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IronBlockGames

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Everything posted by IronBlockGames

  1. The Windhelm Fishmonger This mod came to be after scanning reddit's skyrim mods and finding someone asking for a very simple request. A fish merchant by the Windhelm docks. So seeing how doing merchants is something I wanted to also learn, I gave it ago. It turned out rather well. Located right outside the doorway leading down to the Docks, this Argonian merchant will sandbox around the area from 8am to 8pm giver take selling fish related stuff... after he will go down to the Argonian Assemblage and chill/sleep. For my first time making a merchant I am surprised I got it working first shot. Though I'm still unsure about the ai packages I added. Anyone care to give this simple mod a once over? https://www.dropbox.com/s/jiipocjfsqtrnfz/TIB - WindhelmFishery.rar?dl=0
  2. Okay... I thought I had wrapped my head around how to do the quest I need... but in the end it is getting borked up big time. I have two ALIASES. 0 pointing to a trigger out front of the cave, the other 10 to the boss of the bandits inside (though like it to point to all of them I dunno how to do that) In the trigger I have it set to advace the quest to the next stage 10, the boss dude has one to advance to a stage 20 where the quest finishes. There is also a book that starts the quest and sets it to stage 0. All of these work fine... but the stages I have set do not. If I did it from start to end the quest runs fine and smooth. It's if you go to the cave before picking up the note that is causing me issues. Stage 0 Quest Start - Go to Location Started from Book set stage 0 using: defaultonreadsetqueststagenoalias In stage: SetActive() SetObjectiveDisplayed(0) ;points to trigger Stage 10 Location Gone to - Set Kill dude Set stage 10 done by Trigger with: defaultSetStageTrigSCRIPT In stage: SetObjectiveCompleted(0); triggers been touched SetActive() SetObjectiveDisplayed(10) ; points to the bandit Stage 20 Dude Killed - quest end Well.. it kinda works fine. The deal is that if you go to the location first then go back and pick up the note, it resets the quest to stage 0. I tried adding into stage 0 if (GetStageDone(0)) ;do nothing, locations been quest stage set to 10 found notes just a note Else SetActive() SetObjectiveDisplayed(0) ;no stage set, note picked up EndIf So that if the stage been advanced by going to the location, the note would do nothing... well instead it just makes the note do nothing at all even if picked up to start the quest. I don't know how to fix this, everything I read says quests wont go back to past stages.. but they are, guessing set stage overrides that but that is how I see even the default quests do their stages. I'm wondering if it just be easier to make it so when you hit the trigger before you pick up the note, if the note isn't just disabled from the world.
  3. Alright, I -think- I finally got it to work. I gave the WIDeadBodyCleanupScript another try, apparently it didn't like that I wasn't assigning a container for the items to go into if you leave loot on the bodies. Though the chest I tied the loot to gets a stolen tag added along with all the items, even though its a player owned container? Thought to tie their loot to the random chests about, but the stolen tag killed the idea, so its a chest hidden behind the carts at the entrance. https://www.dropbox.com/s/exp2zr9bke930fz/TIB - Owl Rock Cave - A Thieves Hideout - DESPAWN TEST.rar?dl=0 Anyone care to give it a test run to be sure it is working? Also a test of my npc making skills. They should be tied to the lv list but they feel very weak.. less thats just how the bandit types are. there's also patrolls added for good messure. I also added a bandit outside to guard though he seems to be unable to sit on his seat marker. coc aaowlrock will dump you right inside. If this all works out the very last step will be to add in the quest. Getting excited!
  4. Every time I tried adding a script I started with a new one, I never reused an older one. (and yes that means I have several copies of the darn thing x.x) What else could be effecting the script, or even the actor that would make it not trigger? Cell type? Hidden settings somewhere I'm overlooking? Thus far, not a single script I've tried from here, reddit, or the nexus forums have had any effect what so ever, and it is making me wonder if there is some other force stopping them from running. So far I been testing everything in a side mod just for this, with a basic unique npc, and no information, location, nada on the cell. https://www.dropbox.com/s/c88qpg418prne5b/TIB - QuestTesting.esp?dl=0 My little test thing.. coc aaquesttest my quest thing is on the table in the room, the npc is in the other, they are two split cells. So far I've kinda gotten the quest thing to work.. sort of. but the npc wont budge. I've tried linking em to a xmarker for a teleport to get them out of view, as well as a all these atempts to disable. Nothing has triggered. I'm aiming to have the quest continue into a new quest to kill the npc's but will need a check to finish once there all dead.
  5. .7z is a zip file, like .zip and .rar. Winrar will let you unpack it. From there it should go into the data filer like every other mod. Though check the file paths of the zip, as some may already include a data folder, and that case you want to extract it into the base skyrim folder, as it'll then add to the existing data folder.
