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Allannaa

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Allannaa last won the day on August 12 2019

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    http://www.allannaasacorns.site90.com/

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  1. I had originally posted this in another thread but I didn't want to hijack that person's questions, so I'm reposting a new thread. I have no trouble at all creating a custom follower; I've done it lots of times. Kedris is no exception; he works, he acts like a vanilla follower; he can be married, I remembered to Ctrl+ F4 him so he doesn't have the grey face (fur, in his case) bug. He's basically perfect.... BUT... I want to have one follower in addition to Kedris, and I do NOT want to have to use another mod (EFF, UFO, etc, etc). Those mods are great for their purpose but they do far more than I need or want. I don't want 100 followers or even five. I just want to be able to have one additional follower in addition to my own. I don't want to do ANYTHING ELSE -- Kedris himself works perfectly, and I don't want him to do a bunch of idles, ride horses, bite my neck , or anything else. I just want to have Kedris plus any one other follower at the same time, without having to use the console to "setplayerfollowercount to 0". I thought it would be simple -- I thought I'd make a quest to hold the script, and then write something very short so that Lydia or Faendal or Serana (or whoever) won't say "Looks like you already have..." and will go ahead and become a follower. Here's what I did -- But it doesn't work, and I don't know why. This is the entire workflow, so that if I inadvertantly left out a step or did something goofy, perhaps someone will notice and tell me so I can fix it. 1) I loaded my plugin "AllaSkyrimFollower" and set it to Active 2) I created a quest and called it "AllaSkyrimFollowerQuest". I set the Type to None, ticked StartGameEnabled, and ticked Run Once. I clicked okay, then Saved the plugin. 3) I double-clicked AllaSkyrimFollowerQuest to edit it. In the Scripts tab, I put the following script. The script compiled without a problem, so I Saved the script, then clicked OK on AllaSkyrimFollowerQuest to close it. I Saved the plugin. ScriptName AllaFollowerScript extends Quest Conditional {Allows the player to have a follower in addition to Kedris} GlobalVariable Property AllaPlayerFollowerCount Auto ;Gets the Player Follower Count ReferenceAlias Property AllaFollowerAlias Auto ;Sets Kedris as the Follower Message Property FollowerDismissMessage Auto Message Property FollowerDismissMessageWedding Auto ;Not sure these are needed but just in case Faction Property pCurrentHireling Auto ;Not sure this is needed either ;Leaving it out did nothing and other followers still said the Looks like you already have line Weapon Property HuntingBow Auto Ammo Property SteelArrow Auto ;Should remove stupid default hunting bow in favour of what I gave him Function SetFollower(ObjectReference FollowerRef) actor FollowerActor = FollowerRef as Actor FollowerActor.SetPlayerTeammate() AllaFollowerAlias.ForceRefTo(FollowerActor) AllaPlayerFollowerCount.SetValue(0) EndFunction 4) I checked my MyDocuments>Games>Skyrim>Saves folder -- it's completely empty because I deleted all prior saves yesterday before shutting the computer down for the night. 5) I made sure AllaSkyrimFollower was checked in the Data Files. 6) I started Skyrim from my SKSE shortcut, typed ~ to open console, then typed COC RiverwoodBridge (my start-cell of choice). Kedris was where he was supposed to be; he has the dialogue he's supposed to ("Follow me, I need your help", then his response "Then lead on, friend!") and he follows as he should. In other words, up to this point, nothing is changed or broken; Kedris works exactly like he did yesterday. 7) We went to Riverwood, I went through the little piece of nonsense with Sven and Camilla in order to make it possible to get Sven as a follower.... ... And it didn't work. I got the standard "Looks like you've already got someone..." line from Sven. Since it didn't work, I deleted the Saves in the above folder, shut down the computer and rebooted, started Skyrim with the SKSE shortcut, and started a New game, cart ride and all. Again, Kedris himself works great. But I'm still not able to recruit a second follower. Should I have assigned a "Type" to the quest? Should I have left "Run Once" UNticked? Should I have put the script in the game's default follower quest instead of in the separate quest I made? I was afraid if I did that, I'd screw up the vanilla side, or screw up Kedris. Should I have attached it to Kedris himself -- and NOT put it in a quest? I'm going nuts trying to figure this out. (I already went nuts working on another mod, which is why I am trying to revamp this one.)
