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Everything posted by Gearsmoke
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Make Your Home Multiple Adoption Friendly
Gearsmoke replied to Ld50365's topic in Skyrim's Skyrim LE
I'll see if I can download yours to take a look. I've put my WIP on the Steam workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=645362884 If you wish to try to find the problem, I would be really appreciative - no pressure tho. :smile:- 74 replies
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- tmphoenix
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Make Your Home Multiple Adoption Friendly
Gearsmoke replied to Ld50365's topic in Skyrim's Skyrim LE
Oh, er, that's not what I meant by keywords. I meant which words to look for in the giant list of stuff in the log. :) I'm still going over it tho.- 74 replies
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Make Your Home Multiple Adoption Friendly
Gearsmoke replied to Ld50365's topic in Skyrim's Skyrim LE
Thanks very much for the help, though I can't find anything in the papyrus log that looks related to the mod at all. (I'm not sure what its keywords are, though.) Any idea what I should be looking for?- 74 replies
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Make Your Home Multiple Adoption Friendly
Gearsmoke replied to Ld50365's topic in Skyrim's Skyrim LE
Thanks for answering - and for the tutorial. I'm still not able to figure out why it isn't working. I try to use Bless Home, and it tells me the house isn't suitable.- 74 replies
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Make Your Home Multiple Adoption Friendly
Gearsmoke replied to Ld50365's topic in Skyrim's Skyrim LE
Question - Do I have to have Multiple Adoptions to have this work? I think I did everything in the tutorial, but I still get 'no I don't' when asked if I have a home for the kid.- 74 replies
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Ok, problem has been solved. It was a bug in the cell, so after duplicating the cell, repairing all the links, and deleting the original, I have a working vendor! Thanks to everyone who tried to help me with this.
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Maybe there's something off in the cell... ?
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Thanks - hmm. She works fine. Nothing is different between her and my vendor... I've tried replacing the NPC, the chest, and the services faction - no change. I've created another vendor that sells fruit outside, that one works fine... I don't know what's wrong with the one inside the shop. o_o;
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Thanks :) Let me take a look.
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If anyone can figure out how a shopkeeper in an interior cell might differ from a generic merchant in an exterior one, maybe that would help?
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I've narrowed it down to the 'Not Buy/Sell' option. I'm supposedly meant to select 'vendormisc' from the items list and check Not Buy/Sell. Though I've unchecked it with no change.
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Smashly - I have done all those things, I missed them in the list. But I have set up the new faction with 'Can be owner', 'Vendor', the vendor hours, and the correct chest. The rank was 0 when I added it.
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Still trying everything I can think of. I did successfully turn her into a chest for a while. That's not quite what I wanted.
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Problem Solved. Had to replace the cell and the vendor faction. I'm learning to create NPCs right now, and I am having a problem with a merchant in a shop (which is also her house with her family). I can walk in and she'll greet me with merchant dialogue, but when I look at what she has for sale, the buy/sell window comes up with nothing in it. The merchant has 9 gold and no items. My inventory also does not appear in this window so I cannot sell to her. My belief is that somehow she's not able to access the chest which I've assigned her services faction, but I can't figure out what I've done wrong. Here are the steps I've taken so far: New services faction with vendor options checked, hours of operation, and location. Set list 'Vendormisc' + Not Buy/Sell New chest copied from an existing vendor chest (Grey Pine Goods), with the investor object removed. Chest has been assigned to the services faction and placed in the voidspace in the interior cell for the shop. New character, class set vendorpawnbroker, added jobmerchantfaction, new services faction, town faction, crime faction, and household faction. I have tried making the chest owned by the character, the services faction, or the household faction with no effect. I have tried making the chest a linked reference of and by the character, with no effect. The character's voice type is compatible with vendor dialogue and has demonstrated it. I just cannot gather why the inventory remains empty.
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Exterior Chest help. Also, persistant dirt lump in midair.
Gearsmoke replied to Gearsmoke's topic in Skyrim's Skyrim LE
Issues have been resolved. The chests were within the invisible boundaries of a 3-dimensional object, even though that object had a niche in it, objects in the niche were interpreted by the game as being within the bounds of the object. The dirt ball was an artifact created by the game, rather than the mod. I used a console delete command to get rid of it. -
I'm creating some nice little houses for starting characters, and I'd like to put the key somewhere slightly challenging for the player to find it. Starting with a note on the door with a few hints, something to make it immersive to the game, rather than 'oh hey a random unlocked, furnished home with no owner gee whiz how lucky'. If anyone has suggestions for how and where to hide the key to make it interesting - but not infuriating - I'd appreciate that.
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Played with this - only to discover that higher rates cause objects to start moving around... including ingots and weapons, which managed to kill a few townspeople in the area.
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I know it's possible to have exterior chests that are safe for players to keep stuff in, but when I put chests outside, they don't activate or show any labels when clicked or hovered-over. I still haven't found any way to get rid of this floating dirt ball in game - which was caused by activating an unfinished soil mound. It's just floating there with no corresponding object in the creation kit.
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I believe you only need to use bookshelftrigger01 as long as you have a seperate trigger object for each shelf.
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So at one point I was trying to get some 'fertile soil' mounds into my mod, and I clicked one. It made this odd behive-like blob that now won't go away. It apparently does not exist in the CK, but it shows up in game. I got a refID using the console, but CK says the number doesn't refer to anything... what now?
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Since you can buy houses all over Skyrim, and elsewhere with the other DLCs - why is it that you can only have family members living in one of them at a time? I don't know enough about modding to understand what can or cannot be done, but I'd like to see this. Adopt more than 2 kids - mods already available for this. Send children to live in other houses. Designate beds for each child - stop sleeping in the servant's room! Hire a nanny to watch your children in each house. Secondary ideas: More child interaction - you/child or child/child. They don't seem to do much with each other. Ponies for your children. Rideable? Hire a cook, maid, horsegroom for your fancy manor. Can we do anything about nasty things spawning right beside player-built houses and killing the chickens every couple days?