  6. I also noticed that after I made the screenshot and fixed it.. It however didn't fix anything.. the npc's wil still linger around forever.. even with the existing WIDeadBodyCleanupScript skyrim has, the npc's are not poofing. Good news is I finally figured out how to do a 'go to location' quest (or rather go to trigger), when you pick up a book... the bad news is I don't have a clue how to set it so if location is already found (a.k.a you already crossed the trigger) to not pick up the quest when the books read. *sigh* one step forward, two steps back.
  7. This is driving me crazy. I don't know what I am doing wrong. I even found the default script WIDeadBodyCleanupScript that has the bonus of also moving the npc's inv to a container before it's removed... but even setting it to clean up after one day, and waiting a week, the body still lingers! Why can I not get this to work?! Okay, know what, FINE. How about a moveto command, to move the bodies to an x marker or something? So I can stuff them somewhere in the void and not worry about them sense they seem so darn insistent on hanging around! >.<
  8. Indeed. I've been trying to learn how to make a standalone follower with quest tied to them, and I'm using an existing mod that also does something along those lines and looking through how they did everything to make it work. Now I'm not planing the exact same thing, but it's more like 'Oh that's how they trigger that part. Now I know how to do my own trigger to do my own thing." Using an existing mod to learn from is fine, I never intended for you to take someones mod and do with as you please.
  9. Okay I'm sure now I must not be adding the script right. Nothing I do is triggering the debug message. the stuff on my test npc. Do I have to add a property or something?
  10. I kind of have an issue like this as well. One of my mods has a unique dead npc laying in a heap outside a player home. He use to hold the key to the place, but I found he don't appear all the time. Seems' only at low lv's does he show.
  11. I just spent the last 4 hours doing a big overhaul to a few of the areas. Rear ranging objects, re-designing thing's.. redoing a tun of navmesh... as well as shifting ALL the walls as some how my snap to grid wanted to go 'I don't like that grid, Ima snap to another grid!" found out only after I started the moving and touching a few walls thus shifting them out of their old alignment.. @.x Download's been updated again with the changes. Anyho.. the lighting should be fixed.. I even said screw it and removed the light that was to be a beam shining from a hole in the alch area.. but nothing I did would make it a visible beam, the only hint a light was there was on the ground, no beam, the bust beam wasn't even visible. -.- So bah! What I get for trying to do nice lighting effects... All that should be needed now is to sort out how to get bandits to despawn, and the note linked to a 'go here' quest to aid with locating the place when the map marker is turned off.
  12. Yes but you can poke your head into them to see how they did it. Your best bet is look into how beast followers are done. There's dogs in game that you can recrute as a follower, try poking around at that and see what is changed in the dogs you can recrute, vs the normal wolves.
  13. [insert a lot-o-not nice words here] Truthfully.. it only causes the flicker if it is red red.. this as is don't cause any of the flickering. Least for me. I've been sitting here rearanging areas, shrinking and shifting lights.. I just finished moving stuff around in this area to get that lantern away from that other chunk so it's no longer pink. The only other shift I can see making is to sac the light over the chanting area and plung it into darkness, or shift it up top to light that pathway.. also putting the chanting bit into darkness. x.x This is the only bit in the pink now, and it's due to the lights in the hallway! @.x Ugh am I going to have to grab that whole segment of hall and drag it back and add another hall chunk in there? @.x the dl's been updated to show these changes btw if you want another peek. .....I also forgot I added that npc to test the despawning (that still don't work) and saved over the clean one that don't.. freaking doh >.<
  14. Well if I don't have any lights the whole place is dark as a bugger. The big issue is the bits that make up the room are big and the hitbox creeps into other areas, so lights in a total diff section can hit it, and add to the light count hitting the object. Also the light ref I mean is if there are more than 4 lights in general (well really it seems to be a max of 5-6), not just shadow lights, hitting an object, it makes it go red in the shaders view, and causes the light flicker effect, even if in game the object or area is in darkness. As you can see at the moment nothing is in the red, though there are two chunks that are close There's one of the objects and as you can see thanks to it's freaking huge size, it has 6 lights smacking it. One more and it goes red and causes the light to flicker. My issue is I can't really remove the lights much more less I want even more areas to be dumped into darkness. As is even though that one chunk is shown to be lit up, A good part of it is in total darkness.. It's an annoying issue thanks to the hitbox's being so darn huge on some of these bits. As is I had to shift one light in the entrance hall to the other side of the hallway just to creep its light range away from hitting the very corner of the chunk on the right and making it go red. As is sense I can't seem for the life of me to get the dust beams to show up from the hole by the alch station, that may be the only extra light that'll be removed., but it wont really help these areas. I mean look at that, even that light on the table there is touching the corner of the hitbox, and is being freaking counted. >.< So I am still trying to size/shift some lights, but I can't really find means to do it that don't make most of area in darkness.. I mean come on.. you have a table with a map.. you'd have a light there so you can see it.. Stupid lighting limits...
