Good day all, I currently have an animal follower that I made, and I'd like to be able to set a new location for his "home". I placed my Bear just outside Helgen, and when I dismiss him he returns, faithfully, to his starting point. I'd like to tell him to go to just outside my Whiterun home, or my Riften home, or the middle of Riverwood, it doesn't matter, just to go wherever I tell him to return to. I was able to do this in Oblivion for a Dunmer companion, but have no idea how to accomplish it in Skyrim. And yes, I will be using it for humanoid companions as well. I know I need to make a dialog option to set home location ("This is your new home"), but what commands/script to use to accomplish this? Any help will be greatly appreciated!
-
Is there a mod that simply removes the loincloth from the Khajiit males? I don't want any "dangly bits", just removal of the underwear. Thanks!
-
This whole script thing is really starting to get on my nerves. I tried to compile the script many times by going to Gameplay > Papyrus Script Manager and right-clicking on the script and selecting compile. Doesn't seem to be working for me for some reason. I went to my Actor and right-clicked on the script and selected Edit Source. Removed the commented out line, and saved it. Said it compiled correctly. However, my Bear works exactly the same as when I use the WEDogFollowerScript. Still can't get him back after I dismiss him. Been working on this for 3 hours now today. Going to give up and go play for a while. Avoiding conflict: Good point. We could all agree on a generic name in the DialogFollower quest for us to use. Then we each simply reference the generic name (WEFollowerScriptFix, for example). Just an idea. A lot less work for each of us. But, having our own DialogFollower quest might make things easier, too. We could remove 90% of the quest since we don't need it for anything. Hmmmmmm..... However, we'd have to recreate all of the Player Dialog, it gets wiped out when you duplicate the quest.
-
I tried everything I could think of today, no go. Maybe I need to go watch some instructional videos for awhile...
-
Wow, Lazer, talk about perfect timing... I was just testing my new Bear, and he does everything perfectly, EXCEPT once I tell him to go home, he won't follow me again. SO funny I just found this issue at the same time you told me how to fix it!! Can't wait to try your fox mod (if you release it)! Foxes are my second favorite, right after Polar Bears! You know, the whole SLY thing... :biggrin: I went to the Gameplay menu, selected Papyrus Script Manager, and Filtered "followerscript". Found the script. Opened it with Notepad. Copied the contents to the clipboard. Closed the script. Right-clicked in the Papyrus Manager and created a New script. Named it WEPolarBearFollowerScript Extends ObjectReference Hit OK. Pasted in the script from the WEDogFollowerScript. Deleted the second Scriptname line (with the WEDogFollowerScript). Changed the middle section to read: If PlayerAnimalCount.GetValueInt() == 0 (DialogueFollower as DialogueFollowerScript).SetAnimal(self) ; gotostate ("done") EndIF Closed Notepad and saved the script. In the Papyrus Manager I right-clicked on the WEPolarBearFollowerScript and selected Compile (I'm guessing I have to do this). No errors, so must be good. Although it said "Uncompiled" and <nothing selected>. Went back to my Actor. Under Scripts, Add WEPolarBearFollowerScript Remove WEDogFollowerScript Hit OK. Went in to test my Bear. Now the dialogs aren't working. They show up, but don't do anything, can't be selected. I'm guessing it's because the script didn't compile. I don't know how to do that. Putting the WEDogFollowerScript back and removing the PolarBear one fixes the dialogs. But he still won't follow me again after dismissing him, of course. 3 questions: A) Did I change the correct line in the script? B) Am I supposed to compile the script to be able to use it? C) How do I compile the script so it can be used? I am SO close to wrapping this up!! Thanks for all your help!
