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Bethra

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  1. Well I managed to do a dialogue scene, not for the kids but for 2 mod added NPC's to actually have a conversation. The dialogue is working, the aliases are working. I just have no clue how to trigger it to run. Bit dumb on scripting lol. Can anyone recommend the best and simplest method to just get some NPC dialogue working? Not interacting with the player, this is just between themselves to add some life. The tuts on the wiki relating to this seem to be adding it to an already existing quest which presumably has the starting kick already in it as I can't see anything in the tut on scenes which defines how to kick start one into working. Would it be best to do a trigger box over a good sized area for the player to trigger it when entering the area? Or is there a better way? Any help appreciated here.
  2. Is there any kind soul out there who could do a tut on how to set up a scene and link that scene into actions within SKYRIM? To explain: 2 mod added npc children in a mod which requires Hearthfire, who have interior and exterior schedules, but when outside they only interract with idle markers passively and don't talk to each other which is pretty unnatural for kids. What I would like to set up is a simple scene along the lines of the ones in Hearthfire for the Riverwood kids. "I'm bored, let's play tag!" "OK. You're it" followed by first kid legging it off to a marker, in a small patrol of same, with the other sprog in hot pursuit, both kids laughing etc. And running at the right speed visually. (I can get a kid to run a circuit but they seem to be attempting the world land speed record when doing so). The whole shebang to run randomly once or twice a day when the sprogs schedules put them outside sandboxing and maybe only required if the player is in eyesight although that bit probably isn't a necessity. I've pulled apart the one in Riverwood, and the similar ones in other places and try as I might I can't figure out the finer details of this, for a start I can't work out why, in Riverwood and I think in Rorikstead, the kid following seems to go into an adoptable kid alias for this and, when I tried that, the second kid in my test literally just went mute completely and I never managed to get the second kid to chase the first even when making them always follow the first kid as part of their sandbox outside package (which wouldn't really be that clever anyway but I thought it was worth a try). Then do such already "in game" conversationals need to be added to an SEQ or not? I and I'm sure many others are fairly capable (even though occasionally it needs drumming into MY head with a large sledgehammer) when it comes to adapting stuff but its trying to get this simple scene plus actions working in the first place that's defeating me. If such a tut could be done by some kind and helpful modding genius it could be adapted to other situations I am sure, maybe random small conversations between a mod added husband and wife in a small village followed by husband saying he's "too busy right now" or something and both parties getting back to whatever they were doing etc etc and would greatly help to add life to mod added settlements both for me and for other modders. I'm sure I'm not the only one who finds the creation kit wiki difficult to follow for things like this (or at least I hope I'm not the only one lol).
  3. I second or third the motion for stand alone windows. Apart from the fancier ones a plain slightly cleaned up riften style one would be very very useful for attic windows on the gable ends of houses.
  4. Hi WillieSea Thanks for answering, it looks like the problem has been solved. I downloaded the latest patch today and the problem stopped. Whether it was the patch or whether the download replaced some file that had gone walkabout from my game I don't know - but at least they are working now. I was tearing my hair out rebuilding them and trying different positions and configurations..sigh. Was just totally baffled as everything else worked perfectly in game and in mod...one of those weirdness things I guess.
  5. In my latest mod I built several mannequins, in exactly the same way as I have in the past, they work just fine on play testing. With one weird exception. The mod is Skyrim and Hearthfire dependent but not Dragonborn dependent and the mannies only have the vanilla script on them. If I place items from Solstheim on the mannequins then leave the cell and return - the items vanish without trace, not in the mannies inventory or anywhere else. In some cases this was obvious - for example I had 2 mannies wearing skyrim clothing but cultist boots - only the boots vanished...in another case a mannie was wearing the bonemold armor and the cuirass disappeared leaving the boots and gauntlets (I didn't try leaving and returning again to check when the boots and gauntlets would vanish)..none of the skyrim items placed on them had any glitches. Has anyone else found this, and if so is there a fix for it?
  6. There is still stuff in cell 0,0 . I would have looked at the backup - except that that is the backup lol. PC crashed and this is from my backup files on a completely clean fresh reinstall. I don't remember it happening before but then I didn't actually use the map a great deal on the last few times I worked on the mod, it was within walking distance of a city I was spending a lot of time in anyway so I tended to walk or coc in and no crashes doing either of those things. I may have to just copy the mod I guess, see if I can work out what was doing it in the process.