  15. Theres a number of mods that let you tame wolves. Tame the Beasts of Skyrim II lets you tame any animal Wolf Master lets you tame a modded wolf pack. And I think Amazing Follower Tweaks lets you make any npc/animal a follower. Also recommend with any or all of them to use True Wolves Of Skyrim, as it just makes wolves look like wolves.
  16. Just tried the first script. it compiles fine but in game no debug message shows, and the npc still don't poof. I'll try the 2nd one tomorrow, its 2am and I been trying to sort this for the last few hours x.x
  17. Yeah that also didn't seem to work at all either. Now I am using a template data bit, will that effect it any? I'm using it as I really don't know how to make an npc an enemy. Or make em adjust to your lv. edit: just tested it with a npc that has no template and still the same.. they don't poof. Why is 90% of tutorials on npc's all about making them followers... with the rest being merchents or basic npc's.. @.x
  18. See I don't want the NPC's tied to the quest, as I'm not even sure I can get them to work right. I just want a simple quest of go to location and that be the end of it. As is the script I have don't seem to do anything, that or I am adding it in wrong. I apply it to the NPC but they remain forever after death. I've waited a whole month in game away from the cell and returning the bodys still linger. First time messing with these kind of things I thought I was going as simple as I could for a step in learning.. but it's turned into a ongoing battle @.x At this rate instead of a quest I'd settle for the map marker to just be added when you look at the note x.x
  19. So I did some research and finally found a topic that brought up that an object can only have 4 lights shining on it, even if its a light in another room 'leaking' onto it.. it also don't have to be directly on the object. If the light's range can touch any bit of an objects hit box, it counts. Due to the way the bits of my cave are set up.. well.. just say trying to fix the lights was a pain. I had to shift a few around, and remove a lot. The downside is now I have a lot of dark spots that I can't light up less I want the flickering. This means I also had to remove the 'outside' lights that were lighting the rocks that you can see outside the little peep hole by the alch station.. as they were leaking light onto other objects.. and thus.. going over the magic number -.- This is just a bit of an annoyance... I can't even boost the size of the lights to cover the dark spots as that also can tip the magic number over. ugh! Also just fixed one of the display cases that some how had every trigger unlinked when it was linked before. O.o as well as the chairs around the camp fire, some how I pulled the wrong 'common' chair and it didn't let you sit in em. CK view. dark spots ahoy!
  20. There is only one shadow light in the whole place, the one casting the beam of light down at thew alch station.
  21. This wasn't the reason tbh, I just always felt that having an empty shelf sitting there was kind of dull. You see a place cluttered and then an empty shelf and go "was it missed?" Also links not working? the attachment? How about my drop box then? https://www.dropbox.com/s/trbxmw3yxd7z6e6/TIB - Owl Rock Cave - A Thieves Hideout.rar?dl=0 This is a slightly edited version. Mainly I added in some removeable wall torches to some of the darker spots, a LWing tanning rack by the ladder leading up the alch area, and added in two large weapon display cases and a few more weapon racks and one more plaque.
  22. I'd help, but I'm tight on funds as is. :/
  23. Welcome to Owl Rock. A small falmer cave that had been cleared out and taken over by a band of thieves, turning it into their own hide out. Thanks to the aid of an inside man in the Thieves Guild, they’ve been able to mooch off their jobs and identity and have a good showing for it, thus increasing the Guilds ‘bad luck’. However luck has a way of changing, with the inside man discovered, Owl Rock is at risk of being found, and taken back by the Guild or a lucky adventurer. Owl Rock is a player home modeled after a thieves Den. Located deep into the eastern mountains by Riften along the path to Last Vigil. While aimed at thieves at heart, it is suitable for all character types. You also don’t need to be part of the Thieves Guild to find or use this den. There are many scattered items, weapons, and gear laying around, some enchanted, most not. They are all tied to the level lists so they will vary based on your players level when you first enter. An optional quest for immersion and aid in finding the place can be started from a Forgotten Note in Riften lying beside Brynjolf's stall in the market. It'll start you on the task of finding Owl Rock, and clearing out the bandits inside. The clear out part of the quest will also start by finding the cave entrance if the note isn't picked up. No outside resources were used. Update: Added in more bookcases totaling 6 now. Can you find them?Added in 4 mannequins.Added a Shrine of Kynareth to the thieves stash.Features: Fully Nav Meshed Named LVed Bandits roaming about, each with their own patrol paths and fighting styles.A small quest to find the cave and take out the bandits inside.Ambient sound markers placed around to make it feel more alive.Skooma.Three bedrolls to pick and choose from. A Shrine of Kynareth can be found among the stash of crates and items.Skooma.Plenty of safe storage, Book Shelves, Weapon Racks, and displays here and there.LVed items to rummage through or leave be for decor.Contains Alchemy Lab, Enchanting Table, Tanning Rack, Anvil and