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taliessin

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About taliessin

  • Birthday 12/03/1987

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  • Gender
    Male
  • Location
    Chile
  • Interests
    Skyrim

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  1. Thank you for point me that, but i was thinking if i add the magic effect for every summoned creature in the game, they will explode even if they were raised for someone who doesn't have the ring equipped and that's not the idea. I 'll try to think a way to add the magic effect only for the creatures raised for a summoner with the ring equipped.
  2. Sorry i couldn't find the actors you said, i 've also looked in the race tree with no luck, maybe if you can show me a screenshot with this summoned actors it would be great. Sorry for my incompetence
  3. What do you mean? I ' ve only found this when i search in actors
  4. Thank you for your reply, but i think if i do that every npc in the game will explode on hit even if they don't have the ring equipped . I' ll try to find a way to do it and i'll upload the mod to TES Alliance and nexus.
  5. Greetings. I 've noticed that the item Ahzidal's ring of necromancy doesn't work with followers because it adds a perk to the player that can not be added to npc, that is a limitation of how the AddPerk - Actor script works. And also it conflicts with the perk Dark souls, so if you have that perk the effect doesn't work either. Then i wanted to make this item work well for the player and followers, getting rid of the perk, but i don't know how can i replace it. I have been looking at the CK and was thinking if i add a script to every reanimation spell in the game that add the magic effect to a reanimated creature to explode for 50 points of ice damage on hit but i don't know how to do this. So, i need help to find a way to add the magic effect to the summoned creatures by the followers and the player without using the perk, the magic effect is already done, so i only need to find how to add it to the summoned creatures.
  6. Sorry for necro this thread but i have noticed an issue while using my mod. If i have more than one follower and if i want to send them to sleep using the dialogue on each one, only one of them will go to sleep, this is, if one of them is already sleep and i order my other follower to sleep too, the other will get up and return to his normal behavior. Why is this happening?, It is a issue related with the reference alias?, How can i get the mod working with two or more followers? i am trying to figure out myself but your help will be really appreciated.
  7. Well, it have been a long road but i feel satisfied with that i achieved. I added the wake up dialogue successfully and also marked a checkbox called "Good bye" in the two dialogue topics to dismiss the follower dialogue after issue the command. As promised i uploaded this mod to TES Alliance and Nexus to share my love with everyone and also i give you the credit you deserve for your time and your patience, from the bottom of my hearth i want to thank you, i feel i learned a lot thanks to you and i realize how difficult is to make a mod even a simple mod like this. Here is my mod in nexus: https://www.nexusmods.com/skyrim/mods/87020/? And here is in TES Alliance: Then is done, my mod is ready, so if a admin want to keep this topic open for someone else i don't have problems. officiate and file.
  8. I've managed to make it work the voice response by studying the ineed mod. I only had to change where it says: Share response data from info. Now everytime i ask my followers to sleep they say of course with his/her voice. It is not working with custom voiced followers though... And now is working with mrissi too Now i have to ask you the ultimate help before i share this mod with the fantastic community of tes alliance and posibly with nexus. How can we clear the alias if by mistake i made my follower sleep but i don't wanted to? It is possible to add a dialogue like: "time to get up" when the alias is executing?
  9. I finally got it working. It was a lot of trial and error, but finally fixed I added a debug notification to the script because it seemed Serana was not adding to the faction And i how suspected, The game wasn't executing my script properly So i deleted the script using a save cleaner tool as you told me And finally when i opened the game... The dialogue finally show up. Though it show up too even when Serana is not following me... I also uninstalled the Seranaholic mod, i was thinking it could conflict with my mod that edits Serana... I've not tested if it works with that texture mod... Now my next goal is if exists the posibility to add a voiced dialogue answer like this mod. I observed that every time you ask for water to the vendors in the inns or some npc in diferent places they answer you with "of course" using his own voice, if you have an idea how to do this please let me know.
  10. Ok, i did the things you told me: first: I edited my script and compiled it Second: i had to add Dawnguard as a master of my plugin because i needed to fill the properties Third: i added my script again to the quest and filled the three properties The results were... well... we tried... What did i do wrong? i can't get it...