  7. I would really appreciate some help. My latest mod has most of the exterior work done, a lot of the interior etc. But now (and unfortunately I don't know exactly when it happened and it seems to affect earlier versions in any case) I can't use the map at all. I can walk to the mod site in game and nothing crashes. Mod has been cleaned and gets no warnings whatsoever in Tes5Edit. But in game if I go to the map I get an immediate CTD. If I uninstall it the map usage reverts to normal. The message I get in the CK is Masterfile Localization failed (and there are several identical messages with different ID's) for ID 0x0001257D, 0X00012561, etc etc. Does anyone have any idea how I reenable the localization? Would be appreciated, I am rapidly going bald from pulling hair out in clumps and getting a major headache from banging my head against a convenient brickwall Sorry - It's Skyrim. I forgot to put SKY in front on topic if a mod would be kind enough as I don't know how to edit a topic title - its that head banging that's doing it......
  8. Thanks Donnato Will go and have a play
  9. Ah I stopped using that one - not cos i had any problems with it - but never really felt the urge to get married in game. I vaguely remember getting married in a previous Beth game and I think i abandoned my husband and kiddies about 3 hours later due to lasting desire to strangle all three of them lol. Don't think it would help as you don't actually have to be married to adopt in Hearthfire.
  10. 'My Home is Your Home'? Yes its a good mod, I have used it for a while but it dosen't work with kiddies - I had it running when I was trying to see what would work. If it's that one it works for most follower including some modded ones and most of the dogs in game and I have all my followers and meeko assigned my mod home with no dificulty but it dosen't do anything with the kiddies, no dialogue option shows up. Mod author isn't playing Skyrim anymore either so its very unlikely to be updated although he does give permission for anyone to work on it provided they e-mail him. Would need a modder beyond my capabilities to sort the mod out to work with the children.
  11. Hi all Have been following IS's course on Graphic Artistry. (I tend to follow at my own pace rather than submit stuff as I have a tendency to go off on tangents when something seems interesting - did the same with the CK basics stuff and it was very helpful in getting my started) anyway I'm just starting out with texturing and things of that ilk but have run into a problem and hoped a gimp user could help with two problems I am having (well probably more than that but 2 atm lol). I've got Gimp in place and all the other bits and bats necessary - have managed successfully to alter a texture colour and darken it - this was for a modded sofa in colours that I wasn't keen on. What I wanted to do was find a nice looking soft leather to make a leather sofa - struck me that, as sofa's go, that would actually be quite lore friendly. In the Gimp built in textures there is a leather but its too lumpy to make a decent furniture cover so found several on line. My problem comes when I try to import them to Gimp to use as patterns. The obvious place seems to be user/user/gimp 2.6/patterns - but when I put them in there as dds files I can't access them as patterns. Having completely lost all patience with it I did actually force a couple into the main gimp patterns section (by overriding the security) which did work but obviously that isn't a workable long term solution (and will only take one or two in any case). My second problem occurs with the imported textures and getting the texture to fit with the pattern I am overwriting - is there a way to make a pattern fit to be the same size as the one you are overwriting? With the correct scale appearance etc. Or is that something a bit beyond my current level of understanding. I do understand about pixel size etc. But for example the lumpy leather - how can I make it less lumpy? And another example I found a lovely fabric free to use sample which I would love to use for either sofa or cushions or something but its oblong and no matter which way I reduce the size I can't get it to be the right shape to overwrite the existing texture. Sorry for the wall of text and 5th degree questioning. I'm fairly new to modding but not a total beginner - very very very very new to texturing though Also I have tried to follow all the various gimp tuts I found on line but couldn't find anything much that was relevant to what I am having problems with - I really don't like pestering people for help but am at my wit's end on this one. Any help would be appreciated.
  12. Hi all, already asked this on Nexus Forums, so apologies if repeating my query here is not welcome. I was wondering if anyone has worked out a way to get the adopted children in the hearthfire add on to use a modded home. I tried putting the furniture in (used the same as the Breezehome childrens room but duplicated and renamed - no joy) and then tried marking the furniture as BYOH children owned (equally no luck). So obviously there is more to it than just having the correct room layout but i don't know what it is. Can anyone help?
  13. hmmm...maybe just 24 hours after it is first harvested would be easier than at a certain time?
  14. Hi all I am looking for a script which will allow a modded custom plant to spawn 2 custom items once per day which can be harvestable, the custom plant was made from a flora with a new nif. If that wouldn't work then a script for a container to do the same thing but not to end up with hundreds of the custom item, just the 2, would work equally well for what I want to do. I have no knowledge whatsoever of papyrus - apart from reading the tutorial on the creation kit site and deciding I needed to have a pHd so would be very grateful for any help
  15. Thank you Arion, the links are much appreciated. Sorry it took me a while to answer - I was away for a couple of days
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