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Wolfstorm321

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  1. Or I'm doing something wrong? There are two statues, set with initially disabled. Then you have two levers, each lever enable one statue. Then you have a pull-bar, to open a gate. The gate will only open if the two statues are in place. So you pull the two levers, use the pull bar and that's it, gate opened. But Papyrus is not recognizing the IF. It just open the gate already at start, with or without the statues in place, it makes no difference. Here is the script: Scriptname PuzzlePullBar extends ObjectReference ObjectReference Property Object1 Auto ObjectReference Property Object2 Auto ObjectReference Property Gate Auto Event onActivate (objectReference triggerRef) If (Object1 == IsEnabled() && Object2 == IsEnabled()) Gate.SetOpen() Endif EndEvent Removing the ( after the IF had no effect. Using "and" in place of "&&" will not compile. The SetOpen works both with a door, a gate, or a traplinker (for gates that uses movable spikes).
  2. I'm just worried about the reference limit. File got too big. Would flagging as esm make the game load faster?
  3. Hi. I have a question about Wrye Bash flags. I want to know what is the difference between esmifying a ESP and putting a ESM flag in a ESP. I have a 8.7mb plugin (made in the CK) and was thinking about esmifying it in Wrye Bash, or through a script in xEdit, due to its large size. However, I'm not sure if a ESM can be updated in the middle of a playthrough, or if it requires a new playthrough in order to be updated. Some mods which relies in a master file (eg, Forgotten Dungeons) requires a new playthrough to be updated, but I didn't found any information about this requirement as being a rule to every mod. Would the update of a ESM file during a playthrough cause save file corruption? Would putting a ESM flag in the ESP be a better solution for updates? What is the difference between the two methods?
  4. Version 1.0.0

    7 downloads

    This simple plugin will remove the term "bandit" from most OBIS names, providing more immersion during battles. The plugin have the tags delev and names, and can be exported into a bashed patch, for better compatibility.
  5. Version 1.0.0

    2 downloads

    This tweak will add smelter recipes to the Legendary Skyrim Crossbows mod. Requirements: Legendary Skyrim Crossbows (version 3.2)
  6. Version 1.0.0

    7 downloads

    This tweak will add smelter recipes to the Skallagrim’s Armory mod. Based in version 2.0. Requirements: Skallagrim’s Armory
  7. Version 1.0.0

