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  1. From the album: RonRay33-etc

    Wolfie wanted to say Happy Birthday, Arion
  2. From the album: RonRay33-etc

    Now, this is Willie 131204 with her Vanilla Hair. which is how I'd have to use her in any mod posting.... Otherwise, there might be some 'upset' when they tried to use her
  3. RonRay33

    Wolfie 131204

    From the album: RonRay33-etc

    Wolfie is my newest npc. It is my first use of non-vanilla CK components, the hair is from the ApachiiSkyHair mod.
  4. From the album: RonRay33-etc

    There is certainly something missing when Willie's ApachiiHair.esm is Unchecked.....
  5. I have a very puzzling -- and frightening -- problem with a mod under construction. A particular NPC has suddenly lost *all* of his dialog, even though it was working perfectly fine before. Furthermore, I can no longer add dialog to that NPC in the Construction Set (I tried this as a test). If I look at the quest panel, all the dialog is there and has the appropriate GetIsID conditions for the NPC's base. If I open the file in TES4edit, the hexadecimal form IDs for the NPC match up with the target of the GetIsID condition. The Filtered Dialog view in the CS shows only the vanilla dialog for this NPC, but it works properly for all my other NPCs (about 75 of them, in fact). *However*, if I select the NPC in TES4edit, and ask it to show me the references, all the INFO records show up correctly. So the key here is, what causes "filtered dialog" to be absent in the game and in the CS, but still be found in TES4edit? This NPC was working fine until today, and suddenly is not, even though I haven't edited him or the cell containing his reference for several weeks. I strongly suspect the CS has corrupted my file, but I don't seem to be able to see what is wrong. All the hex numbers seem to line up if you examine it in TES4edit. After backing up my file, I tried deleting and re-adding the NPC's in-game reference, but that didn't seem to change anything. Has anyone seen something like this before? Thanks.
  6. Good day, all For a large quest/town mod, I need to add some random conversations to a fairly large number of NPCs who will be fully voice-acted, and I'm having difficulty getting it to work. As background, I will note that I have done a lot of player/NPC quest dialogs and also scripted NPC utterances ("conversations" in game mechanics, but one-way monologues in human terms). So I'm familiar with the basic mechanics of the process. I also am aware of the issue of NOT being able to entirely disable the vanilla dialog topics from the various Generic... quests, as well as miscellaneous dialog for combat, crime, persuasion, and so forth. Although it is not ideal, it is not feasible for us to use custom races or similar workarounds and have all our voice actors record all those thousands of lines of miscellaneous dialog. There are about 75 NPCs in our mod, and we have around 25 voice actors, so that would just make the project too big. Fortunately, though, the dialog I need is generic for all NPCs in a particular (and fairly small) group of factions. There is one faction in which all citizens of the town are members, at various ranks, so I can easily filter general town dialog based on GetInFaction() calls. In fact, I am already doing this for certain player-selectable topics (such as "tell me about the town's history"). When I tried this for conversations (that is, HELLO...something...something...GOODBYE topic sequences), the NPCs seem to ignore my new conversation topics, except in one specific situation which resulted in a really anomalous behavior, but I'll cover that oddball case at the end of this post. I should also mention that this mod has a "supervisory quest", invisible to the player, that is enabled at game start and is never completed. It does no journal updates (well, *now* it does, for debugging, but it won't in the released version), but enables some custom dialog (such as the "tell me about the town's history" example from above) and stores some quest variables that govern behavior of some of the town's NPCs and features. So I do have a good place to insert my random conversations without modifying the Generic... quests in the vanilla game. The goal is one of two things, in preference order: 1. My NPCs use *only* my custom voice-acted conversations for their random NPC/NPC conversations, and eschew all the vanilla conversations. Some of the behavior I have seen with quest dialog suggests that the game engine may in some cases prefer quest-specific dialog over generic dialog, but that isn't the way the documentation reads (and yes, I've studied that in multiple places). The documentation doesn't really seem to cover my middle-ground case; people talk about adding dialog or totally disabling all vanilla dialog, but not my case of wanting to replace only part of the vanilla. 2. My NPCs add the custom conversations on top of the existing vanilla conversations. In this scenario, I would create topics like HELLO and CreatureResponse that simply merge into the existing conversations. My concern with this option is that I might have to modify the Generic quest, and some of the online documentation seems to suggest that this would badly invite conflict with other mods. In particular, I found one article on the CS wiki that suggested that any modification of the Generic quest would result in a "last mod in load order wins" situation, rather than simply having my new topics just be added. That seems counter-intuitive to me, but there it is. So, I'm looking for any guidance people could offer on how best to do this. Is it okay to modify Generic, with dialog conditioned on my custom factions? How do I get the dialog to actually be included, as it mostly seems to be ignored right now? Is there a way to make my NPCs prefer my random conversations over the vanilla, or at least to treat my conversations separately? I'll post separately on the weird anomaly, still in this thread but as a separate post so as not to entirely cloud the main issue. Thanks! Syscrusher
  7. Version Version 2.0

