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schatten

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Everything posted by schatten

  1. If I donate via the non-paypal option, how do I choose the subscription?
  2. Undoubtly, the next Bethesda release with a toolset will force you to it. Without the option to mod offline, you are forced to use their infrastructure and not able to release mods to other sites (legally). (At least that's what I would do.)
  3. schatten

    Evangeline

    Did the first scene in the inn correctly finish and Evangeline talked to you and you let her join? edit: It is easier for me to track bugs over at the project forums bug tracker http://tesalliance.org/forums/index.php?/forum/145-follower-evangeline-ervine-project-forum/
  4. schatten

    Evangeline

    Version v1.0.3

    297 downloads

    Project: Evangeline Ervine http://tesalliance.org/forums/index.php?/gallery/image/29958-evangeline/ Author: Sein_Schatten Version: v1.0.3 Release Date: 11.02.2017 Category: Companions Website(s): Nexus - http://www.nexusmods.com/skyrim/mods/62775 TES Alliance - http://tesalliance.org/forums/index.php?/forum/145-follower-evangeline-ervine-project-forum/ Requirements Skyrim 1.9.32.0.8 Description Evangeline is the most advanced companion to date. She will comment on everything, will do what she wants when she wants and react to you and your action immediatly. She will remember everything you do, also what she says she wants and thinks. Your acts will have consequences, some will permanently influence Evangeline. Details - You can find her in Riverwood Inn. - Evangeline has two questchains to unravel her history. - Two single quests for you to enjoy. - 14 quests splitted in 3 Questchains. - Three repeatable radiant quests for you to enjoy. - One radiant quest line. Everything is random here, even the story. - Thousands of lines of dialog. - Fully fledged out memory and emotion system. - Special dialog & actions and above mentioned memory. - Marriage candidate with own marriage chain quest. - Will do whatever she wants when she wants it. Like going to the temple, go shopping, going on a stroll and much more. - Randomly pathed dialog. - Dozens of long dialog chains. Dozens of long dialog to explore her past. - Play games with her, like hide&seek and others. - Custom home marker. - Uses clothes in her inventory in cities and armor in her inventory while in the wild. - Will loot items, if she wants. - Comments and dialogue on places, quests, persons, her past, etc.. - You can brawl and spare with her. - Lots of conversations with other NPCs and recognizes 3DNPCs followers - Advanced combat AI. - Teach her new spells. - Will smelt ore and tan hides for you. - Will cook a meal if there's enough ingredients for it - dozens of actions based on how Evangeline feels and how much she likes you. Like spiking your ale, cooking you a meal, make you trip, won't help you in a fight, run ahead in a dungeon and much, much more. - Can take the lead to dungeon bosses. - You can tell her to cook or brew a potion for you. - Fully integrated into all vanilla scenes if it's required for immersion. ... - And much more. I can't remember all of the stuff I put in while developing her. Installation ------------------------------ Manual Instructions ------------------------------ 1) Backup your newest savegame and/or don't overwrite the newest savegame 2) Extract the contents of the ZIP folder into your Data folder 3) Make sure the Evangeline.esp is checked in the Launcher Un-Installation ------------------------------ Manual Instructions ------------------------------ 1) Delete the files (Evangeline.bsa and Evangeline.esp) associated with the mod 2) Unheck the Evangeline.esp in the Launcher Consider: http://www.nexusmods.com/skyrim/mods/53045 Updating ------------------------------ Manual Instructions ------------------------------ Using ASIS or PerMA: You MUST run ASIS and PerMa after EACH update incase you didn't put Evangeline.esp in the exclusion list. Updating to v1.0.3 I advise to do one of the following: This requires a new game or the quests and quest chains stay bugged. Path to meshes and textures Evangeline comes with some meshes and textures of her own. The following list contains them so you can put files in the Data folder to overwrite the ones in the BSA: Eyes: \meshes\actors\character\character assets\evangelineeyesfemale.nif \textures\cubemaps\eyecubemap_evangeline.dds \textures\actors\character\eyes\eyeenvironmentmask_evangeline_m.dds \textures\actors\character\eyes\eye_evangeline_blue.dds Brow: textures\actors\character\femalebrows\evangelinebrow.dds Hair: Haircolor need to be