    8 downloads

    This tweak will add smelter recipes to the Animated Armoury mod. Based in version 2.2. Requirements: Animated Armoury
  8. I dont know if this section is the right place for such a question, but today I saw this mod in the nexus, and feel sorry for the modder, as he tried to recreate the isle of Artaeum in Skyrim, but using vanilla assets for the architecture. I know there is a ayleid kit (for dungeons), so I want to ask, if there is a elfish (altmer) kit for the CK, with architecture similar to the one we find in ESO, with those pointed roofs? Was this ever created for Skyrim? If so, I would like to point it to the modder in question. Thank you very much.
  9. It seems this was a overlook on my part, I just dropped the files without looking at the readme file. After reading it, I dropped the source folder outside of the Skyrim folder, and now it worked. I generated lod for both mountains and terrain. However, CK is crashing when I try to generate tree LOD. I already unpacked the BSA files associated with trees, but still crashes when at 50%. Might be some tree is out of place and this causes the crash? I dont know, but any information is appreciated.
  10. I dropped the code used in the character tab, instead of it I'm going to use the AI packages. I duplicated the follower AI package, and put the following conditions: pl getquestcompleted quest: "CW01A" 0 OR pl getquestcompleted quest: "CWObj" 1 OR This would make the package stop working when the first imperial quest was completed, and return to work after the war is over. So I deleted the standard follower package from the follower, and put this one in its place. Then I made three travel packages, where I was going to use fragments. The fragments were not working initially, they just didnt compiled. However, I removed the "property" and "auto" from the code, and it compiled this time. The code stayed like this: Actor npcfollower Faction CurrentFollowerFaction Faction PotentialFollowerFaction Faction PotentialMarriageFaction npcfollower.RemoveFromFaction(CurrentFollowerFaction) npcfollower.RemoveFromFaction(PotentialFollowerFaction) npcfollower.RemoveFromFaction(PotentialMarriageFaction) This was put in the "on begin" tab of the first travel package. I'm omitting the name of the follower so that we can focus in the template. As condition, the travel package have: pl getquestcompleted quest: "CW01A" 1 AND The "on end" tab have this code: Actor npcfollower Faction MQ101StormcloakFaction npcfollower.AddToFaction(MQ101StormcloakFaction) npcfollower.ModActorValue("health", 5000.0) The travel destination is one of the Stormcloaks camps, pointing around a smithing device there, with radius set as 10. The health is increased by 5000 points. The second travel package have as conditions: pl getquestcompleted quest: "CW02A" 1 AND s getactorvaluepercent health <=0.10 AND So to not mess with her bleedout (she is still a essential npc) I set the health very high, and when it reaches 500 points she will run. This is the code on begin of the travel package: Actor npcfollower Faction MQ101StormcloakFaction npcfollower.RemoveFromFaction(MQ101StormcloakFaction) npcfollower.ModActorValue("health", -5000.0) The destination would be the Dawnstar Inn. The third travel package have these conditions: pl getquestcompleted quest: "CWObj" 1 AND The destination would be her initial point of recruitment, and this code would be executed on end of the travel: Actor npcfollower Faction CurrentFollowerFaction Faction PotentialFollowerFaction Faction PotentialMarriageFaction npcfollower.AddToFaction(CurrentFollowerFaction) npcfollower.AddToFaction(PotentialFollowerFaction) npcfollower.AddToFaction(PotentialMarriageFaction) However, nothing of this is working. First, I open the console and check her health, and get 191 as value. Then, I set the stage of CW01A as 200, completing the quest. She is still following me, and her health is still 191. No code have fired, not even the first travel package is working. It seems the conditions wont work for AI packages, or I'm missing something. How to make conditions work for AI packages? Is it possible to remove the follower AI package via script?
  11. I kept getting this error message: LOD diffuse texture '..\Source\TGATextures\lod\MtnCliff04LOD.tga' and normal texture '..\Source\TGATextures\lod\MtnCliff04LOD_n.tga' are not the same size (but should be). I checked the folder Source\TGATextures\lod and the files mtncliff04lod.tga and mtncliff04lod_n.tga have exactly the same size, 257kb. Earlier on, it was not generating lod because there was no source folder. The issue was with this same mountain cliff mesh. So I downloaded the resources from https://www.afkmods....d-source-files/ and unpacked it in the root folder of the game. Now it says the files dont have the same size, while they have it. Do anyone know a solution to it? It seems CK is mad.
  12. I'm making a civil war scenario where two of my characters will fight each other in their respective playthroughs. Usually my characters are turned into followers in each others playthroughs, so this character is a follower which will be turned into a enemy. She is set to essential, so she cannot die, so the idea would be that each time she is defeated she moves to another enemy camp until the war is over. So far, I was able to duplicate the AI follower package where she will be no longer an follower if CW01A is completed and will become a follower again when CWObj is completed (when the war is over). However, Im having issues to set her to the Stormcloak faction. If I do that in the character tabs, she will be attacked before the quest CW01A is completed, since I use civil war mods which set skirmishes down the road. So I need to use Papyrus, which I dont know how to use. I looked for events that would link to a quest but found none, then after research discovered that EOF means "event or function", so I decided to put a function in place of a event. So far, I put this: Scriptname npcnameStormcloaks extends Actor Actor property npcname auto npcname.RemovefromFaction(CurrentFollowerFaction) if CW01A.IsCompleted() endif npcname.AddToFaction(MQ101StormcloakFaction) if CW01A.IsCompleted() endif Im omitting the name of character so that this can be used as reference for other characters as a template. What I'm doing wrong here? I've got this message when trying to compile: "no viable alternative at input '.'" at line 5.
  13. Thanks for the feedback. I'm pasting the symbol into the texture, which creates a new layer. Then I merge them with ctrl+M.
  14. How do you set the opacity of objects in GIMP? What values do you recommend? I'm using 60% but it seems this stag got too bright:
  15. Wolfstorm321

    Hi

    I just found this site while doing searches on google. I was looking for a tutorial to duplicate worldspaces for the creation of closed cities. I want to know if I can upload mods to this site (like in the Nexus and Lovers Lab), or if its a modding team site (like Beyond Skyrim and Skyblivion). And if so, what kind of mod I can upload.
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