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bleakraven

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Everything posted by bleakraven

  1. Do you know how to do the process of merging them? Won't they become a master file?
  2. If nothing works, you should use Function SetActorOwner(ActorBase Game.GetPlayer().GetActorBase()) but it will also clear the stolen flag from items.... Well, unless you make an if condition to check it first.
  3. Hi TESA! Something weird happened today... when I tried to save, it crashed during the saving process and left behind a .tes file. I read that its a backup so I rewrote .tes and .esp and it loaded up, but it was missing weeks of work... Apparently this backup doesn't have all my quests and outfits, but kept the dialogue files/entries and actors. Loading the non-renamed file works, but it ALWAYS crashes on saving. (Could it be packages that no longer have an actor to use them?) So I loaded a previous version, tried to save and it worked... I still don't know what happened so my choices are: 1) Merge the latest file which contains the new changes but is missing old content with the previous backup (how do I do this?) 2) Manually copy the stuff out of latest version into a new mod, then import that stuff into the previous version (is this safe?) What do you think I should do? What do you think causes a crash on save? How can I save my project? Cheers!
  4. bleakraven

    Ryana

    Which boots are those?
  5. I think you can do it via script with the function ForceRefTo(ObjectReference therefyouwant) (links to CK wiki), but Ashenfire's definitely the normal way to do it. You need an Event OnUpdate() to call the RegisterForUpdate() function so you can do stuff when it updates
  6. Hi! As some of you know, I'm working on a mod together with a classmate. We recently found out we can't merge our mod versions (He does the Level Design, I do scripting and quests, no actual manipulation of the render window most of the time), so we are forced to cut back on content to try to get a decent playable version out by the deadline time. I'm wondering if any of you know any tricks, workarounds or tool to effectively joining mods or the data they contain. For example, if I create a bunch of new global variables and my friend only created a cell, is it possible to join our edited/added items into a single mod? Thanks in advance! (If I didn't explain it well, sorry, just barely survived a corrupt mod file error and am still very nervous about it...)
  7. Hi! Part of my mod requires the player to be completely by himself with no help from followers in order to overcome a trial. I have looked around and didn't find a way of doing this and I can't remember a quest in Skyrim which does this as reference... How do I go about doing this? Either via "You must dismiss your companion before continuing" or dismissing them automatically via a quest script? Cheers! :3
  8. I'd suspect they detect if they're in range of said person with GetDistance() ?
  9. bleakraven

    dreamer

    He scares me ;_; I think he wants to eat my dreams... PS: That's not a bad thing or an insult.
  10. If I do that, and then call RemoveItem(myformlist, 1) will it then pick 1 object at random that belongs to that list and remove it?
  11. Hey there! I have a house that requires furs in order to be fully furnished (comfy rugs, beds...). How can I remove an item from the player that is considered a fur item? Trying to removeItem using VendorItemAnimalHide didn't work... Is there a way to check if the player has 1 item of this kind and remove it, or do I have to make a huge IF list for every item that has this keyword? Cheers
  12. WEeeh! That will work! I hope... I'll let you know once I get it going. Thank you!
  13. Hi TESA! Is there a way I can make a certain event happen when the player sleeps which has a set percentage of happening? I was thinking of using RandInt to achieve this, but then I'm not sure how I can make it based on chance...? Cheers
  14. Well no... you can say that your mod is best played using x mod... Your mod can add several companions, but they're only hirable as more than 1 at a time using that mod... nothing wrong with that.
  15. Hey TESA! So, I'm trying to add packages to animals and idlemarkers to my landscape so they use them often and appear more lively. However, I can't find how to add these new idles to the markers. I've dug as deep as I could and this is what I see: Image: I see that there's an existing marker for the Sabre Cat's lie down idle, but that idle doesn't even show up on the SabreCat's idle list. Digging deeper into the list of animations and behaviours of the cat reveals that exact idle under the same name. So why doesn't it show up on that list? It seems that only idles in the category/branch "LOOSE" appear there, and I can only add those Loose idles to the idle marker... soo... HOW did they add that idle to that marker if its not under the category loose? In order for me to add the, let's say, SitDown idle to a marker, would I have to edit the vanilla SabreCat and add that animation to the Loose category? Wouldn't that make my mod extremely unfriendly to others? Does anyone know how to properly add any idle to that list so I can make my own proper idle markers? Cheers and thanks!
  16. Urm, I'm not sure, but there's a mod for that...
  17. Can't tell you how many, in my opinion, all should have opinions and things to say depending on what's going on... I doubt they'd have too big a hit on performance though...
  18. Skyrim - A custom courier tutorial: I found only 3 courier tutorials and none worked for me... 1) Video tutorial which edits the vanilla courier quest = not usable due to mod compatibility issues 2) Tutorial for multiple custom couriers - too complicated and all over the place, eventually had to hop back and forth between steps, didn't work... 3) Super simple courier tutorial which is unfinished, lacks the scripts... Soo.... does anyone at all know how to do this? I think it would benefit us all if we want our epic quests to start via courier!
  19. Figured it out, works perfectly! Had to add the items to a FormList and filter for them in the ShowGiftMenu()
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