changed in the CK \meshes\actors\character\character assets\hair\eva\EvangelineHair.nif \meshes\actors\character\character assets\hair\eva\EvangelineHairline.nif \textures\actors\character\hair\eva\evangelinehair.dds \textures\actors\character\hair\eva\evangelinehair_n.dds Incompatible It may be possible to cause issues with other mods that change Sleeping Giants Inn in Riverwood. Incompatible with Deadly Combat due to the "Spells learned"-bug in DC. Evangelines comments regarding learning spells will no longer work. The mod is cleaned with TES5Edit. DON'T clean it. I took great care to remove all Papyrus errors in the Papyrus log file. But some might've slipped through. Known Issues In case her head has the wrong color: http://www.creationkit.com/Dark_Face_Bug Consider Savegame script scalpel - Disassembler - Diagnostic Tool - Papyrus Data Transfer: http://www.nexusmods.com/skyrim/mods/53045 I cannot guarantee a 100% working experience with Evangeline and mods that change her (SkyProc Patchers). If you use KS hair wigs, Eva will only use them if you type in the console "set evangelinetogglehelmetuseglobal to 1" (without the ") Credits Ysne58 and Nexus community for helping testing. Anduniel for her awesome voice actor work. The only person I could depend on during the whole process of this work. finalCrystine for the other female dialog lines. Many thanks. dancinggwalrus for the male dialog lines. Many thanks. Kalilies for his hair. hellosanta for his great eyebrows. Hanaisse for the meshes of Evangelines load screens LogRaam for his great eyes. TesAlliance.org for being helpful and generally awesome community. Dheuster for the script of the creation of the camp Tools Used ReadMe Generator Creation Kit RaceMenu and ECE Licensing/Legal You must contact me and obtain my permission before re-packaging any part of this mod. The resources do not belong me. Ask their author for permissions. If I do not respond within 4 weeks, permission is denied.
  5. If it would be that easy. The bethsoft CK forum revealed the solution: The first one is a CK bug. The second one I have no clue. It is a Cell, the property is a properly filled cell... but returns null form. The third one means I had to add unequal null checks. Quite frustrating.
  6. Hi guys, can someone link me a good example of a US style CV and a appliance letter?
  7. You should do it like this instead of int GetItemCount(item) do int getitemcount getitemcount = game.getplayer().GetItemCount(item) Also what is item? You didn't declare in the script what an item is. Or I am blind lol Replace "item" with the item you want to count.
  8. int GetItemCount(item) do you forgot game.getplayer() perchance?
  9. Wouldn't wrye bash solve this by merging the lists in the patch?
  10. I would volunteer. For me, it's more a question of time. I have limited sparetime and my own mod eats up enough of it. How much time does it cost per week? Maybe if we are two people to take care of it, someone who previously declined would agree?
  11. Oh, I can post here, too. You can delete this post or the one here: http://tesalliance.org/forums/index.php?/topic/6938-is-the-beta-testing-guild-shut-down/ "That's really, really, really sad. The reason I started to join TESA was the Betatest Guild. What would involve taking care of the guild?"
  12. That's really, really, really sad. The reason I started to join TESA was the Betatest Guild. What would involve taking care of the guild?
  13. Hi. Can someone explain to me how and why this line exist in my log? [03/01/2014 - 08:02:23PM] warning: Property EvangelineCombatAICombattargetScene on script EvangelineCombatAIQuestScr attached to EvangelineCombatAI (2E0442C8) cannot be initialized because the script no longer contains that property The property does not exist in my source and compiled source. Yet it won't go away when starting a new game. It's just there... like a ghost haunting me. Another one is this: [03/01/2014 - 08:02:23PM] Error: Property SolitudeAvenues on script EVA_QF__0203FC67 attached to EvangelineMarriageWedding (2E03FC67) cannot be bound because <NULL form> (00037EEA) is not the right type What does this one want from me? I have a Cell Property properly filled, yet I get this entry? Oh and what should I do here? [ (00000014)].Actor.IsInLocation() - "ObjectReference.psc" Line 604 [Evangelineradiantfetchsidequest01 (2E081D42)].Evangelineradiantkillsqscr.OnUpdate() - "Evangelineradiantkillsqscr.psc" Line 10 [03/01/2014 - 08:04:30PM] Error: Cannot call IsChild() on a None object, aborting function call stack: The quest isn't even running... but it complains about this line: if Game.GetPlayer().IsInLocation(Alias_Location.GetLocation()) == False Of course it complains as the alias is not filled... because the quest isn't running.
