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schatten

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Everything posted by schatten

  1. Use onstorykillactor to start a quest. With new quest alias filled by event data victim and attach script to alias. Something like below should do. Scriptname glowingdeath extends Referencealias Armor Property Glow01 Auto Sound Property buzzing Auto Event Oninit() getactorreference().EquipItem(Glow01) nt instanceID1 = buzzing.play(self) Utility.Wait(30.0) getactorreference().RemoveItem(Glow01) Sound.StopInstance(instanceID1) endEvent
  2. Sorry, I wasn't clear. :/ I have an unmodded game, add a new character and export the face data. Now I add a body mod that contains a new body mesh and skin, do I have to export again in this case? Because the previous texture only fits with an unmodded game (vanilla body and face texture)?
  3. You mean each export only works for one body mod and if I switch the body mod I have to do an export again? So a follower mod must have optional exports for each body mod?
  4. schatten

    Evangeline Ervine

    A Collection of Development and Release Screens for Schatten's Evangeline Ervine Companion
  5. Hi, some of you have heard about the dark colored face bug with new actors and how to solve this. More info here: http://www.creationkit.com/Dark_Face_Bug My question is, how often do you have to export the data from CK? Only once and it will work for all body/skin mods? Do you have to do it for each body/skin mod?
  6. Is the dialogue working when you manually trigger the conditions and talk to the NPC? Do you have "Must Complete" flag set in the package? The Package might take some time to trigger. I also noticed that sometimes the NPC does not initiate dialogue, says the first lines and then the dialogue may or may not continue. It is really strange sometimes.
  7. Remember when no package in the ai package list is valid and the default package list entry is not empty, it will get evaluated from top to bottom.
  8. That would be great. I really like Reneers Varied NPC mod and if there is the possibility to make it for Skyrim that would be awesome.
  9. The item must be a permanent reference. Items loose their reference(non permanent) once they are in an inventory. A little tip: Make your letter a normal book object. When Salmo says line X use following script: game.getplayer().additem(name_of_your_letter,1) quest_name.setstage(XXX) Don't use a ref, just the name of the object/letter. When you talk to koris just do: game.getplayer().removeitem(name_of_your_letter,1) quest_name.setstage(XXX) Each time the papyrus script must have the property Book with the name name_of_your_letter. Then it is filled automatically when you kill auto fill.
  10. Did you generate the SEQ file? YOu need that for quests that are enabled upon game start. Yes, my quests are started and aliases are filled. Only when quests are started can you manipulate alias. When they are stopped, aliases are always empty and can't be forced to be filled and used. I actually had to use a workaround to make the packages work. Neither quest alias nor a marker did work for package targets.
  11. I have NO CLUE at all. This is just an educated guess: In Oblivion there was a mod that changed the skeleton of NPCs like some poeple walked ducked and so on. It was Reneers Varied NPC Mod. If you have Oblivion you can take a look how that is done. Check the scripting of that mod. SKSE I think has the same functions as OBSE?
  12. Check players location so he doesn't leave and use GetCurrentGameTime for the 6 game hours.
  13. You could try to cast an big range aoe spell to do: - stopcombat -stopcombatalert -remove banditfaction and add customfaction or player faction or whatever -setav aggression/confidence/assistance if bandits are handplaced you could add the above script directly to them and check for a queststage or banditchef death.
  14. Try to give him the baseitem. Add the line of code in the papyrus fragment section here: http://www.creationkit.com/File:TopicInfoWindowFilled.png Game.GetPlayer().AddItem([base item], 1) ",1" is the number of baseitems to give.
  15. Try it with donothing ai package and/or enableai(false).
  16. I have no clue what you are talking about. You can place actors and have them initially disabled and enable them when you need them. You can placeactoratme to create actors from actorbases and forcerefifempty into aliases if desired. You can have actors with donothing packages. You can blockactivation.
  17. You can attach a script with an onactivate event on the ladder and a simple setstage in it.
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