  2. I also have a follower question. I have no trouble at all creating a custom follower; he works, he acts like a vanilla follower; he can be married; he's basically perfect.... BUT... I want to have multiple followers, and I do not want to have to use another mod (EFF, UFO, etc, etc). I don't necessarily want 100 followers. I just want to be able to have ONE additional follower in addition to my own. I thought it would be simple -- I thought I'd make a "quest" to hold the script, and then write something very short like, "Game.getplayerfollower count, If playerfollowercount >=0, set playerfollowercount to 0" or something similar. That way Lydia or Faendal or Serana (or whoever) won't say "Looks like you already have..." and will go ahead and become a follower. I don't want to do ANYTHING ELSE -- the follower himself works perfectly, and I don't want him to do a bunch of idles, ride horses, bite my neck , or anything else. I just want to have my follower plus any one other follower at the same time. What should I write, and where should it go? If it has to be attached to my follower, (Like you'd attach a script to an activator) how would I do that? When I select "New Script" and type "AllaFollowerScript" then what should it extend? Thanks!
  3. Is it possible to use this fragment to add a Note to the player's inventory that starts (for instance) a Needs mod which doesn't need configuring at the MCM or anything, but just runs? int doOnce EVENT onActivate(objectReference akActionRef) If ( akActionRef == Game.GetPlayer() && doOnce == 0 ) Button = question.show() if Button == 0 Yes.show() doOnce = 1 Game.GetPlayer().AddItem(Gold001, 1000, true) elseif Button == 1 No.show() endif EndIf endEVENT
  4. I looked over the example you were kind enough to link, and frankly it intimidated me. As I've mentioned other places, and often, I ... don't script. The ONE script any of my mods has, was actually written for me by someone else, and it's all of 10 lines long. Papyrus scares the snot out of me, because I haven't, after all this time, figured out how it works, or what to do with it, or.... But if I'm understanding the example you showed me -- basically, I simply copy that code, substituting my own FormList where appropriate... and then... What? That script goes on the dog and the horse, in the "Script" portion of the Actor Window?
  5. *looks all scared* You mean... Papyrus and all that scary stuff, don't you? I'll check the example, and thanks, Han!
  6. I'm currently trying to make a dog for a player animal follower, and a horse for the player to ride. Everything works, as tested by several different people -- with one exception. The Gifts! I made a Keyword "AllaPetGifts" I took Venison, Rabbit, Moonsugar, and a Carrot, and added the AllaPetGifts Keyword to them I made a FormList and called it GiftAllaPetsSpecial I dragged the two dog treats and the two horse treats above into my FormList I saved the ESP, closed the CK, waited a few minutes for my dinosaur computer to clear all its little memory cache thingies and so on I reopened the CK, opened the ESP, and selected my doggy. In the AI Data tab of the Actor window, is the Gift Filter dropdown. Every gift formlist in Skyrim and beyond shows up in that dropdown -- EXCEPT the one I made! So you can't reward the dog with bunny bits and you can't give the horse a carrot. I tried adding the AllaPetGifts keyword on the Keywords tab of the Actor window, but that hasn't helped. Note: If it matters, I "right-click-Edited" and made unique FormIDs for the dog and horse, but they were based on existing animals -- basically I duplicated the Stray Dog and the Grey Horse. I didn't make new races or anything. But when that didn't work, I started over, and made a "New" dog and a "New" horse, rather than editing and re-IDing existing animals. Either way, both animals work exactly as intended. The dog follows and does dog follower things like beating up skeevers so I can concentrate on picking flowers. The horse carries me around and waits patiently outside whatever draugr tomb I happen to be desecrating, then carries me back home. I just can't give either of them their "Gifts". What have I done wrong / forgotten / left out? The doggy and the horse are going to starve if I can't figure this out. Thanks!
  7. I make a lot of little mods, mostly for me, but I occasionally share them, and some of them I've even uploaded for everyone's use. But I mostly mod during the winter months, and I forget so much over the course of a summer. I keep coming back to this set of tutorials, and I most definitely recommend this entire set to friends who get interested in modding. A lot of the info even applies to the Fallout games, apparently. (I don't play them, but I have friends who do.) So I just wanted to say again, Thanks DarkRider!
