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karupisu

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  1. (Figured I'd chime in for Project Nevada users who experience this.) If someone has Project Nevada's "Alternative Repair System" set to "Yes," the repair window turns empty when there are no "repair tools" in your Misc inventory. It's a late answer, but I hope it saves at least one headache.
  2. If you change an npc's weight and load a saved game that had the npc with a prior weight, it will have a seam. Should be an easy solve. While in game hit "~" click on the neck seam problem npc and type... setnpcweight # The "#" above just means whatever weight number the npc should be at. Example: setnpcweight 50 After that just save and reload. ... Regarding the unique everything ~ I have yet to look at it. Is this a nifskope copy pasting of branches issue or not directing the BSLightingShaderProperty?
  3. Pardon the late response, but good question. One would think that it is possible to allocate more animation file paths than the defaults ~ male, female, horse_rider, etc. I'll have to investigate this.
  4. Hmmm, having an invalid biped object on ck startup with backsteppo's/xp32s unpb Dragon's Crown Sorceress objects. Also if I try to change the directory for the armor addon models, there will be a bslightingshaderproperty ctrl+alt+del necessary ck freeze. :blink: edit: 1) the object works in game. I wonder if it is possible to simply turn off the rendering in order to choose a different file path? 2) nifskope edit time?
  5. I'm still really new at this and probably will be of little help ha ha. What models and textures are being pointed to for your race? It could be a question of nif and texture locations.
  6. I'm guessing this option is in plain view, available somewhere in the topic info>conditions>condition functions ha, but hopefully someone here can help. I'd like to make a conditional NPC dialogue which becomes available only when the player has drawn the aggression of a particular faction.
  7. I would like to have the NPC to not become a follower until a certain stage has been met. I made a guess at the quest stage papyrus... Alias_Name.GetReference().AddToFaction(CurrentFollowerFaction(-1)) Anyone know how to do this correctly? And thanks for reading!
  8. For anyone else out there, I solved this by lowering the Quest Data > Priority from 65 to 10.
  9. -1 CurrentFollowerFaction 0 PotentialFollowerFaction 0 PotentialMarriageFaction voice femaleyoungeager relationships Player lover The NPC has a side quest which has worked fine from start to finish. She does have a number of dialogue trees which continue on after the quest is finished. However, I've noticed during testing that she does not have the potentialmarriage dialogue tree. So my question is: How does NPC quest dialogue determine whether or not a faction is available? Thanks for any help.
  10. Alright, so I've even decided to try to make my own dialogue for popping the question. Anyone know what kind of script I should put for a "yes" answer? I copied part of the RelationshipMarriage quest interested >yes script, but is it possible to trigger a second quest from within a first quest? I completely guessed at something like... ;akspeaker.setav("Variable03", 0) akspeaker.AddtoFaction(MarriageAskedFaction) LoveInterest.ForceRefTo(akspeaker) GetOwningQuest().SetStage(RelationshipMarriage(20)) to no avail - have a lot to learn about the script. So back to figuring out the first the OP. Should separate branches not have sharing topics? Edited: Just an fyi, I have cleaned the mod and generated an SEQ file with TES5Edit. I'd love any input forum or message, and thanks for any help on the issue.
  11. The problem does seem to be in her quest dialogue. Now I just got to figure out why it appears and disappears when I make changes there.
  12. Hello there wonderful Nexus people. So i've been working on a custom companion for about a week now and most things are running great. The only hangup have been my tests concerning the player asking the character to marry them. Three things: the test players (1) meet the requirements (amulet of mara, Maramal discussion) for marriage dialogue, (2) can currently engage other NPCs with "interested in me" dialogue trees, (3) can addfac 19809 1 and the custom companion will show "interested" dialogue tree. The Custom Companion has --- -1 currentfollowerfaction 0 potentialfollowerfaction 0 potentialmarriagefaction relationship set to lover Voicetype FemaleYoungEager ----------------------------------------------- Also her quest for the player completes at stage 40, but I made a few dialogue trees that appear there once the player makes it there. I wonder if this is a quest issue? Anyway, I'd love any input or help! Thanks!
  13. Nevermind. I simply added the same script to the Quest Alias Amulet and it apparently works. :-)
  14. This has to have been covered many many times before, but I thought I'd post and continue searching along the way. Anyway, I've roughly been following the Bethesda Tutorial Basic Quest with a few name changes and dialogues. However, I made it so that the npc can assist the player as a companion during the quest. The dialogue, quest-starting, quest mob appearing/dying, and quest item looting, all run smoothly. However, the stage of the quest seems to get stuck upon the player obtaining the quest item. The stage doesn't move onto 30. Any ideas? Thanks for any help! This is fun stuff, but wow I have no idea what I'm dong ha ha. <Amulet Script> Scriptname LCQAmuletScript extends ObjectReference Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) LCQ001.SetObjectivedisplayed(30) LCQ001.SetStage(30) endif EndEvent Quest Property LCQ001 Auto
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