    78 downloads

    Version 2 of my More Dragons mod has arrived! This mod adds over 100 dragons into Skyrim. Those Dragons are Fire, Frost, Brood Mother, Skeleton, and Whelps! These Dragons are also slightly more difficult to slay, with health increases for more difficulty. Keep a sharp eye out, because this mod will only get better with more updates! Things to note when using this mod; Dragons have increased health. Dragons may kill Quest giving NPC's (Next update will have a pre-built essentials within the mod) Dragons DO spawn before you visit the greybeards! (Will be fixed in next update) Secrets; Only one, if you find it its worth your while to use it! -Hint, Where the end begins. (This was uploaded to another modding site as well but this is still my mod)
  8. Hi there I am in need of a bit of assistance. I am currently trying to write a script to allow the player to take direct control of a companion or npc as if it were the players own character and to have the players character operate under AI while this change is in place. This is what my script looks like at the moment The script does work and allows for the control of the character but there is no ability to attack/ use npc inventory/ players character to be operated by AI. Is this task even possible through the Papyrus script or is my idea not possible. Any assistance would be great as I have really hit a wall
  9. From the album: RonRay33-etc

    Warning; If She Stays Up More Than 4 Hours Past 11 PM.... LOL She also likes to go swimming, but will strip when she does so, thus, you might not want to be too public ROFL
  10. From the album: RonRay33-etc

    Vilja comes with a couple of dresses and even changes into a nightgown around 11 PM - if it is reasonable to do so.
  11. From the album: RonRay33-etc

    Vilja likes reading a book to you, if you will let her.
  12. From the album: RonRay33-etc

    Supposedly, she will not marry. However, she makes a very spirited 'Housemate' for you. Cooks food for you, cleans, makes you potions, arrows, and more - much more.
  13. From the album: RonRay33-etc

    But, Vilja is not limited to being a Follower ! She is more than happy to be the leader and have you follower her. Initially, she even has a few quest of her own and wants your aid in them.
  14. From the album: RonRay33-etc

    Vilja will follow, much like any other Follower, although, if you do not adjust her permitted level of talking, she'll talk more than most of them. However, with a very wide range of comments.
  15. From the album: RonRay33-etc

    As you both get to know each other, and if she likes how you behave, she may hug you - and even tell she loves you. That was a shocker... ROFL
  16. From the album: RonRay33-etc

    Vilja likes to drink, if you'll give it to her. She is likely to dance on the bar or a table.
  17. From the album: RonRay33-etc

    Vilja can get fiery in her remarks to you, if you say the wrong thing... Such as when she asked "Do I look fat in this outfit?" ...[ "Yes" is the wrong answer ! ]
  18. From the album: RonRay33-etc

    Vilja is a Fiery, Excellent Fighter, and progressively gets better.
  19. From the album: RonRay33-etc

    Vilja comes up with statements like "I'm going shopping, you can tag along, if you wish."
  20. From the album: RonRay33-etc

    I tried the Vilja Mod and was amazed at the versatility it has. Several thousand lines of speaking. There is not much that Vilja seems incapable of. She likes shopping and will even sell things you want her to for you.
  21. This is my problem; i have a archer with a useweaponalreadyheld package, he goes up to the roof of my new player home and goes into position to shot, draws his bow and arrow and that's it! he doesn't do anything else, just stands there until the package ends, then he goes to the next one on. this is how my package looks like: Weapon type: Ranged Use Weapon Location: Linked to a Xmarkerheading which points towards the target Target to attack: Linked to a xmarker placed on the dummy Trigger ref: same as target to attack trigger radius: tried setting it to 1200, didn't do anything to help aim only: is false always hit: true do no damage: true allow combat start on hit: false hold when blocked: false never end: true pause between barrages: true end after barrages: 100 min pause: 1 max pause: 2 min attack per barrage: 2 max attack per barrage: 5 max time spent attacking: 0 (forever) flags: once per day: checked observe combat behavior: checked greet corpse behavior: checked aggro radius behavior: checked everything else false. i want to note that this is almost the same package i've created for a npc using a crossbow, which works without no problems, i just can't figure out why the regular bow won't shoot. P.S. i've tried tweaking the settings and i've even tried the useweapon template, but that didn't work either. oh and also i've tried moving him and the target around, maybe if something had blocked him but that wasn't the case.
  22. Hey all. I'm designing a dungeon where you take an item and suddenly all the ambush Draugr in the area wake up. I've got the item trigger down pat, but I'd like to set up patrols for the newly woken Draugr. I'm using the Ambushes from WarehouseAmbushes and standard PatrolIdleMarkers, but I can't figure out how to link the ambush mobs to the patrol paths without breaking the ambush mechanic. Is there a cheap, easy way to do this? Or do I have to rely on AI scripting and pathing? EDIT: Whoopsie, I forgot to put a thread title. Fixed.
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