Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Search the Community

Showing results for tags 'Actor'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Boards
    • About TESA
    • TESA Community
  • Hosted Boards
    • The Enclave
    • Hosted Projects
  • Gaming Boards
    • The Elder Scrolls
    • Fallout
    • Indie Games
  • RPG Boards
    • Roleplaying

Categories

  • Showcase
    • Skyrim
    • Fallout
    • Oblivion
    • Misc
  • Exclusives
    • Skyrim
    • Fallout
    • Oblivion
    • Morrowind
    • Misc
  • Community Works
    • Skyrim
    • Oblivion
    • Fallout
    • Misc
    • Student Projects

Categories

  • ESV: Skyrim Modding
    • Creation Kit Basics
    • Level Design
    • Character Design
    • Papyrus
    • Quest Design & Dialogue
    • Graphic Artistry
    • 3D Craftworks
  • ESIV: Oblivion Modding
    • Construction Set Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Story & Lore
    • Texturing
    • Modeling
    • Miscellaneous
  • ESIII: Morrowind Modding
    • Tool Set Basics
    • Worldbuilding
    • NPCs
    • Scripting
    • Questbuilding
    • Texturing
    • Modeling
  • Fallout 3 Modding
    • GECK Basics
    • Worldbuilding
    • NPCs & Radiant AI
    • Scripting
    • Questbuilding & Dialogue
    • Texturing
    • Modeling
  • Gaming Guides
    • Oblivion Gaming
    • Morrowind Gaming
    • Fallout 3 Gaming
  • Miscellaneous Tutorials
  • TES Alliance HowTo Guides

Product Groups

  • VIP Memberships
  • Subscriptions

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Steam


XBox Live ID


MSN


Skype


Location


Interests

Found 5 results

  1. Hi, every scholar in community! My talent has finally depleted. I created a NPC with merchant factions according to every tutorial I can find, and checked every detail of them, yet he keeps doing nothing but saying some passerby greetings. I can't open a dramatical vendor page and make an epic transaction:( - I didn't make such or such a custom quest/dialogue/etc. - Two essential factions had been added. - Voice type is correct. - After setting the LOCATION in vendor window, then confirm by clicking 'OK', but when I re-open it, the location remains 'Edit' !!! - I've been working on this for a while, but for others (like some Youtubers), they just CAN do it, even if I operated the same way!!! Sorry if my tone seems offensive 'cause I'm a bit - frustrated now P.S. There're some who had the similar issue long time ago... https://forums.nexusmods.com/index.php?/topic/745587-creation-kit-vendor-faction-location/ http://forums.bethsoft.com/topic/1344735-how-do-i-make-a-merchant/ http://forums.steampowered.com/forums/showthread.php?t=3026851
  2. Hello Everyone, I am trying to make my own mod for more immersive NPCs. So far I am able to spawn wolves and bandits that attack the player and take care of the garbage without crashes or savegame bloating, but I plan more... I have some trouble making the spawned soldiers (Imperials and Stormcloaks) do start patrolling instead of just standing around. Plan is to create a LinkedReference at a random position and make them patrol to that point and back to their spawningpoint (ping-pong-patrol) or use Vanilla PatrolIdleMarkers so that spawned soldiers first move fromm their spawningpoint to a first vanilla PatrolIdleMarker, then ping-pong-patrol between that first marker and a second vanilla PAtrolIdleMarker. I also have trouble with my spawned groups of bandits, which I want to remain at the spawned point and not attack player until they discover the player. So far I am able to walk up to them and actually kill them before they attack me. When I have hit one of them, the others starts to fight, but that is a bit too late. I would like them to attack the player as soon as they can see the player. Spawntimer is done with RegisterForSingleUpdate(60.0), so every minute the script checks what can be cleaned up (far enough from the player) and respawned. Since I am doing all in Papyrus and NOT using Creation Kit more than to set up quest and fill the properties, I have not found any example that provides the answers I need. I would be very happy if someone could type the lines of papyrus code needed for this. From my script, only the rows for one of the imperial guards, taken out of the full script: ScriptName DarlanioImmersiveNPCs extends Quest Actor property PlayerRef Auto ActorBase property LvlGuardImperial auto ... Float Direction = Utility.RandomFloat() * 360 MyActor = PlayerRef.PlaceActorAtMe(LvlBanditAmbushMeleeEvenTonedM, 2) MyActor.MoveTo(PlayerRef, Math.Sin(Direction) * SpawnDistance, Math.Cos(Direction) * SpawnDistance, 0.0) ... Maybe I need something similar to what I use for the wolves and solo bandits: MyActor.StartCombat(PlayerRef) Maybe something like: MyActor.StartPatrol(SomeLinkedReference) ? Please write answer in form of Papyrus lines and explanation - I do not want to use Creation Kit more than necessary and I do not want to make specific markers in the Tamriel World...
  3. I am willing to do free voice acting for any mod, no matter how big or small. The only thing I ask is that in your mod description you mention me and you put a link to my YouTube channel. If you wish to contact me you can either email me at arcmester@gmail.com or you can add me on Skype at ArcMester for those bigger projects. Thank you, and I hope I can help you guys in your future Fallout 4 endeavours.
  4. Hey, I'm working on my first Quest Mod, and here's what I want it to do. I want an Actor who starts dead in the game, and then after an item is added to the DeadActor's inventory, I want the Deadactor to disable, and then an AliveActor to Enable. Essential, it should appear as tho the Actor as been Resurrected... Any Help with this script would be Awesome and Well Appreciated!!!! Thanks!
  5. Hello there I would like some help with a mod that I am making, specifically with the actor design. I have made several actor types that are guards and although they can make arrests successfully, in combat they stand in one place and do not chase the player as normal guards would. I have absolutely no idea why this is true. The maps are navmeshed and work just fine with follower npcs but the guards do not move very much in combat, the actors will attack if you get close enough, but if you take several steps away they will just stay in a blocking stance until you move very far away. Does anyone know why this might be? I think it might be a problem with the AI packages but I really have no idea.
×
×
  • Create New...