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Mattiewagg

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I simply want to change the body of a custom race. Is it as easy as dragging and dropping the new meshes and textures into the custom race's folder, and overwriting?

 

Twofer Wednesday. I have downloaded and installed the Creation Kit, at least twice, and it will not run. Any ideas?

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Does GetEquippedSpell work for passive abilities such as Night Eye (for source 3, Other, or source 4, Instant? - not sure which)? Similarly, does EquipSpell work in this case (for say, Night Eye once again, for source 2)?

 

What am I saying? Night Eye is a power not an ability. :facepalm:

Edited by Matthiaswagg
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Hello again.

 

I do not want anyone to -do- a complete script for me, rather link me to something like "Scripting for Dummies". I want to make a trophy, let's take the Dragonstone from Bleak Falls Barrow for example... I make a static item and put it in a holder, and check Initially disabled.

 

Now, how do I create a script that will enable it when the player has delivered the stone to Farengar? I'm suspecting it will be something like:

 

 

when
Quest stage= "stone delivered"
then SHOW
else HIDE
end

 

But I'm completely lost when it comes to papyrus...

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Hello again.

 

I do not want anyone to -do- a complete script for me, rather link me to something like "Scripting for Dummies". I want to make a trophy, let's take the Dragonstone from Bleak Falls Barrow for example... I make a static item and put it in a holder, and check Initially disabled.

 

Now, how do I create a script that will enable it when the player has delivered the stone to Farengar? I'm suspecting it will be something like:

when
Quest stage= "stone delivered"
then SHOW
else HIDE
end

But I'm completely lost when it comes to papyrus...

 

Scripting for Dummies

Edited by Matthiaswagg
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Anybody got an idea on this? Even just a yes or no?

 

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?

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If you add an OR everything should always work, but you are trying to add a "NOT" condition, which I have not yet tried. It should not be a problem though.

Btw, I'm continuing work on my worldspace but I've just noticed that my mountains and glaciers sometimes do not cast a shadow.
Adding height to the terrain is not always an option, so is there some setting I am missing that enables the landscape objects to cast shadows ? Maybe this only works after generating heightmap ?

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what is the normal process when you want to request beta testing for your mod?

Post in Skyrim Mod Talk notifying people about it with a download to the beta. Or ask them to PM you for the download.

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