Grindstone.Skooma.Each crafting station has a chest nearby for item storage and sorting.Skoooooooooooooooooooooooooooooooooooooooma.Note on some Features: There are many scattered items, weapons, and gear laying around, some enchanted, most not. They are all tied to the level lists so they will vary based on your players level when you first enter, so you may find something useful (but not OP for your lv) with in the thieves hauls. The bandits are set to despawn after being away from the cave for a day. Any items that remain on their bodies will be transferred to a hidden chest located behind the carts at the entrance. No worry if you forget to loot someone, or if you don't care about the items, just don't mess with the chest.Mod Support: Works with Frostfall 3.0 & Realistic Needs & Diseases/INeed. The torches and camp fire will warm you up. The water can be drunk from and is 'cool and refreshing' when swam in. Does not make you chilled.Idle markers scattered around for AFT users and other mods that allow the player or followers to use them.All scattered items are tied to the loot lists, this allows support for any weapon, armor, potion, and enchant mods that make use of the level lists. Some of the bandits items are also tied to these lists. What I’d like tested/help with: General look and feel of the place. Any holes I missed? Getting stuck on something?Any lighting issues? Is it too dark? Too light? I don't want it bright, but also don't want it too dark to see.How well followers can move about, any Nav mesh issues? Anyone getting stuck? Known Issues: The bookcase beside the alchemy lab when used, the books can be taken back out without going through the bookcase. Tried fixing this a number of ways even covering the whole front with the trigger but nothing has worked. Seems to ignore the collision box. The other bookcases all works fine. If the bandits despawn with items still on their person the chest the items go to gets changed to a stolen tag even with the cell and chest being marked as player owned. Trying to find a way to fix this so I can link their items to random chests around the den vs a single one. All NPC's should despawn once you are away from the cave for a full day. However it seems some like to linger longer than others. Leave the area and wait another day and they should all be poofed by then. Or just throw them in the water or dump them by the carts... whatever works for you.Thing's that will not be added so please don't ask for them: Workbench/Forge/Smelter. The idea of the crafting stations already added are stuff I can see thieves being able to haul into the place. I don't see them lugging in or making a forge, or dragging in a heavy workbench or a smelter. These things (apart from smelter) can be found in Riften if needed. The rest of the Shrines. The one added is fitting for the theme of the place giving a stm buff for a boost in carry weight, and is mainly there to aid with curing any diseases you may have gotten. Least you got one, I was planning to not have any! Download: https://www.dropbox.com/s/trbxmw3yxd7z6e6/TIB - Owl Rock Cave - A Thieves Hideout.rar?dl=0
  24. Can you add to the book tutorial how to add books already on the shelf to take? I tried making one of the dummy books use the lv list, but nothing shows up. I'd love to add books already in the bookcase to id it as such and not just a boring empty shelf.
  25. Well looks like I will be flooding this board with my questions. So, I'd like to know if there is anyway to make a enemy despawn after a while, or on cel reload? I'm making a sort of thieves den player home and I'd like there to be lved well, thieves inside that you can take out and claim the place for yourself. But I don't want the dead bodys to remain. I like them to go bye bye either after a few days or next time the cell is loaded. I was given this when I asked on reddit Scriptname NPC_Remover extends ObjectReference Event OnCellDetach() If self.IsDead() disable() deletewhenable() ElseIf EndIf EndEventBut they didn't really say how to use it, when I try I just get an error that extends script don't exist. Also how would I get the bandits to be talkative? Not custom lines or anything, just the default stuff that you can hear them muttering in game, are they idle markers or just part of their AI package on some of them and just have to use them as a base? Lastly, I want to tie a quest into this place that will help find it, being a thieves den it is well hidden and there's not many land marks around to guide someone to it. I picked a rather remote area in the eastern mountains near riften. I wanted a very simple pick up note, add quest to find area with marker, go to area... done. The issue is every tutorial on making quests always start from an NPC, and is always set to 'go kill someone'. I tried to weed parts of it out for my own, but it's been a no go.. I even looked up the books that give you a quest, but looking at it made my head hurt. I just want a simple 'go here' kind of quest. I don't know if I'll add a quest to it after to kill the bandits inside, I may hint to them already being chased off but warn they may return if no one holds down the area... but also if I can't get them to despawn like I like above, there may be no bandits to kill.. Quests are not my forte fyi.. it's the thing next to scripting I've not been able to wrap my head around very well.. outside the many 'kill this person' kind of quests soo many tutorials show off. So a step by step would be nice.. I'm hoping something like this isn't anywhere near as complex as the 'go kill someone' tutorials show.
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