  14. For vanilla Skyrim it's mesh is Actors\Character\Character Assets texture is Actors\Character\(fe)male
  15. Crap. lol. Of course. getactorreference().additem(akBaseItem, (aiItemCount * 50)) is totally wrong. You must add gold001, not akbaseitem.
  16. Create quest & ref alias, attach script to alias and fill in properties. Play and have fun. http://www.creationkit.com/Bethesda_Tutorial_Quest_Aliases http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Introduction_to_Properties_and_Functions
  17. Dunno. Try it out and see if it compiles. Change the name of the Property to your new coin names. You need a quest so you can create a ref alias for the player and attach the script.
  18. Okay, I guess I understand the whole picture now. My solution isn't easy for you. I would create a whole new script for your coin... http://www.creationkit.com/OnItemAdded_-_ObjectReference http://www.creationkit.com/Cast_Reference Create a new quest and an referencealias for the player. Attach below script to the player alias. script blah extends referencealias Miscobject Property your_silver_coin auto Miscobject Property your_gold_coin auto Miscobject Property gold001 auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if (akBaseItem as miscobject) == your_silver_coin;check to see if the added item is your silver coin. the first part is casting the form akbaseitem to an miscobject, not sure if needed or not. getactorreference().removeitem(akBaseItem, aiItemCount); getactorreference gets the reference of the alias. we extended the script to refalias and attached it to the quest alias. the q alias is the player so in effect, it gets the player getactorreference().additem(akBaseItem, (aiItemCount * how_much_gold_is_silver)) endif if (akBaseItem as miscobject) == your_silver_coin;check to see if the added item is your gold coin. getactorreference().removeitem(akBaseItem, aiItemCount) getactorreference().additem(akBaseItem, (aiItemCount * how_much_gold_is_silver)) endif endEvent Something like this should do. Do you understand this script? What's it doing?
  19. 1. You can't pick up coin because you block it in the onload section. I guess because you have it onload it might be possible that for one coin you block it and for another you don't as the 3d is already loaded. 2. Can you elaborate coinmin, coinmax and randomInt(coinMin, coinMax)? I don't understand your intention here and how the min/max is set.
  20. What compilation error? I see on first glance that you didn't cast the objectreference to actor. You do it like this actor aktargetactor aktargetactor = akTarget as actor Now you can use getav on aktargetactor I am sure that maxhealth is not an av. Check here for max values: http://www.creationkit.com/GetActorValuePercentage_-_Actor
  21. You might have to stop the shader effect. http://www.creationkit.com/Play_-_EffectShader
  22. Hmmm... I guess you can attach a script to the alias, this script adds a new spell ability or unplayable item/object to the alias, then stops the quest. The flow would be: 1. Quest starts once you kill someone. 2. Quest alias is filled and the script is attached 3. Alias script adds a spell ability/object to victim 4. Quest is stopped This would mean that the spell ability or object is still on the victim even after the quest is stopped. You have to stop the quest as the SM only starts quests that are not running.
  23. You didn't read what I wrote. You need to create a new quest, start via onstorykilled event (One condition if killer is player?). Add a new alias, fill type from event victim. Then you know when and who the player killed. Don't forget to stop the quest afterwards. http://www.creationkit.com/Bethesda_Tutorial_Story_Manager http://www.creationkit.com/Quest_Data_Tab http://www.creationkit.com/Alias#Fill_Type:
  24. http://www.creationkit.com/PlaceAtMe_-_ObjectReference http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Introduction_to_Properties_and_Functions You can use the script you posted. It is perfectly valid (I guess. Never worked with traps, though), just change two things: First you need to add a property. I think there is a property of type trap? Then link it to the duplicated trap you made. Replace refPutridExplosion = SELF.PlaceAtMe(Game.GetForm(0x00082E18)) With refPutridExplosion = SELF.PlaceAtMe(name_of_your_property) And try if it works.
  25. 04 is the place of your mod in the loading order list. Use placeatme(baseobject) [and add a new object property for the baseobject of course.]
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