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Showing results for tags 'sse'.
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I am porting a quest mod with permissions to Xbox one, and I have all my .pex files, dds, xwm, and nif files packed into the mod manually before I upload yet when I load up the game to test it, none of the quest triggers or voice works for the custom characters. It adds the area/town, and the characters just won’t trigger quest, when I talk to npcs I can’t progress pass one dislogue and the voices for the characters are not there but the subtitles are. Was I missing a step? 1. loaded esp 2. Push Plugin XB1 3. Packed all the pex, dds, nif, xwm files manually 4. upload
- 6 replies
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- mod porting
- sse
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As of today, October 16, 2019... it's been decided that the best course of action would be to postpone the release date to Halloween 2020, therefore nothing awesome would have to be left out from the finished product, therefore leaving it possible for a smaller team to complete over a less stress-inducing amount of time --- a matter of months as opposed to a matter of weeks, or even days! But... onto the original post... The time has finally come! I've been planning this massively spooky & festive overhaul for over 14 months: and now, all the ducks are in a row --- ready to be put into a mod unlike any other! I've collected more than a few open resources, some pretty-darn awesome (as well as rare) permissions from some modders who love the holiday as much as I; in addition to creating my own pieces/parts. Still, this is just such a big project with still much to be created and done that I doubt I'll be able to complete the project in it's entirety before Oct. 24th! I just can't bring myself to publish a half-finished or dirty mod... so the success of the project is riding on the shoulders of hope. Which --- is pretty crazy seeing that Halloween is all about everything opposite of "hope" Anyone interested in joining in on the fun, I ask to e-mail me (so that I'm notified immediately) @punkinoakley@gmail.com To give [ya'll] an idea of what is "in the plans"... *Scattered statics throughout Skyrim and Solstheim in specific locations (to assure as few mod conflicts as possible) *Retextured NPC(s) --- including a couple vanilla followers and even adding a new retextured mount *(3) specific Mihail Monsters --- which need to be placed in specific locations as agreed upon with him to prevent monster-overkill... I already have the needed assets for the 3 (and 2 "j.i.c." monsters in the event that one of the 1st choices can't work out as well as planned) *A Playable Race .... which I've NEVER found --- at least on Xbox or during recent PC searches --- to be created before.... So... BONUS! lol! *Custom Audio/Music *SOOOOOO much more.... Don't hesitate to contact me at any time... day or night! I'm working on this as much as humanly possible without risking brain functionality due to lack of sleep... So if I don't respond immediately --- I finally laid down for a nap! HA! HAPPY HALLOWEEN YA'LL!!!!
- 4 replies
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- team project
- halloween
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I have an ability on the player with a magic effect that does nothing except carry a script. The script is intended to detect when a location change occurs (vanilla detects this without registering for any events), then determine a bit about what location was entered based on the keywords attached. I'd like my mod to execute commands only if it is a city/town that I'm entering. The script looks like: Scriptname checkLoc Extends ActiveMagicEffect Keyword Property LocTypeTown Auto Keyword Property LocTypeCity Auto Keyword Property LocTypeHabitationHasInn Auto Keyword Property LocTypeDwelling Auto Event OnLocationChange(Location akOldLoc, Location akNewLoc) Utility.Wait(1) If akNewLoc.HasKeyword(LocTypeTown) Debug.MessageBox("Town entered") ElseIf akNewLoc.HasKeyword(LocTypeCity) Debug.MessageBox("City entered") ElseIf akNewLoc.HasKeyword(LocTypeHabitationHasInn) Debug.MessageBox("Habitation with Inn entered") ElseIf akNewLoc.HasKeyword(LocTypeDwelling) Debug.MessageBox("Dwelling entered") Else Debug.MessageBox("New Loc "+ akNewLoc+ " does not fit any keywords") EndIf EndEvent All properties have been fitted inside the CK where the script is attached to the magic effect. The Utility.Wait(1) was just thrown in there to see if the game needed a little time to get its facts straight (it didn't help). Testing this on the WhiterunLocation (Form ID: 00018A56), it gives me the last messagebox that says nothing fits (When actually LocTypeCity and LocTypeHabitationHasInn both apply). I also ran to Riverwood to see if it'd identify the town, but it also said nothing fits. Even going in houses/interiors that should be dwellings also say nothing fits. Is there a special way to detect keywords on locations or does HasKeyword not work on locations? Maybe there is another, easier, way to detect whether we've just entered a town or city? I also tried referencing the PlayerRef property, fitting the PlayerRef property in CK, and calling PlayerRef.GetCurrentLocation() to test for the keywords, but that failed to even call a location. It always returned "None". Its odd, because the HasKeyword CK webpage includes an example that detects the keyword on a location: https://www.creationkit.com/index.php?title=HasKeyword_-_Form Any help would be appreciated. I'm stumped.