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Kvarforth96

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  1. That sounds an awful lot like Colorful Magic, I don't remember the one vendor being a woman but I use this mod a lot and it's what this description made me think of. https://www.nexusmods.com/skyrim/mods/37440 http://farm4.staticflickr.com/3877/14703080317_826df847d9_o.jpg
  2. Hi there. Looking for a mod or being stupid - I only have one thing to go off - A mod I used to use had weather presets (I think the default button was Insert or Home; one of those) and it cycled through various skies or lighting environments including clear, rainy, foggy, sovngarde, galaxy, etc. There was about 15 presets or more, can't remember any of the other names for help. The presets would change the weather and/or sky and/or lighting immediately. I've tried Climates of Tamriel with Weather Patch, RLO, ELFX, Vivid Weathers and Wonders of Weather. if it is one of these and I'm missing something I would appreciate any help.
  3. This? https://www.loverslab.com/files/file/3918-gotha-rensa-cbbe-hdt-bodyslide/
  4. Hi there. I have just gotten back into modding Skyrim after a few years and I had lost my previous installations / mod backups so I've had to start from scratch. I've nearly completed my game to where I'd like it, there is however mod one I cannot find or get working properly(?). I only have one thing to go off - The mod I used had weather presets (I think the default button was Insert or Home one of those) and it cycled through various skies or lighting environments including clear, rainy, foggy, sovngarde, galaxy, etc. There was about 15 presets or more, can't remember any of the other names for help. The presets would change the weather and/or sky and/or lighting immediately. I've tried Climates of Tamriel with Weather Patch, RLO, ELFX, Vivid Weathers and Wonders of Weather. if it is one of these and I'm missing something I would appreciate any help.
  5. Yeah, can't find anything, Still looking, Is there anyway to create one manually? I've got a fairly new mod downloaded that doesn't use a seq file, going to check the settings and scripts on it.
  6. No I am not, One stand alone follower mod, the list is in the original post.
  7. From what I've read I still think this could be SEQ related. I'm still unable to make anything but a blank .seq file. TES5Edit still claims I "Don't need one". Never-the-less - Just reloaded the game after tinkering some more and now when I click the follower I don't get a dialogue tree but he does speak to me with Lydia's voice. http://i2.kym-cdn.com/photos/images/newsfeed/000/114/139/tumblr_lgedv2Vtt21qf4x93o1_40020110725-22047-38imqt.jpg
  8. Tried CrDogVoice and FemaleEvenToned. Niether produced results. Added new dialogue to test it and even tried the additional condition GetIsVoicetype: FemaleEvenToned. Still didn't want to work.
  9. I need to figure out how to remake my SEQ, Niether program will do it now.
  10. On general data under the race, Allow PC dialogue was ticked, along with unticking 'Can't open doors', should of added this part to my post. Bound to forget something. I Also for the sake of testing changed the Voice type to allow for default dialogue.
  11. No change from setting rank from console or setting disposition base, perhaps this has to do with the lack of SEQ now from my edit/update above?
  12. Hi there, I will attempt to describe my problem and the steps I have taken either for the purposes of 'trying it out' or because I've seen or read about it in workaround videos and forum posts. I appreciate any one taking the time to give this a thorough read-through and any assistance gained herein. I have created an animal follower but cannot activate it, no dialogue tree at all. Latest Skyrim version, purchased through steam. Expansions - Dawnguard, Dragonborn, Hearthfire. Bought separately. Creation Kit Version - 1.9.32.0 Mods - Spoilers used to save space. (DFFollower Source tagged correctly, not sure why it's not working) These are the steps I have already taken. UPDATE: - After starting over quickly, using TES5Edit I get this. - Skipped: KCGFollower.esp doesn't need sequence file [Create SEQ file done] Processed Plugins: 1, Sequence Files Created: 0 And with Command line I get an Empty SEQ OR this error - MASTERFILE: Could not get file pointer for KCGFollower.esp , aborting automated process. Anyone know what the problem is? --Original post/problem-- TL;DR - Created Race (All correct to my knowledge), Used DialogueFollower Quest, All Dialogue through player dialogue. Created Seq (See Below), Added scripts to main Actor window (Test, See Below) and added Template PlayerFollower Package (T, s b). Created relationship, (T, s b) I've changed load order, saved and resaved, loaded and reload, clean saves. The works. Chose actor - Death Hound (DLC1EncDeathHound). Duplicated Actor - ID: KCGFollower - Short name: Kvarforth Boxes ticked - Essential and Unique Race - KCGFollowerRace; Duplicated from original race (DLC1DeathHoundRace) Skin - KCGFollowerSkin; Duplicated from original race (DLC1SkinVampireWolf) NakedSkin - KCGFollowerSkinAA; Duplicated from original Armor Addon (VampireWolfAA) Voice Type - CrDogDeathHound (Unchanged) Actor Base - None Stats - PC Level Mutl Ticked. 5-80. Class DLC1EncClassDeathHound (Unchanged) Factions and Ranks - -1 CurrentFollowerFaction and 0 PlayerPotentialAnimalFaction AI Attributes - Unaggressive, Helps Friends and Allies.Combat Style: CsWolf(?) (Unchanged) Everything else left alone for now. Quest > Generic > DialogueFollower (DF) > Player Dialogue Branches :- DFDismiss - Ticked - Has LIP File (Unchanged) and Goodbye. Conditions - Target:S, Function Name - GetIsRace: 'KCGFollowerRace' AND GetInFaction: "CurrentFollowerFaction". Both Valued at 1.00 End Papyrus Fragment - (pDialogueFollower as DialogueFollowerScript).DismissAnimal(). Complied. Script Name - KCGFollowerDismiss - Type: Quest (Property Value), Value: DialogueFollower (Pick Object) Source - DFFavourState - Everything here is the same except for Fragment and Script/Source. Fragment - akspeaker.SetDoingFavor() Script - <<Using Default Script Value>> Source - DFFollow - Everything here is the same except for an extra Value, Fragment and Script Source. Added Value - Target - S, Function Name - GetActorValue: WaitingForPlayer. Fragment - (GetOwningQuest() as DialogueFollowerScript).AnimalFollow() Source - DFTrade - Everything here is the same except for Fragment and Source. Fragment - akspeaker.OpenInventory() Source - DFWait - Everything here is the same except for Fragment and Source. Fragment - (GetOwningQuest() as DialogueFollowerScript).AnimalWait() Source - Entered the game, Went to cell containing follower and it began to follow my character but nothing else. So again I tinkered about and added the scripts into the ACTORS window itself. Scripts - Papyrus Scripts - No change. Now I'm here. Any Suggestions? If you made it this far I salute you! Hope someone can help and I have given enough detail. -Kvarforth CG.
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