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ThatGuyYeah

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Everything posted by ThatGuyYeah

  1. I think it would be interesting to do. Though I would see about including other mods that aren't dungeon/landscape/weapon/quest types. I have an idea for a quick mod (relative to the 2-3 week build time) that kind of fits outside that scope. But nevertheless, I think this is a great idea. Kind of surprised the Nexus didn't try this. With winners getting like a month's membership or something like that.
  2. I want to say yes. I mean you should to be able as long as you place the debug.messagebox() before or after the the setting the stage. So (altering the example from http://www.creationkit.com/SetCurrentStageID_-_Quest ): MainQuestProperty.SetCurrentStageID(i) Debug.MessageBox("Blah Blah Blah") You might have to tinker around with it (like add an if statement to check to see if the stage is that so the message won't trigger early) but in theory it might be possible. I would make a test mod and just make some arbitrary quest to test it out.
  3. So essentially, a compatibility patch will be needed for that. I can live with that. Thank you. :smile:
  4. Another one of these weird questions to ask. Let's say I add a trigger box for a scene or what not in Markarth, for example. The scene would be meant for an NPC follower saying something. Would this be impacted in any way by another mod that overhauls a city (like JKs series, for example). I don't know if I am really editing a cell with the trigger box, but I want some confirmation on this. Edit: From what I saw from testing, no. I made a test trigger box connected to the scene and threw in Whiterun. I tested it against two Whiterun overhaul mods and it worked (load order didn't matter).
  5. Well, I was planning on making and completing mod X first anyways and then focusing on mod Y after so I think the timestamping should be fine. I always have to re-timestamp anyway whenever I do a clean install of Skyrim (for some reason, my new PC always puts the masters out of order). Thanks for the heads up.
  6. This is more of confirmation question than anything else. I am planning on making a mod (let's call it X) require Dawnguard and Dragonborn, but I am planning on making an optional plugin for the mod (let's call it Y) which will focus on Hearthfire and require mod X (for people that don't use Hearthfire). My proposal is this Mod X requirements: Skyrim Update Dawnguard Dragonborn Mod Y requirements: Skyrim Update Dawnguard Hearthfire Dragonborn Mod X Because Mod X won't require Hearthfire, will adding Hearthfire for Mod Y cause problems? I know that removing an esp from a mod does cause some problems, so I am concerned that the opposite is true. I am hoping for some feedback on this.
  7. Pretty much trial and error as well as not being afraid to ask specific questions (even if they sound stupid in your head). I PM one or two people on occasion if I have theories that I have just to see float with CK and they have been pretty cool about it. But the big thing is pretty much trial and error. Once I started doing papyrus scripting, I looked some vanilla scripts and started taking it apart. One thing was I wanted to know how the Dragon Soul Absorb animation worked and took the vanilla script and started taking it apart to see how it worked. You would be amazed at how quickly you can learn some things if you just looked at the existing script to see how it worked.
  8. Can confirm, Once you put in the steam key it provides, your Steam will add those games to your library.
  9. I noticed something weird with my Creation Kit. When going to File -> Data, I noticed my load order as this: Skyrim.esm Update.esm Dragonborn.esm Hearthfires.esm Dawnguard.esm I thought that was really weird so I checked my laptop and noticed this for its load order on the Creation Kit: Skyrim.esm Update.esm Dawnguard.esm Hearthfires.esm Dragonborn.esm So, I don't know why my Desktop masters are out of order and my laptops aren't. It should be noted that the laptop is an AMD chipset and the Desktop is an Intel chipset. Any help on fixing this would be great. Resolved
  10. Make a long story short, I wanted to edit some dialogue with my mod from a previous version ago. The problem I am running into is that every time I try to access the branches or the dialogue views, the Creation Kit automatically crashes. I thought maybe it was because I didn't save the dialogue views from before, but I looked at the dialogue from my previous version and it is running perfectly fine (and this is after I did a complete uninstall of the game). The difference between the old dialogue and new is that I added the old dialogue into the vanilla quests rather than making a whole new quest model (which I did for the newer quests). So, I don't know why my CK is acting like this. I am hoping for some solution to this dilemma.
  11. I would love to work on something like this but my modding/modeling/texturing skills aren't up to par just yet. If you ever do another project after this, I would love try out. Good luck.
  12. I can always take a look at that aspect. I am currently doing a dialogue overhaul on Serana: http://www.nexusmods.com/skyrim/mods/52283/? I'm always open to new ideas to explore with Serana. The worst case is that I won't be able to do it. I'll throw on the list of ideas to explore, but I won't promise that I would be able to get it working.
  13. I do have a few questions about CK and if certain condition functions actually work. The first part is the IsRaining and IsSnowing conditions. Looking at the Creation Kit wiki page for info results in pages decided to those two condtions being blank and testing it (i.e. IsRaining == 1) doesn't produce any results. I don't know if those conditions are just dead for Skyrim or something I am doing wrong. Some answers would be nice. Another thing that I am running into. I am overwriting a buggy vanilla follower and I am noticing that her vanilla taunts pretty much 'bleeds over' to other NPCs (i.e. using a dragon taunt for a Falmer, etc). I'm assuming that because how CK deals with AND OR conditions, it is taking the OR condition in priority so anything that isn't flying, gets called. The untouched vanilla conditions are below. http://i.imgur.com/5cBTiwD.png Any help is appreciated.
  14. I couldn't find anything about this topic, but I was curious as to how can one make the update/activity tab on your Nexus profile (non-forum) hidden. I can't seem to find an option for it. My apologies for such a noob question. And just in case someone is confused about what I am talk about, image below shows it.
