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Yoghurt

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  1. Hello guys, I have a minor issue (but still annoying) with some dialogues in my quest: I have recorded a voice track for certain dialogue lines. After the dialogue is done the actor who speaks is faded away via a script at the end of the last line of dialogue. The problem appears when the player clicks quickly through the dialogue: The script that is set to run at the end of the last part of the dialogue does not run as soon as the player skips the last line of spoken dialogue, it seems to run whenever the recorded dialogue is done (even though it is skipped by the player). Anyone knows how to set a script to run whenever a player clicks through it instead of wjhen the recorded dialogue ends?
  2. Hmmm... the scripts that cannot be edited seem to lack a .psc file
  3. Hello, I recently revisited my an old mod I have been working on and off on for a while but I have encountered a strange problem: Some of my scripts cannot be edited. Others are fine but there is a handful where the "Edit Source" option is grayed out. The only theory I have so far is that the grayed out scripts are using SKSE events but I have no way of proving this theory. Anyone got any magic solution for this?
  4. I have never heard of such a thing! Thank you.
  5. ... and would like to see it as a quest prize in a quest mod? I am wrapping up my quest mod The Unborn and thought that it would be nice with a unique item to hand over to the player once the dust settles. If there are any weapon smiths out there who might have a fitting piece I'd love to put it in my mod. It would be great if it was Dwemer but I can't really afford to be too choosy. Naturally the maker will be clearly credited for the work.
  6. If there is any voice actor who could do a good world weary high elf woman voice and wants to read a few lines for a mod out there please contact me with a PM. It is only about 5 lines of acting so it is not a huge ordeal. It is for my quest, The Unborn, which should be finished by this month (providing there is a good actor out there). Cheers!
  7. Hello, Anyone here know how to use SetActorValue for Aggression and Confidence properly? I just can't figure out what numbers to use in these values. Thanks a bunch.
  8. Hi, I am wondering if there is any way of changing the gender of an already spawned NPC using script? I know there is a console command that can do this but sadly enough the console and papyrus can't talk to each other (as far as I know). Hope someone has a good trick for solving this.
  9. I did it! It was too damn simple. I used the script I posted and then cast the spell "Frenzy" on Player which means that the clone was affected by Frenzy as well. Next thing I know I got fusrodah'd across the room into a wall. Magnificent :)
  10. I tried the Template Data trick and it went a little wacky. The face and inventory was copied. However, the body and voice was male even though my character is female. Also I need the copy to look exactly like the player does in that exact moment. If I drop all inventory the Template copy still spawns with the inventory on him. Back to the drawing board I guess. Thanks for your help anyway! :)
  11. Hi, I am working on a mod where the player needs to be attacked by an exact copy of the player. So far I have gotten a copy of the player to spawn like this: MyActorBase = MyActor.GetBaseObject() as ActorBase PlaceActorAtMe(MyActorBase) For MyActor I use the player and the event is triggered by an OnTriggerEnter. However, I cannot think of any way to make this copy attack the player. It just moseys around. Hope someone has any idea of solving this or has done a similar thing before.
  12. Description updated. GendunDrup: There is a point to using vanilla assets as it will most likely work for everyone. Also, for me personally, I try to tell a story rather than improve Skyrim itself. From what I gather, those who play mods have pretty over powered characters so I don't feel one more super powerful sword or armor will add to anything.
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