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Reblonk

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Posts posted by Reblonk

  1. Hmm, is it always the same kind of door? Always an int->Ext or Ext->Int, or locked doors? or Int->Int? Did you wander off the navmesh first?

    how long does it usually take for this to start happening? How far away from the skele are you at the time?

    Does waiting an hour bring him/her back?

    Do you have other mods enabled?

     

    I know with regular followers they won't follow me if I go off the navmesh. And with the currant set of mods I have they don't teleport back to me upon entering dungeons and the like.

    (How do you tell the sex of a skele? do they care?)

     

    A possible solution would be to attach a script that checked if the skele was in the same cell as you and if not to teleport to you. Or make it so it kills the last one upon exiting a cell and then re summons a new one on the other side.

     

    Don't know ho much help all that is but I hope you can fix it! :yes:

    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.

  2. If NPC's are not following you through load doors, you need to make sure the navmesh under each door marker is green. You get that color when you finalize the navmesh in the cell the load door is in. Without that, NPC's have no idea how to find you.

     

    You also need to use a 'clean save game' that has NEVER had your mod enabled when the save game was created.

     

    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.

  3. 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...).

     

    a9KWmK2.jpg

     

    I'm pretty stuck. Help :(

  4. 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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