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Quick Questions, Quick Answers


Mattiewagg

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Quick Question,

 

Is there a mod on SSE to stop items to move when they are placed.

 

I try to decorate my house but everytime I reload my items are exactly where they fall of my inventory, not where I placed them.

No, that's a long-standing bug that still isn't fixed. The best workaround is to drop the items, leave the house and then come back in. I usually then move one of the items leave and come back and make sure it stayed in place. If not I save and restart the game and try again until it stays in place then move the rest.

 

Even the positioning mods like Jaxonz Positioner, Cobb Positioner, and my Storage Helpers can't fix that core problem.

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I made a post about this yesterday (for further reference) but I'm not getting any answers, so I'll try my luck here. Basically, I'm working on a weapons and armor mod. I'd like to increase the damage of all weapons to make them deadlier (especially at harder difficulty levels so you don't end up shooting things with 40 arrows and it's still kicking). I think I'd like to make the damage weapons do similar to SkyRE, and my thoughts right now are to just increase the base damage of everything by 2. Is that a crazy idea, would weapon damage be too over-the-top if I did that? Would the damage be similar to SkyRE? Thanks! :)

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If you want to multiply the damage values for all weapons in-game, without editing all weapons themselves, there are also a number of game settings that define global damage amount multipliers, and one of them (cannot remember which one!) allows multiplying weapon damage if I remember correctly. Not the usual diffculty level damage multiplier settings (that, for example, the Wildcat mod allows to be changed in the MCM), but some sort of specific weapon damage multiplier. Maybe something like the fDamageWeaponMult setting could be worth checking... to see if has any effect? It could also be some other setting, it has been a while since I edited any.

 

Hopefully that helps a little. And hopefully someone else remembers something more specific. :tongue:

 

Edit: The Game Settings wiki page might be useful when combined with ctrl+f for searching keywords.

Edited by Contrathetix
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  • 3 weeks later...

Hello there everyone first,

 

I also have a little question.

I installed some mods that basically have nothing to do with sounds (in my view) since its armor some fixes houses and thats kinda it.

But now when i go near water i get a glitch on the water sound as if the waterlevel drops and rises fast a splashing sound.

I changed a lot in the mods so they work with each other but dont remember seeing anything related to sound is there a way to find out which mod affects sounds even?

Would be very helpful so i can do something about it cause i have the perfect game for me atm but reinstalling a 52. time this week or even more to find a soundbug is hard XD therefor i would appreciate your guys help even if it just makes me reinstall 1 time less its helpful.

 

Greetings Baelmung

 

 

 

EDIT: seems not to be mod based game only with enderal no mods also has that so resolved i need to find out what in my basic game settings causes water /soundglitching....

Edited by Baelmung
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So I don't know what is going on. I have a mod I am making and have my follower, I have a meeting quest you do to meet her. It also gives you access to her lair, once you complete the quest, I want the normal dialogue to happen for her to become a follower... but there's the problem you can do the quest (all works fine) but once you complete it (or even before during or after) she never does the followers question. In fact after the quest she says nothing.


I have her factions

-1 CurrentFollowerFaction

0 PotentialFollowerFaction

0 PotentialMarriageFaction


Relationship set as

ID NGIJ_LealaRel

Parent NPC NGIJ_Leala

Child NPC Player

Relationship Level Ally

Assc type NONE


Here is a YT video of me testing


I have reviewed tut and other questions about followers and I seem to have all bases covered....... Any ideas ?




UPDATE: I think I have fixed it quest DialogueFavorGeneric

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ok Next question,

 

Does anyone know how to get your custom follower to interact with NPC?

 

Example When Nazeem ask "Do you get to the Cloud District very often?" I would like my follower to say something... like shut up or I'll show you a cloud district. I am good with quest dialogue and follower dialogue but not sure I understand what conditions I should setup that would kick off her speaking with his comment.

 

Any Idea's or video's ?

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  • 2 weeks later...

I'm working on a perk overhaul mod, things are going good, but I do have one or two simple questions;

 

Is it best to make new perks for all the perks in the revised perk trees, or is it best to 'repurpose' old perks where possible?

 

Specific Example 1: Alchemy has 5 perks called 'Alchemist' as the starting point for that perk tree, and all they do is increase the potency of potions and poisons. I want to reduce the 5 perks down to 2, and add in the boosts in potency to other perks in the tree that will also give you benefits in addition to the boosts in potency. Should I just edit the first two 'Alchemist' perks to suit my purposes, or just make new ones?