-
Your talking wolf sounds like fun. I hope you get it to work some day. I think you are right. I'm going to start from scratch, document what I do, and see if I can get it working. If so, then I'll have a template. If not, I'll know what didn't work. :biggrin: As I recall, I: - MADE a new race (copied from BearSnowRace) - - ticked Allow PC Dialog, and Copied Data BearSnowRace - CREATED a new Actor (copied from WEFollowerDog) - - Changed ActorBase to EncBearSnow - - I tick Use Traits, and Use Stats - - Then untick Traits and Stats (just wanted the defaults loaded) - - Set the Race to my new race - - Go to AI Data and change the Combat Style to csBear - - Double check that the WEDogFollowerScript is still in the Scripts, and the Factions haven't been changed At this point if I place him in the game he should follow after you talk to him. No way to get him to stop. - OPENED the DialogFollower quest - under the Player Dialog tab, go through the Branches on the left and wherever there is a Topic with (bark), (whine), (woof), (panting) or (growl): - - Copy the Info line and change any Dog reference to Bear (crDogVoice, DogCompanionRace, etc.) I think that was it. Thanks again for your help. I think we will figure this out pretty soon now. I will try to help you with quests as soon as I get this Bear to stay put!! Maybe I will add a quest for my Bear as well...
-
That helped a LOT!! Thank you so much!! I now have the dialog showing up when I talk to him, just doesn't work. Neither of the options works. I had the WEDogFollowerScript initially, just needed the info on the DialogFollower piece. That seems to be the thing that was missing. What I actually did was to copy each of the (bark) Topics into my own version (within the DialogFollower) and modified them to suit a Bear. Again, ALMOST there!! Just need to figure out why the dialog isn't functioning... You know, when we can create these followers easily, we NEED to document it in the wiki. ;)
-
I made a Polar Bear companion (including a PolarBearCompanionRace). If you talk to him (no dialog on his end), he will follow you everywhere. Can't make him stop. At Markarth you can buy a trained dog to follow you around. He has a couple of commands - stay - follow - go home. I copied that dog and made him into another Polar Bear (also using the same PolarBearCompanionRace). The Dialog is still there, I just can't seem to get it to fire. I can talk to him, but there are no dialog options. I can't even get him to follow me now. Not sure how to get the commands to be active so I can tell my Bear to stay put. Ideas? There HAS to be an easy way to do this!!
-
My sons and I have been talking about having a Bard Jukebox, where you can ask the bards to play/sing dozens of period appropriate songs. Sure the voices wouldn't match, but females sing female songs, and males sing male songs. And playing of instrumentals would be performed by both. But if you wanted more immersion, maybe have a performance hall where you ask an "agent" for a song and he goes to a back room and get the scripted bard for that song to come and perform it (kind of an "on demand performance"). Let's say you have Malukah's version of Dragonborn Comes, since she has additional voices singing at some points, there should be other bards that come out of a back room to assist. Also could have additional bards with flute and drum to accompany on other songs, as needed. Just a thought. I'd love to learn how to choreograph the movements to match the instruments, and the lip synching. Maybe, some day... But if someone else knows how now, that would be incredible!!
-
We're trying to keep from using OBSE functions. He doesn't have them installed.
-
Interesting idea... However the plan is to use "your" bow and "your" arrows rather than a generic summoned one. With what you are saying we would need to un-equip the current arrows, equip the new arrow, after it gets fired then re-equip the the original arrows. The poison part works exactly as planned other than the pop up box because it pauses the game every time you cast. If anyone knows how to remove the box entirely that would solve the problem.
-
My son has been working on making a spell that will mimic the use of a Sigil Stone enchanted bow. Here's what he has so far: - Made a "poison of fire damage" - Scripted a spell to add "poison of fire damage" to your inventory - then equip it (on your bow) - Then when you shoot your next arrow it will do fire damage. It's pretty much the way he wants it, but we're looking for another way to do this. It gets pretty annoying to cast a spell that asks you "do you want to use this on your bow now?" (or something like that) each time you use the spell. We were wondering if there might be a way to cast a spell that will make the bow enchanted with fire damage and only have one charge on it. Then it will work exactly like a Sigil Stone, but will use Magika instead.
-
I've been thinking about making a single bow (or just a spell) that allows one to choose what kind of bow it is. For example: Cast a "Bow Option" spell Brings up a menu of types Fire Frost Sparks etc. After selecting the type it will make your currently equiped bow enchanted with that damage type, and damage amount based on your current level. It will last until you change it. I just need some help on how to go about doing this. Never done this kind of modding before. Any help would be greatly appreciated!