  11. I was trying to use the function isPlayerTeammate because this mod uses it in its scripts Scriptname aaaTableMannerQuestScript extends Quest import skse; GlobalVariable Property aaaTAPOngoing auto ReferenceAlias [] Property fo auto ReferenceAlias [] Property par auto GlobalVariable Property PlayerFollowerCount auto Event onLoad() aaaTAPOngoing.setValue(0) endEvent Function onStart() int kNPC = 43 int actual = 0 Actor [] actors = new Actor[20] Actor player = Game.getPlayer() Cell playerCell = player.getParentCell() int i = playerCell.getNumRefs(kNPC) while (i > 0) i -= 1 Actor flw = playerCell.getNthRef(i, kNPC) as Actor if (flw != None && flw != player && flw.isPlayerTeammate()) ;debug.notification("["+i+"]:"+flw.getActorBase().getName()) actors[actual] = flw actual += 1 endIf endWhile i = 0 while (i < 20 && actual < PlayerFollowerCount.getValue()) Actor flw = Game.FindRandomActorFromRef(player, 1024) if (flw != None && flw != player && flw.isPlayerTeammate()) int j = 0 bool found = false while (j < actual) if (actors[j] == flw) j = actual found = true endIf j += 1 endWhile if (!found) actors[actual] = flw actual += 1 endIf endIf i += 1 endWhile i = 0 while (i < actual) if (fo[i] && actors[i] && actors[i].isEnabled() && !actors[i].isDead() && !actors[i].isUnconscious() && actors[i].getSleepState() < 3) fo[i].forceRefTo(actors[i]) endIf i += 1 endWhile i = actual while (i < fo.Length) fo[i].clear() i += 1 endWhile EndFunction Function invitation() ; unregisterForUpdate() ;debug.notification("Invitation start") int i = 0 while (i < par.Length) if (fo[i] && fo[i].getRef() && fo[i].getActorRef().getSleepState() < 3) par[i].forceRefTo(fo[i].getRef()) endIf i += 1 endWhile endFunction Function feast(Potion akPotion) int i = 0 while (i < par.Length) if (par[i].getRef() && par[i].getActorRef().getSleepState() < 3) par[i].getActorRef().equipItem(akPotion) endIf i += 1 endWhile endFunction Function kickOff() int i = 0 while (i < par.Length) if (par[i].getRef() && par[i].getActorRef().getSleepState() < 3) par[i].onGetUp(None) par[i].clear() endIf i += 1 endWhile ;debug.notification("Kicked out of feast") ; registerForUpdate(TAPFollowerUpdateInterval.getValue()) endFunction To my understanding, the first while cicle fills an array of actors using the if conditional: if the follower is distinct of none, follower is not equals to player and if the follower is player teammate, so in this case the function isPlayerTeammate is working. I still use this mod in my game and it works nice. Obviuosly i want the "clean" way to make this mod, and if posible working with Serana and any custom follower.
  12. I was investigating about how could i fix the rented beds problem and This mod works like a charm; it changes the bed factions and place more beds in inns to make the game more immersive, so if i upload this mod after finish it i will recomend this mod so badly. As for Serana and the customs followers factions i was investigating about the function IsPlayerTeammate - Actor. I think if i use this function, i could make the dialogue to show up. But the question is: How? It seems is not available as dialogue condition in the Creation kit and want to add as a condition, so the dialogue always will show up in any follower.
  13. Well, I did some of the things you told me: First i did the optional thing for dialogue to not show up while the alias isn't cleared Then i tried the fixes. I added the bed faction in the alias: And changed the dialogue condition The results where: The dialogue not comes up while the package was active, that works good. This time i picked Erik the slayer as my follower, rented a bed in Markath inn to see if the bed faction thing works good but when i asked my follower to sleep... He ignored the bed behind him and went to sandboxing to other place Even i tried to place Erik near the bed using the "i need you to do something" dialogue and activate my mod but the results were the same. After that, i went to see Serana to the fort Dawnguard to see if the dialogue come up... But doesn't come up Have you noticed that Serana doesn't have the dialogue "I need you to do something"? (Mrissi doesn't have it too). I'm only using a texture mod in Serana, i have nothing interfering with her behavior. Perhaps, is there not a way to make this mod working with this follower and customs like Mrissi?
  14. Ok, this is weird and silly... i did the things that you point me. First i added the debug dialogue box to the script and compiled it again: Second: I added the script again in my quest in the Creation Kit and fill the property just in case: Now the results were totally diferent i dunno why. I picked this time Brelyna Maryon from the winterhold college and the mod work as expected: The unique question i have here, why do always my follower prefer to sleep in the small beds than the double beds with the green blanket?. Then i go to sleep in the other bed for 7 hours in game and the debug window show up as expected: After the alias was cleared Brelyna acted like a normal follower, she continued to following me with no issues. Then i tested it with Serana but the things went not so well as with Brelyna, simply the dialogue not come up: I've already cleared the Dawnguard main line quest and cured Serana from her vampirism, i think she should act as a normal follower now, i don't know why not work. Afterwards, i tested it with the Riften housecarl Iona and worked so much well as with Brelyna: Now regarding Mrissi... This follower have a complete story quest before you can recruit her, is not like a normal follower with the dialogue "Follow Me I need your help" here is the walkthrough to give you an idea: https://docs.google.com/document/d/1dFGRVhggiR-ye6iCrSKOirMicedCRbwx6yFiULxbmUA/edit No, i do not have any multiple follower mod: AFT, EFT nor UFO Could it be, but the most strange thing now that is not working with Serana wich is follower from the game. Strangely Mrissi behaves like Serana when she is idle... could it be a coincidence? I have to mention that i also tested it with the rest of the followers in the Dawnguard fortress and the dialogue YES comes up.
  15. I think you are right, In the mod page, in nexus, says: "does not affect follower count." . Then how we can add her faction to our mod? Why the dialogue show up the first time? Yes. What did i do: First, i used the dialogue option added by our mod and the follower went to sleep Second, with my character i picked a bed and went to sleep for 7 hours too Then when i went to see my follower again she was get up and sandboxing near the bed forever Yes, the normal follower dialogue come up, i could issue a command and open her inventory, but when i click "It's time we part ways" she does not returned to my house in Solitude, wich is supposed she should return, keep sandboxing near the bed and not follow me. Though the message "your follower leaves your service" appeared in the upper left corner of the screen...
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