lofgren Posted September 7, 2014 Share Posted September 7, 2014 There is already a mod that makes NPCs' name show up as "stranger" until you speak to them. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 8, 2014 Share Posted September 8, 2014 In the editor, am I correct in assuming that any actor form that has a blank ActorBase field is a "ActorBase" that I can safely apply a perk to? If not, where and how do I identify the base actor entries? Also, if anyone knows how to apply perks to NPCs via skyproc that would be insanely helpful, but I'm not holding my breath on that one.... Link to comment Share on other sites More sharing options...
lofgren Posted September 8, 2014 Share Posted September 8, 2014 Actors are object references and appear in the cell view window. Actor bases are forms and appear in the object window. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 8, 2014 Share Posted September 8, 2014 Actors are object references and appear in the cell view window. Actor bases are forms and appear in the object window. Thanks Iofgren. So would it be correct to say that in the editor object window, when selecting Actors>Actor>Argonian I have opened a list containing only Actor Bases? Link to comment Share on other sites More sharing options...
lofgren Posted September 8, 2014 Share Posted September 8, 2014 Correct. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 9, 2014 Share Posted September 9, 2014 (edited) I want to use the PlayIdle() method in Papyrus. This requires that I input an Idle to play. Where can I find these in the CK? Edit: Well I found a way to use them, find the name from the "view use" of actor actions and then link your idle properties to them. Still can't find them in the CK though, but I don't really need to. Edited September 9, 2014 by FireFlickerFlak Link to comment Share on other sites More sharing options...
OmgN00B Posted September 9, 2014 Share Posted September 9, 2014 How do I go about replacing the head normalmap of a race when neither loose file nor bsa unpacking worked. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 10, 2014 Share Posted September 10, 2014 How do I go about replacing the head normalmap of a race when neither loose file nor bsa unpacking worked.You need to check the Headpart form(s) to see if a TextureSet is in use. If a TextureSet is in use it may over-ride textures assigned directly on the NIF file. Then again, there is a known bug where TextureSets used by Headpart form(s) do not use all of the assigned layers. So checking the specific head NIF file(s) for exact file placement may also be in order. Link to comment Share on other sites More sharing options...
OmgN00B Posted September 10, 2014 Share Posted September 10, 2014 How do I go about replacing the head normalmap of a race when neither loose file nor bsa unpacking worked.You need to check the Headpart form(s) to see if a TextureSet is in use. If a TextureSet is in use it may over-ride textures assigned directly on the NIF file. Then again, there is a known bug where TextureSets used by Headpart form(s) do not use all of the assigned layers. So checking the specific head NIF file(s) for exact file placement may also be in order. How would I go about doing this? What I want to replace are the normal maps for the elven female races. Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 10, 2014 Author Share Posted September 10, 2014 If I create a quest stage with no log entry (say 35) other than the Papyrus fragment, and set the stage from 30 (which has an actual journal entry) to 35, will the journal entry remain the one from 30? Link to comment Share on other sites More sharing options...
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