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jamochawoke

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jamochawoke last won the day on August 15 2015

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  1. Thanks guys! HeyYou had the map I was looking for, but I appreciate any and all maps (I've got tons so far!) and I haven't seen that Mede empire one yet :).
  2. Just curious. I'm making a little lore tidbit describing what counties certain things of my mod are in, but some are in areas where I have no idea where the boundaries are between the counties. Anyone know?
  3. Hi all! It's been forever since I've come asking for help. But I've hit a really big snag recently. I have some scenes that require my custom NPC's to do dialogue barks for getting hit and getting pickpocketed. I had solved this problem before but (as a tale of caution for backing stuff up) a while ago I lost a ton of data with a corrupted esp file and I can't for the life of me remember how I did it. My problem is this: custom NPC correctly uses all topics, greetings, goodbyes, hellos, combat hits/power attack/attack/yield dialogue without issue. But absolutely refuses to use the AssaultNoCrime or PickpocketNoCrime dialogue barks and I have them set up the exact same way. Basically I just have them in the appropriate tab (combat) in the quest I've made for the dialogue and I've double and triple checked the voice file paths (in the same path as all the others and the correct filename). The NPC is set up with 0 responsibility so shouldn't be trying to do the Assault and Pickpocket topics (I've also tried creating barks in those and renaming the files and it didn't work, so I put them back the way they were). The only condition is that the dialogue checks to see if it's the custom NPC (which works for all the other dialogue). I've attached an example of the AssaultNoCrime window to show how it looks.
  4. Hey there. I'm asking for someone else since I'm way more familiar with TESScript than Papyrus. But I was wondering how I would do this in Skyrim? In Oblivion if I wanted to activate two references on a script stage I would first setup the references as persistent by giving them names in the editor worldspace and then selecting the persistent reference checkbox in its properties. Then I would write a script fragment in the relevant quest stage to enable those objects. I know in Oblivion you just write enable x enable y in the script fragment section of the quest stage. I told him that he should be able to do something similar in Skyrim. So he said he setup the objects, gave them editor names, then wrote this fragment in his quest stage: x.enable y.enable He said he then got a papyrus compiler error. Turns out you have to call a variable and set that variable to the reference, but I don't know how to do this. Any help? Trying to do this as simply as possible, ie: walk in cave, hit the primitive marker he set up which triggers the quest stage update, objects get enabled on the quest stage.
  5. I think it has to do with the fact that you can't have the chat box open while browsing the forums at the same time. At least I haven't been able to do that /shrugs
  6. How do donate? I'd like to help! Things seem a bit flupsy around lately.
  7. Sorry to hear about all your troubles man. I hope that what is wrong with you is discovered soon and will be praying for ya. Peace be upon your heart.
  8. Hey DarkRider. I'm back for more mod talk but just noticed the ShoutBox was replaced by a chat room. There's never anyone in the Chat and I went to stay in there for a while but it kicked me after a few minutes. I don't foresee this being an especially useful feature if nobody can get chats going :/
  9. Also upon further investigation I found out that I may have had it corrupted when I was attempting to save what I was working on when my disk went bad. My monitor was flickering on and off and the disk was spinning strangely... So what I ended up doing was spamming the save key hoping it would save and then the main hdd and backup hdd died on me and my PC shut down. On restart it threw up an unmountable drive error. I tried to repair windows, fixboot, et cetera but it refused to boot. I eventually got all the files off by linking it to another PC and giving admin access to the drive. When I checked that file it was in that state. My gut is telling me it was saving the file when the HDD's died and thus got an incomplete write. At this point I would do anything to get my data back... as it is literally over a year's worth of work (my last backup that's on another drive is a year old).
  10. How would I go about doing that? I've not used TES4Edit very much at all and aside from once cleaning a mod for dirty edits I don't know what I'm doing. I opened the .esp in TES4Edit and there's tons and tons of records marked "00000000" that are above the file header. Trying to click on them results in access violations. I'm noticing tons of things are missing like cells, armors, et cetera. Think those are what have turned into the "00000000"s?
  11. My hard drive I was backing up my files to and the main hard drive both died the other day at the same time. I do have a back up copy of all my project files on an external USB disk but it is 6 months old. I finally recovered my project... or so I thought. When I open the master plugin file that had all of my level design data and scripts on it I get this screen: If I "truncate" the file it takes it from a 2.56 mb file to a 640 kb file and doesn't have the data in it. If I don't truncate the file like 90% of the data is missing...
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