 

Specific Example 2: I'm not working on 'Smithing' yet, but just for future reference, do I need to keep the perks that add 'Dwarven Smithing', 'Steel Smithing', 'Ebony Smithing', etc. intact so as to maintain compatibility with other mods? So, if for instance, someone made an armor mod that requires the ebony smithing perk, that perk has to remain in the new tree in order to be compatible with the other mod, yes?

 

EDIT:

 

Since it had been a couple days and no one answered, I thought I'd ask over on DarkFox127's discord, and here is the answer I got, just in case anyone has the same questions;

 

Repurupose where possible, especially if an old perk and its new functionality are similar. This allows mods that mess with perks (such as requiring perks, for example) to work without breaking. They might not work perfectly, but they at least won't be broken. For smithing, I would have a look at how EnaiSaion did it in his Ordinator mod. My guess (this is not based on anything concrete whatsoever) would be that he left those perks intact but not in the tree. Then, when the player should be able to smith dwarven armor for whatever reason, they're given the (now hidden) dwarven armor smithing perk. It does not need to be in the tree for it to function. The player just has to have it. You can give hte player perks via scripts, including cases where that script is part of an ability granted by another perk or something like that. Depending on exactly what you decide to do, it might be more or less complex, but if you want to completely revamp the tree, then removing the perks from the tree and programatically adding them to the player when relevant is probably the best way to go since those perks are so specific and so specifically relied upon.

Edited by drewsbrew
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  • 1 month later...

Hello:-) Thanks to IsharaMeradin I finally got my scripts to work and compile, so first of all big thanks to you, Ishara:-)
Now I'm trying to make a summon follower spell following this tutorial:

http://skyrimmw.weebly.com/skyrim-modding/making-a-simple-summon-spell-skyrim-modding-tutorial

 

I ticked the summonable checkbox on the follower, then copy-pasted the script there at the magic effect, changing the message and the follower name. The message works fine, but the actor property won't auto-fill. I must have done something wrong, but I can't figure out what (I have like zero experience with scripting, the Hello world tutorial is my only experience...). Would anybody be so kind as to tell me where did I make a mistake and how can I rectify it? Thanks a lot!

 

Here is the script as I changed it:

 

Scriptname MODRsummonRowanScript extends activemagiceffect

Actor Property MODRRowan Auto
;be sure to fill this property
Message Property MODRsummoningRowan Auto
;be sure to fill this property
Bool Ready = True

Event OnEffectStart(Actor akTarget, Actor akCaster)

If Ready; if we're ready

MODRRowan.MoveTo(Game.GetPlayer(), 5, 0, 5, true)
MODRsummoningRowan.Show()
Ready = False
Utility.Wait(3.0)
Ready = True

EndIf

EndEvent

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Hello:-) Thanks to IsharaMeradin I finally got my scripts to work and compile, so first of all big thanks to you, Ishara:-)
Now I'm trying to make a summon follower spell following this tutorial:

http://skyrimmw.weebly.com/skyrim-modding/making-a-simple-summon-spell-skyrim-modding-tutorial

 

I ticked the summonable checkbox on the follower, then copy-pasted the script there at the magic effect, changing the message and the follower name. The message works fine, but the actor property won't auto-fill. I must have done something wrong, but I can't figure out what (I have like zero experience with scripting, the Hello world tutorial is my only experience...). Would anybody be so kind as to tell me where did I make a mistake and how can I rectify it? Thanks a lot!

 

Here is the script as I changed it:

 

Scriptname MODRsummonRowanScript extends activemagiceffect

Actor Property MODRRowan Auto
;be sure to fill this property
Message Property MODRsummoningRowan Auto
;be sure to fill this property
Bool Ready = True

Event OnEffectStart(Actor akTarget, Actor akCaster)

If Ready; if we're ready

MODRRowan.MoveTo(Game.GetPlayer(), 5, 0, 5, true)
MODRsummoningRowan.Show()
Ready = False
Utility.Wait(3.0)
Ready = True

EndIf

EndEvent

 

If you want a property to auto-fill it needs to be named EXACTLY the same as the desired object's FormID / EditorID and be of the same type as the object.

 

Failure to auto-fill is not the end of the world, you can always manually fill the property by selecting it and using the fields that appear to the right of the property list.

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