DOWNLOAD MODS
Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...
schatten
-
Posts
213 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Downloads
Tutorials
Gallery
Store
Events
Posts posted by schatten
-
-
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?
-
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?
-
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.
-
When that does not work I will quit the game, load the game and instead of
pressing 'continue', I will COC to my cell.
He will lock the door at the scheduled time. He won't unlock.
For some reason, my 2nd character will sandbox idles and furniture even though
NO packages are installed. I removed them all.
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.
-
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.
-
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.
-
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.
-
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?
-
Check players location so he doesn't leave and use GetCurrentGameTime for the 6 game hours.
-
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.
-
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.
-
Try it with donothing ai package and/or enableai(false).
-
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.
-
You can attach a script with an onactivate event on the ladder and a simple setstage in it.
-
It's in the SKSE downloads.
src\skse\scripts\modified
edit:
int count =
; return the number of the effects
int Function GetNumEffects() nativeand
; return the magic effect of the specified effect
MagicEffect Function GetNthEffectMagicEffect(int index) nativeShould help.
-
What was the error?
-
Check here: http://www.creationkit.com/UpdateCurrentInstanceGlobal_-_Quest
So the global is not updated.
-
Is debug.messagebox(UpdateCurrentInstanceGlobal(pLOT01AbeceanLongfinCount)) true or false?
-
Do quest.getstage() >= 15 (or whatever is the next stage)
edit: wrong logic
-
Is the Box appearing?
-
http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Events_and_Properties
http://www.creationkit.com/Reference
Hope that explains things better than me.
edit: Placing an actor in the render window creates a ref. If you give it a name you can use that name as property and it autofills (Actor Property yourfollowernameinrenderwindow Auto or just add an actor property to the script via right click on the script attached to your book)
-
http://www.creationkit.com has all you need.
-
When you create a dialog and it needs a script, type ; in the fragment, close the dialog by clicking okay. Now the fragment file is generated and you can add the scene property and use it in the script.
-
[SKY] Dark/Grey Face bug
in Study Hall
Posted
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)?