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Mattiewagg

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I've made a world basically from scratch. I've finished terraforming and have begun to add buildings, clutter, etc. However, when I go to test the space in-game, there's an odd piece of land that's extremely low res and that doesn't appear to have any mass obstructing a building. It's not present when I edit the cell in the Creation Kit. It only appears in-game, and when it does, my PC can walk right through it. It's, as you can imagine, a huge eyesore. I don't have a clue how to fix it, since I can't even see it when I'm editing. It looks like it's where the land used to be before I flattened vertices. I've attached a screenshot of said beast. I'm not sure what weapon to kill it with, though.

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Is there a way to stop an NPC with a specific voicetype (who is valid for other guard dialogue) from saying certain generic things (I don't want my NPC bribable but he has the other guard dialogue) - WITHOUT causing conflicts with mods that edit the GuardCrimeDialogue quest? I'm assuming adding that condition would mark the quest as changed, thus conflicting with those mods. But I just want to make it so he can't say those lines, since it makes sense for him as a character. However, I won't if it introduces conflicts.



So I guess my question really is: Will adding a condition to DialogueCrimeGuards on the bribery lines that prevents my custom NPC from saying it (by his custom voicetype) introduce conflicts with mods that change DialogueCrimeGuards? And if so, is there a way to do this that WON'T conflict with those mods?


Edited by Matthiaswagg
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So, I am creating ability that adds magicka on certain levels via multiple magic effects with condition:

 

GetLevel>=x, run on player, where x is required level (I believe so at least)

 

Will they stack up or next one after reaching required level will overwrite previous one?

They would stack. If you do not want then effect then use == instead of >=.

 

 

If you use == then the character will only get the boost to magicka when they are exactly that level. If you want to prevent the effects from stacking you can either add a second condition that is GetLevel < X which will essentially cap the level that the bonus applies to, or you can add a keyword to your magic effect and then add the keyword as the second parameter.

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Okay, here's another question which is more "done modding" than "mid-build"...

 

I want to build a series of shacks, in each hold, but to make it easier for the user I want to give them the option of choosing an esp with all the shacks. Now all these shacks are on different esp's, but they're all done... How do I merge these ESP's into one big one?

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Okay, here's another question which is more "done modding" than "mid-build"...

 

I want to build a series of shacks, in each hold, but to make it easier for the user I want to give them the option of choosing an esp with all the shacks. Now all these shacks are on different esp's, but they're all done... How do I merge these ESP's into one big one?

http://www.nexusmods.com/skyrim/mods/37981/?

 

Use this script with Tes5edit

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