Thurkar Posted January 23, 2017 Share Posted January 23, 2017 (edited) Problem Solved, Read on if interested in the solution. Hello everyone, I have been working on a custom follower and learning little by little to use the CK. I got him talking, following, sharing inventory and waiting, and had him say a few different hellos. Everything was going great. I then went into my Skyrim Folder, wrote in the search field the prefix for everything related to my mod and copied all the files that appeared into a folder. I of course made sure to create the different folders and subfolders required such as \Data\sound\voice\. That was to make a backup. However due to a mistake, I now lost the original Skyrim folder and my working mod with it. I since re-installed Skyrim and the CK, put my backup mod hoping it would work. When I clicked on the audio in Player Dialogue in my follower's quest, the audio did play back. The NPC is there, idling and when I talk to him I can see the subtitles but no audio. When I loaded the mod in the CK, my script show as ?CODE NOT LOADED. I replaced one of them with the correct script [setowningquest().setstage(15)], clicked on compile and sure enough after I restarted the game my follower now follows, but still will not speak. I do not mind that much having to re-do the mod. I would however like to learn from my mistake and also how to properly prepare a mod to be moved to another computer or uploaded. I did use TES5Edit to generate a SEQ file and put it into the Data/SEQ folder. Any tips & tricks are appreciated, or a link to your favorite tutorial perhaps ? Thank you ! [Edit] : I got him to talk ! I converted the audio files to .xwm and then archived the mod using the Archive.exe tool in the Skyrim folder.Under "Archive Stats" I checked Meshes (for the exported face), Sounds, Voices and Misc.To the Right of that I selected "Retain Directory names" and "Retain File Names". I then dragged and added my Skyrim\Data\sound\voice\[MyMOD.esp], along with the relevant Meshes, scripts, and the SEQ folder into the Archive.exe. Finally I clicked on "File > Save As", named my mod the same as my .esp file and saved it. I then deleted the .bsl file that came with it, selected Mymod.esp and Mymod.bsa and archived it using Winrar. To test it I added the mod manually to a different installation of Skyrim with Mod Organizer. My follower still only follows and does not perform any other scripted actions (wait, open inventory and part ways.).Since I copied all files that started with my prefix in my other installation, I suspect some of my scripts were labeled something such as [ini__tif__01010101.pex] and did not show up in my search. I am going to start rebuilding my follower, but if anyone has any advice, corrections, criticism, it is very welcome. [Edit 2] : Okay I figured more of it out. Skyrim\Data\Scripts is empty before you start modding save for the "Source" folder. Once you create your mod and "Compile" your scripts, it adds them here. I ignored them the first time around, but now I knew there was nothing in that folder before starting, and after I re-wrote all my scripts in the CK i found a bunch of [TIF__02001545] files had appeared. I did the same procedure I described above (with Archive.exe) but this time I added these files in and voila, my follower works perfectly ! Edited January 24, 2017 by Thurkar Link to comment Share on other sites More sharing options...
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