  8. As always, IS is there with the goods... But I have got a question -- this outlines very clearly what the lines are in NifSkope. What about in the CK? Rather than bloat a mod with a dozen different NIFs, I wanted to make Texture Sets for an existing armour set (Helm, Gauntlets, Boots, and Cuirass) Now, if you open the Texture section of the CK and click New, then you get a window with the following lines in the texture area: Diffuse Normal/Gloss Environment Glow Height Environment Multilayer Backlight Mask Obviously the first two are easy, and even the first Enviironment designation. But for instance, Glass Armour.... It has a cube map. Where in the CK texture window does that go? Or, if there's already been a post/tutorial written for this, could someone point me to it? Thanks! Alla
  9. IS --- Is there any way to use NIFs I made for Oblivion, in Skyrim? I haven't attempted this yet, exactly... I opened 2 NifSkope windows and loaded an Oblivion model, but... uh... It's so different from a similar Skyrim model that I'm a little intimidated. Basically, I hate how everything in Skyrim randomly collides and falls all over the place, so when I want a vase of flowers for a table, I *usually* find a vessel I like, find flowers I like, export them as OBJ, screw around with them in Poser, export the "entire" new thing (Flower, Flower, Vase, e.g.) as a 3DS, then carry on from there. But, I happen to already have such a flower vase for Oblivion, and I'd like to just use that one for Skyrim. Is it possible? If so, how? Or is the answer to that not within the scope of this tutorial? Thanks! Alla
  10. I agree with the person who said that the Wiki stuff is just over the top. That's no slam at the people who write the Wiki tutorials, because often the tutorials (when you can find them) are great. I think the trouble is just the Wiki site format, which doesn't really make sense to a lot of people, and sometimes doesn't seem to have logical links. I mean.... I want to read a "Getting started" section that tells me how to get started modding -- not how to install Oblivion and load someone else's mods, for goodness sake! The step-by-step example you gave here was a lot more concrete, and a lot easier to follow, than many of the examples I've been buried in before. And in my opinion, it's never bad to assume the reader is coming in cold with little to no prior knowledge. I'd rather be "talked down to" than have someone assume I know something I don't! Thanks a bunch, this one single class helped me with about 4 problems.
  11. Greetings, I'm making a little Oblivion mod, currently for personal gratification and to learn modding in general. The trouble is, the quest giver of the thing needs to be a talking female wolf. (Otherwise what the heck, it's just another "gimme a house and a few gold" mod.) Obviously, Oblivion "Creatures", such as animals, can't talk or do dialog or conversation with a player. So my first solution was to try and re-make a generic female wood elf -- after all, she'd have the voice I was after, and it shouldn't be a big deal to replace her skeleton with a wolf skeleton NIF, right?.... boy was I wrong. Every time I try this, the TESCS crashes -- because of course "humanoid" forms have all kinds of things like fingers and so on, that animal forms do not have. So, rather than give up and throw things (okay, I threw things. Anyway...) I thought well, I can go to Character > Race, and make my own from there. So I tried that, got everything all yippy skippy, was able to replace all body, head, eyes, and so on, with the appropriate NIFs and even the appropriate textures. I thought I had it made, because the TESCS didn't crash.... ... Didn't crash until I tried to drop the thing into a cell to test it. I honestly don't understand what I'm doing wrong. Or is it simply that there is flat-out no way to do this, at all, short of modelling it and importing it and so on? The talking wolf is vital, as I say, because otherwise there's nothing really all that special going on here. I should mention, when I tried this with a renamed, re-IDed "timber wolf", I got her to pop where she should, follow the script that she should, and do everything she should -- EXCEPT -- I couldn't get a way to do conversation. You know, the standard, "I can help you, if you'll help me" thing, followed by the player being able to say (click on) "Sure, why not?" or "Get lost, I'm busy".... the kind of thing that every quest starts with, in other words. I couldn't even get it to work as a "message box" type thing -- because either there's no way to give a choice like that, or, I just don't know how. I also hunted through the forums (it makes a great excuse for avoiding washing dishes, for all you moms out there. You just say, I'm working on my mod, you'll need to load the dishwasher for mommy!) but didn't see anything related to this. If there was and I missed it, I'd love a link to point me there! Sorry if this is convoluted and confusing. What the heck, right now, I'm pretty confused!
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