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Reblonk

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Everything posted by Reblonk

  1. Ah so it's just something I have to live with? Bummer
  2. There actually is already a minion summoner that catalogs all of your summons in FormList and teleports them to your location upon activation. It successfully brings reanimated bodies to you but does not successfully bring skeletons to you. If you're in the same cell as a skeleton it will teleport to you. Otherwise, it will not. It leads me to believe it just can't locate the actor itself for whatever reason unless it's in the same cell as you.
  3. Recently it's happened at the College of Winterhold while trying to go into the doorhatch into the midden. Another example is when just going through the front door into the area where the Eye of Magnus is held. Both of those doors have previously worked, but eventually break. In the case of both of them, it was when reloading a save. Taking the door into the area where everyone at the college sleeps still worked. That's the problem. It's completely random. And I'm not creating my own cells/rooms, this is a problem that happens in the base game and I can't figure out for the life of me why. Edit: I should add that it's only the skeletons. Reanimated followers and NPC followers (Lydia, Cicero, etc.) all work fine.
  4. Hey there. Lately I've been adding some fixes to an existing mod and my current project is trying to fix a summoned skeleton that sometimes breaks when travelling through loading screens. Newly summoned skeletons seem to do it flawlessly, but over time they eventually break and get stuck in the previous cell until you go back for them. However, although they will refuse to go through one particular door, other doors will work fine. It seems to be completely random. The script to summon the skeleton runs through a few conditions before running the line Actor newSkeleton = t.placeatme(aSkeleton, 1) as actor This is working fine. The skeleton gets summoned and applies an AI package with the following attributes (no flags, conditions, etc...). I'm pretty stuck. Help
  5. Ah, crud. I figured there'd be a chance since the mod was released before that little trick was known. Where's a good place to find documentation on SKSE's stuff though? I haven't been able to find it anywhere
  6. I'm so glad this thread is active. Anywho, I have a question (well, maybe a few depending on the answer to the first) I'm trying to figure out a way to modify the behavior of sheathing/unsheathing, particularly the timings of it. What I want to do is have weapon swapping wait until your current weapon is sheathed to unsheathe. Currently in the game, swapping weapons will automatically put your current weapon away and immediately begin the unsheathing animation of your next weapon. A quick play-by-play would work as such: Assume your character has a bow on 1, and a greatsword on 2. Your bow is currently equipped. You press 2, and the bow sheathing animation occurs. Your greatsword will not begin to unsheathe until you bow has been successfully sheathed. Additionally, in the vanilla version of the game, pressing the hotkey of your currently selected weapon will revert to your previous selection. Let's say you have your greatsword equipped and unsheathed. Pressing 2 (as this is your greatsword hotkey) will automatically put your greatsword away and you will unsheathe your previous weapon. What needs to happen is the sheathe animation for your greatsword must display before reverting to the previous setup. What inspired this was the discovery of the built-in flag "bDisableGearedUp=0" that seems to have gone unused in the release version of the game due to a bit of bugginess. What this flag does is allow all weapons in your favorites list to display on your character at all times (i.e. greatsword in hand yet still displays bow on back). It's quite functional, as it's already built into the game. The problem is that switching between weapons while you already have a weapon unsheathed causes problems. The only way to prevent these problems is to completely sheathe your current weapon before unsheathing your new one. A simple script that forces this to happen will effectively create a very stable and easy-to-install method of displaying many weapons on your character at once that doesn't require custom models and ugly inventory trickery that Armed To The Teeth uses. So, question 1: Is this possible? Question 2: How?
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