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WarbirdShaman

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  1. Just as the title says, I'm looking for help with enabling an Xmarker (and attached NPCs) at a certain quest stage but don't know how to go about it. Thanks in advance!
  2. So I've got a lot of flak for how I've done navmesh in the past and a few people have put in effort to sorting it out. (Warbird's Whiterun Metropolis) But my question is this, when completely remaking an area, changing terrain height, adding walkways etc, it renders the original navmesh obsolete or unusable, so what is the best method of adding and remaking navmesh to a large area? One of the guys that put in a lot of effort to fixing my navmesh for the above mod (Cecell) somehow went through with Xedit and renamed all the nav IDs to their old IDs. If someone was willing to do that again I'd just start deleting and remaking the nav for this area right now, but there's must be a better way to start the process. Thanks in advance for any advice!
  3. There is definitely some funky navmesh issues going on. Seems to be okay in CK, but for some reason the NPCs in one or two exterior cells seem to ignore my mods navmesh and attempt to walk through walls and such. I'll see if smoothing out the navmesh helps with the map CTD, thank you.
  4. Here's my mod I'm working on. It's a big Whiterun Expansion. https://www.nexusmods.com/skyrimspecialedition/mods/56839/?tab=description&BH=2 All seems well apart from in the North Eastern area of my expanded area, when I pull up the map I get a CTD. Does anyone know what would cause that? I can't think of anyway my mod would effect the map itself. I have no LOD yet, and only LOD shows up on the map as far as I'm aware. Below is a NetScriptFramework crash log, I don't know how to read them but it may be helpful here.
  5. Getting somewhere, I'm looking at the function list on the CK site and it looks like it'd be "AddForm" rather than "AddLeveledItem" but compiling tells me "AddForm is not a function or does not exist" I assume it's because somewhere in this script it's labelled as an ObjectReference and not LeveledItem...something to do with extends? Trying really hard to grasp all this. =EDIT= I have it like this at the bottom- My_Container.AddItem(LockPick, 5) ;Add 5 lockpicks My_Container.AddItem(ArmorElvenBoots, 1) My_Container.AddForm(WBGoblinRaidJunk01, 1)
  6. Hey, I've finally gotten around to trying to implement this function too. So far it's working for the first option "Raid Village" I just need to add functionality to more menu options, "Raid Fort" and "Raid Mages" for example. And then I'm curious if I could make it add specific item levelled lists (depending on the option chosen) to the chest instead of a set item of a set amount. It'd be a lot better if, for instance, you raid a village twice in a row and one time you get a heap of potatoes, and misc items, the next time, it's a few misc items and a various amount of another crop. I see the- "If Button == 1 ;did the player choose button 1?" part and understand that in this case it refers to my "Raid Village" option which is set to 'Index 1' in my message, so I'm trying to figure where to add something like- "If Button == 2 ;did the player choose button 2?" and to make it add different items.
  7. Hey, thanks for the help! The script spawns them with a place at me command so I tried to compile the first script you gave but I get these errors- "IsDead is not a function or does not exist" "cannot compare a none to a bool (cast missing or types unrelated)" I am an incredible scripting noob btw, no idea what they're about haha
  8. Thank you, everyone! So how I have it set up is there's two 'stations' for each team with buttons labelled "Goblin Grunt", "Gladiator", "Bait Male" for example, and when you click the button of your choosing that NPC is spawned at an X marker inside of a cage (unless it's something large like a bear, then it's spawned on one side of the arena in the open). So you'd spawn maybe a "Gladiator" in each cage and then open the cage doors with a lever and they'd run out and slice at each other until only one remains. This all works flawlessly too thanks to a lot of scripting help from people on these forums. So the 'M' you see when placing a levelled actor is not visible in the CK, it just spawns copies of that NPC at the X marker every time you press the same button via a script on the activator. Just thought I should clarifying in case that gives you guys a better idea of what would work? In the meantime I will experiment with these suggestions. Thanks again! -EDIT- Also, that 'Corpse Removal Hounds' idea is amazing but way beyond what I know how to do! :D
  9. I've made a mod which features an arena, you may fight in it yourself, or set teams against eachother and sit back and enjoy the carnage, but either way you can end up with a lot of corpses rather fast. I want to be able to 'clean up' the corpses in the cell as easily as possible, perhaps by pulling a chain which activates a script of some sort. Does anyone have any ideas for a simple solution to this ailment?
  10. Hey just before I gave this script a shot I tried once more and actually managed to get the Navcut box working with the trigger box, resulting in a certain corridor NOT being walked by NPCs when the PC is in a certain area, and allowing it to be pathed when the PC is somewhere else. No idea what happened there. But I'll save your script in my resource folder so I'm sure it'll still end up helping me somewhere down the road. Thank you again!
  11. Thanks for the reply! I am such a scripting noob, if it's a script that I need to do this, then that's where I'm falling short as I don't have one. I was attempting to get it done just by linked refs and fiddling with enable parents which isn't working for me. I don't suppose you have a script template for this sort of thing at hand do you?
  12. I'm trying to disable a slice of navmesh under certain conditions so that NPCs path in a specific way. Tried linking it to a lever and a gate, but that didn't seem to work. Tried linking it to a "PC OnEnter/Exit" trigger box, couldn't get that working either. Any help would be amazing! This is the last piece in a large mod I've been working on for a few months. Thank you!
  13. Hey it's you again, my scripting saviour! Thank you so much, I'll give this a shot! Really appreciate the help.
  14. Hey I was wondering if anyone might able to help me out with a mod I'm working on, I need to activate something, a menu to pop up, you select an option, then in a few days a chest is filled with the selected items. (and the activateable is disabled until the items are delivered) I'm a scripting noob so any insight at all would be helpful. Thanks for any help in advance!
  15. Oh my word. It works. I have genuinely made a script work.... Honestly elated over here. Thank you so much. I wish I could offer Jasmine tea and a game of Pai Sho as thanks.
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