scourge728 Posted April 4, 2017 Share Posted April 4, 2017 I'm trying to make a mod that involves crossbows, should I just load dawnguard.esm or is there a way to make the creation kit load it with skyrim.esm and Update.esm? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 4, 2017 Share Posted April 4, 2017 I'm trying to make a mod that involves crossbows, should I just load dawnguard.esm or is there a way to make the creation kit load it with skyrim.esm and Update.esm?You only *need* to select the dawnguard.esm. The CK should automatically load its required masters as well. But you can also select all three master files if you so choose. Link to comment Share on other sites More sharing options...
scourge728 Posted April 4, 2017 Share Posted April 4, 2017 It says it's missing english localization stuff and then goes not responding until a crash Link to comment Share on other sites More sharing options...
candlepin Posted April 5, 2017 Share Posted April 5, 2017 Does anyone know how Actor.DispelSpell(Spellname) http://www.creationkit.com/index.php?title=DispelSpell_-_Actor handles multiple instances of the same spell? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 5, 2017 Share Posted April 5, 2017 It says it's missing english localization stuff and then goes not responding until a crashThe Creation Kit by default is set to use the English language. If you are using a different language, edit the INI file for the CK and change the language to the one that you are using. Your Skyrim.INI and the CK's INI should both be set to the same language. Link to comment Share on other sites More sharing options...
scourge728 Posted April 5, 2017 Share Posted April 5, 2017 The thing is, I'm not using a different language, as English is the only one I know, which is why it's so confusing that this error shows up Link to comment Share on other sites More sharing options...
ffwrude Posted April 5, 2017 Share Posted April 5, 2017 Maybe force the language in the ini file ? Link to comment Share on other sites More sharing options...
scourge728 Posted April 5, 2017 Share Posted April 5, 2017 How do I do that? Link to comment Share on other sites More sharing options...
shakra007 Posted April 6, 2017 Share Posted April 6, 2017 Hello, I have a question regarding Leveled Actors: I'm trying to run Actor functions on the specific spawned NPC (spawned from a leveled list) via dialogue and AI packages:For example in dialogue I use: akSpeaker.RemoveFromAllFactions() In the AI package: akActor.AddtoFaction(SomeFaction) These seem to affect the base actor, so when they are re-spawned from the leveled list, they are modified as well. Is there any way to only affect the specific instance of the Leveled NPC that was spawned (and not the base actor in the leveled list)? Thank you for your help! This is one of my first few times using papyrus! Note: If you're curious, I'm trying to make more instances of randomized leveled enemies (Forsworn, Bandits, etc.) that can be 'reasoned with' with a high enough speech-craft skill. When you say "AI Package" do you mean like, you have a fragment that runs when the package starts? That will effect everyone running the package. The easiest way to affect individual actors I know of is a quest-triggered spell effect. Like, have the dialogue run a fragment that causes the actor to self-cast an invisible spell that runs the rest of the script or something. Hello! Thanks for the tip. I tried creating a magic effect, then a spell that invokes this magic effect, and currently the only script that runs on the NPC's is MySpell.Cast(akspeaker) Inside the quest dialogue papyrus. Strangely, the 'bug' persists. The whole thing works the first time I encounter the leveled NPC's (they start in the right faction), but the second time the newly spawned Leveled NPC they begins in the faction that the script assigned to an older leveled actor. I still think that the script is changing the faction of the base actor, and whenever the leveled list respawns them, they keep these changes. Anyone have any idea on this? Anyone tried 'scripting' a leveled actor through other means? Thanks again! Link to comment Share on other sites More sharing options...
nerdofprey Posted April 8, 2017 Share Posted April 8, 2017 I'm hoping to find a simple way to effectively transform one npc into another npc at one quest stage, and then transform them back at a later quest stage, all while following the player. Basic concept is somebody becomes cursed and it changes their appearance/personality, and they get stuck that way until the player helps them find a cure. At first I was looking at werewolf transformation scripts as a base, but that seems to work by changing the target's race, and I'm really hoping to change the actual base ID, to avoid the npc's normal behaviors from spilling over to the cursed form at all. Some googling also turned up a "transmogrify" spell that turns a person into a chicken and then back, and that works by disabling the ref and enabling a chicken in their place. That seems way closer to the mark, but it was a timed spell effect, and I don't want that. I want it to effectively be permanent, and then I'm assuming the exact same script with different properties could be used later on to reverse it. Link to comment Share on other sites More sharing options...
Recommended Posts