  15. I know that, but the creation kit wiki was a little vague on how to use the GetCurrentTime function. All it says is "Returns current game time, in decimal format, e.g. 4:30 am = 4.5, 7:45 pm = 19.75." Ergo, why I was asking if that is the correct way of using it when setting up conditions.
  16. I am curious about the proper approach with creating a condition with what an NPC would say. Essentially, I want to create a condition where an NPC would say something in a specific time (9 PM-4 AM) and under a specific weather condition (Clear with Aurora). I was hoping someone would chime in on if this is the correct approach to doing it (barring all the details, just wanted to get to the meat of it): GetCurrentTime >= 21.00 AND GetCurrentTime <= 4.00 AND GetIsCurrentWeather SkyrimClear_A == 1.00 OR GetIsCurrentWeather SkyrimClearSN_A == 1.00 OR GetIsCurrentWeather SkyrimClearFF_A == 1.00 OR ... My question is would this condition be possible (especially with the GetCurrentTime Condition). If not, what is a better condition when checking if it is at night?
  17. Pretty much testing out some things on the creation kit and I am stumped when it comes to adding lava damage to the lava texture. I can set the lava to where ever I want without a problem. The problem is implementing the lava damage into the lava. I know where it is on the creation kit, but it doesn't seem to behave properly (I know it is in the activator portion of the creation kit) but I can't seem to activate it/use it properly. Dragging it into the render window does nothing so I am a little stumped into how I am able to use it properly. Also, when it comes to the Dwemer Piston Trap (the Pistons that push you off where you are at), is there a way to have them working without some kind of trap trigger (i.e. let it run by itself)? Any help is greatly appreciated.
  18. It's a little confusing on what I am asking for in this thread, I apologize for that. I was planning on toying with another mod for fun but I am a little stumped on something with the creation kit. The mod I am toying with involves using the range of the telekinesis (meaning when using that spell your cursor can pretty much highlight on objects far away) without actually using the telekinesis effect and putting it on a staff. I have the general idea of how to make a staff/weapon but trying to get the range the way I want it is stumping me. I am planning on using that highlight on chests and doors from far away and I am curious as to where I can find that in the creation kit or script files.
  19. Thank you very much. If you don't mind me asking one last question, is it possible to remove keywords from NPCs or a player during a quest? Meaning if I give Serana the keyword 'Apples' would it be possible remove the 'Apples' keyword during a quest. It should be obvious; but I just want to make sure it is possible.
  20. Long story short, I am trying to expand on the mod I am working on with taking suggestions from people. One of the suggestions is correcting Serana's Vampire Dialogue when it came to the sun after you cured her of her Vampyrism. From the looks of her character files, they never really made Serana a Vampire. Rather, they kept her a NordRace and just added the Glowing Eyes textures on her, which explains why she still complains about the sun as a human after she is 'cured.' My question is that is it possible to add a keyword or a condition onto Serana that would allow her to say it while she still have that keyword and remove said keyword/condition once you allow Serana to be cured? If so, what would be the best approach for it? Sorry if this seems like a simple question; I am still newish to the Creation Kit so any help on this would be nice.
  21. I am hoping someone would at least give me some idea of where to start with this as I have tried different fourms with this issue I have and no one seems to even reply, not even with a 'this is not possible.' I just want some resolution to this, lol. This is a little long winded so forgive the long post. I have been toying around with writing my own mods/tweaks and I have been running into a problem that has been bugging me and searching on google for a few hours has failed me. I am hoping to get some step-by-step specifics on my problem (still fairly new to modding but willing to learn). Make a long story short, I want to edit an existing vanilla NPCs dialogue using the unused dialogue that has been left over in the files. For example, the person I am currently trying to edit this with is Serana (mostly I picked her because she seems to have some interesting unused dialogue) and it's proving to be a hassle. I can't seem to overwrite the dialogue that she currently uses. For example, the Amulet of Mara/marriage dialogue has three different dialogue choices with the two main ones I am trying to work with: Original Dialogue-"Look, you're great....blah blah blah" DLC1NPCMenDLC1NPCMentalMo_0001378E# files/script Dialogue Looking to Replace Original With-"Look, I care about you....blah blah blah" DLC1NPCMenDLC1NPCMentalMo_0001378F# files/script For whatever reason, I cannot seem to get the edit working properly. I tried moving the 8F files to the 8E files (through using the TEMP.wav trick and all that did was add 3 new scripts to the 8E instead of replacing them) and tried manually deleting the dialogue option that was there so that 8F would supercede 8E (via the DLC1NPCMentalModelGeneralTopicsView/DLC1NPCMentalModelYesAnd of the dialogue/quest area). Whenever I try testing the mod, she still refers to the 8E dialogue, especially deleting the dialogue for 8F (this was all done via creation kit). I have a general idea of how to extract the fuz files from the bsa and converting them to wav and vise versa. My only hang up is pretty much how to manipulate the audio files through Creation Kit (or whatever program that is suited best). I'm just going to plead ignorance and see if anyone is willing to give a step by step instruction on this or help me point in the right direction. As a small addendum, I am curious about adding a custom wav/fux file to an existing npc to use. Like. for example, I spliced two of Serana's audio files and I can't seem to add the dialogue to her scripts and was curious the process of resolving the main issue would work for this secondary issue. I am sure I am missing something completely obvious but again, I am still new at this so rather ask for help than bash my head at it for another 2 days. TL;DR version - Trying to edit an existing vanilla NPC's dialogue, like Serana, to use its unused dialogue with its existing dialogue and I am having issues with it and want to see if anyone has any tip/ideas/solution/tutorial on how to do it. Thank you for your time.
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