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spicydeath82

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Posts posted by spicydeath82

  1. I've created a fully functional merchant, but i'd like to make an add on esp so i can add new varieties of weapons with

    out directly messing with the contents of the existing merchant chest. i've heard the best way for an add on to add items

    to a vendor chest is through the use of scripts. can somebody point out a good tutorial on how to do that?

  2. So i got the idea to add silencers and scopes to a bunch of vanilla weapons. i've got that done and they're all set up in the geck.

    i even created an npc to sell them named "Merchant of Death". he's got a house and everything. but the issues i'm having is twofold.

    one for the life of me i can't figure out how to add a nav mesh to his house. i've tried clicking everything in the nav mesh tool bar

    and i get nada. except the auto generation which seems broken as it creates a bunch of floating meshes above the house.

    the second issue i'm having is getting my merchant to sell the items. he's got a merchant chest. he's got an ai package to offer services,

    yet the only dialog options i get when i speak to him is " I have to go."

    any help would be great.

    I

  3. yeah, good idea. as part of the cs basics final i'm building a thieves retreat, and i wanted re-locking doors for the basement as a practice prop. i could add a separate jewelery box that re spawns lock picks, but only 5 at a time so as not to be too unbalanced. although at level 2 i already have 60+ of them from just looting stuff.... good tuts, i really enjoyed them.

  4. Well here's the pics of my travel package, it does work as i've seen ajira walking through the imperial city though i never seem to catch her in the inn i always find her as she's leaving it.... lol. but the fact that she's getting to the ic market area from bruma tells me that it works.

    travelpackage02.th.jpg

    travelpackage01.th.jpg

  5. Quick point for other students, make sure the beds in your home are switched to faction>playerfaction rather then npc>player. i watched arlowe just wander and eath for several minuets but no sleep, then it occured to me that when i built the house i had set some stuff to player owned rather then faction owned.

    it's pretty funny, i just watched ajira steal the poor old beggar's (in bruma) bedroll, he had to stand all night... lol.

    i'll post screenies soon.

    Um IS, shouldn't we set the eat time to something else? cuz as it stands the sleep package ends at 7 in the morning but the eat package starts at 6.... so shouldn't we set the eat package to eight? thus giving us that hour gap you mentioned above?

  6. I'd like to know more about AI packages and how to put them together. i have a mod i wanna make where a mugger attacks you with a special club, then once you're(or an npc) is knockedout he steals your gold and runs for home. I'm also planning on shoplifters and burglars.

  7. here's mine:

    I named her A'jira(h?)

    ajira.th.jpg

    ajiraspells.th.jpg

    ajirainventory.th.jpg

    ajiraface.th.jpg

    And Arlowe, poor sapps gonna end up as a test dummy for my mugger's club!

    arlowe.th.jpg

    i got the weird mile long tail thing too, made it almost impossible to place her, she'd end up all the way off the map if i tried to drop her in front of the chapel... any known fixes for that?

  8. so should the door be locked by default? it's how i set up mine. and i had wondered about the +1 thing since the script editor through a hissy when i didn't put a space before the getsecondspassed part... k gotta try again.

    EDIT: nevermind the " + " spaces did the trick. that'll be handy for my mod. as a side note, can i attach this to a static door and still have it work?

  9. the self locking script doesn't seem to work right. it doesn't lock the door, rather it seems to close it. i want this to work because it'd make an awesome practice door for lock picking..

    here's the script:

    scn aaSDselflockingdoor50
    
    
    float timer
    
    short doWhat
    
    
    begin GameMode
    
    	if(getlocked)
    
    	else
    
    		if(timer>0)
    
    			set timer to timer - getsecondspassed
    
    		else
    
    			if(doWhat==0)
    
    				set timer to timer+1
    
    				set doWhat to 1
    
    				return
    
    			elseif(doWhat==1)
    
    				lock 50
    
    				set doWhat to 0
    
    				return
    
    			endif
    
    		endif
    
    	endif
    
    end

    and we want this set as an object script correct? and we want to attach it to a door under the script heading... do we need to make it persistent? how do we use this exactly?

  10. wow, that little shove spell is fun!

    i made an on target area effect enchantment using that script effect and added it to a staff. i dubbed it the staff of launching!

  11. i took mine a step further and added an elseif (a==b )type comparison also.

    i also used lockpicks and repair hammers as the reward items rather then the swords.

    I also kept the fame and infamy requirements low for testing purposes.

    also williesea you might want to let the student know they need to also supply an number for the items given.

    Example: additem Lockpick 1

    otherwise additem lockpick throws an error at you. just a thought. great class by the way.

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