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Skyrim Mods |
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King Coin |
Feb 14 2012, 05:16 AM
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Master
Joined: 6-January 11
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Post your mods, or post your favorite ones here! ############ I made Followers can Relax. This mod adds a command to any companion in the game that lets them chill out and relax instead of standing at attention all the time. To do this, just talk to your companion and choose the topic "We'll stay here for a while." They will start interacting with the environment (eat, drink, sit, ect). To get them to start following you again, just talk to them and say "Let's go." It can be DLed at Nexus here.I plan on doing more with it as I have time to fix things and polish it. One bug that I've noticed in Breezehome is sometimes when Kharjo wanders into the little room in the back with the alchemy station he disappears. I recommend you know your follower's ID so you can console them back in case something like this happens until I figure out what the heck is happening there. Pretty sure that was a different mod and not mine now! This post has been edited by King Coin: Feb 17 2012, 12:52 AM
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King Coin |
Feb 14 2012, 07:52 PM
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Master
Joined: 6-January 11
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QUOTE(SubRosa @ Feb 14 2012, 12:25 PM) Does transitioning to a new zone, or fast traveling make Kharjo reappear? Often that does it when companions get lost. Aravi was able to leave Kharjo just outside of Jorrvaskr where the companions train and wander around Whiterun. She went inside of The Drunken Huntsman without Kharjo appearing. She went back to Jorrvaskr and he was still hanging around in the training area. I have not tried leaving Whiterun or fast traveling. Someone commented that they will appear though. I haven't had much time to play so I haven't personally done much with it yet. ~~~ I would really like to use the mod you described to disable the MQ after giving the claw to Farengar. Would it cause the quest to not function even if you moved beyond that point? I'd like to use it for one character, but not Aravi. Would I have to be very careful about removing the mod each time I load Aravi?
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SubRosa |
Feb 14 2012, 08:30 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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QUOTE(King Coin @ Feb 14 2012, 01:52 PM) I would really like to use the mod you described to disable the MQ after giving the claw to Farengar. Would it cause the quest to not function even if you moved beyond that point? I'd like to use it for one character, but not Aravi. Would I have to be very careful about removing the mod each time I load Aravi?
These two mods will have no effect on your game if you have already progressed beyond those particular quests. They will only work with a game where you have not started the quests. Since Aravi has gone beyond those quests, so far as I can tell, you should be able to have it loaded with no effect on her game at all. Because she has already triggered the things that start the dragons spawning, and the civil war (there is a trigger for that in these quests too). Keep in mind that I have been able to do very little testing, outside of making sure that the quests stop where I want them to and the rest of the MQ does not pick up. So I really do not know if there are any long-term effects they might case with other quests. I kept all the civil war triggers alive and still working, but there could be something else I missed. So really both these are a use at your own risk situation. If you want to be a beta tester, I can email you a copy once the Bleak Falls Barrow mod is done. I have also been having a weird issue when doing these two mods. Somehow, something else in the game is getting modded, outside of the .esp files I am working on. I have had over half a dozen times where the MQ stops in Before the Storm, after first talking to the Jarl. Even though neither mod was loaded! It just happened to me again with the Bleak Falls Barrow mod, even though the Before the Storm quest is untouched in that .esp! Looking at the Skyrim.esm in the creation kit showed no changes to it at all, as did the timestamp on the file. But the game had been changed somewhere. The only way I have been able to fix it is by restoring a full backup of my entire Skyrim folder. I have no idea why this is happening, or just what is being edited behind the scenes. It is probably only one or two files, but I have no idea which ones. This post has been edited by SubRosa: Feb 14 2012, 08:32 PM
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SubRosa |
Feb 14 2012, 11:36 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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Well, I had another partial success on the Post Bleak Falls Barrow Disabler. I have the Main Quest cutting off after delivering the dragonstone to Farengar. The only issue I have there is that Delphine won't budge from where she is standing at Farengar's desk afterward.But I do not see that as a showstopper.
Once more, I cannot get the game to automatically make the character a Thane, deliver Lydia, and make Breezehome buyable. Again, a single console command can do this however. So while it is not ideal, it does work.
I do prefer this version over the one that disables the MQ earlier, after Before the Storm. It lets the character do more for the Jarl and Whiterun - thusly earning their keep - before they have the option of becoming a Thane. I suppose one upshot to having to use a console command for the latter is that you could hold off on that until you have done some of the bandit bounty quests for the steward. That would make it seem like you have earned it.
Saquira: A wolf companion is an excellent idea! I am surprised no one has come up with one yet. I have no idea how the companion scripts work. If I did, I would do it for you. But I am afraid I am completely in the dark as well. I might tinker around with it in the next few days, if I get the time though.
This post has been edited by SubRosa: Feb 14 2012, 11:39 PM
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King Coin |
Feb 15 2012, 04:40 AM
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Master
Joined: 6-January 11
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@SubRosa: I have no idea why they decided to make the scripts separate. The only thing I can think of is with their Steam distribution method, every mod is turned into a .BSA. @Saquira: I'd be willing to look into that too. It doesn't sound too difficult. Are you fine with the dog companion behavior? And I know nothing of texturing. @Acadian: I bet you are right on the boots. He sounds like quite a character though! This post has been edited by King Coin: Feb 15 2012, 04:42 AM
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SubRosa |
Feb 15 2012, 07:15 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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I did some tinkering on the wolf companion last night had no success. I started with the wolf race, made a new race called wolf companion, then copied over all the entries from the dog companion race - including the script entry. The only things I left from the original wolf race were the models, textures, sounds, and animations. So it would still look and sound like a wolf.
But when I created a new actor and put it in the world, it was invisible. When I could find it, its' name showed up, but I could not interact with it. So it is back to the drawing board. I think I might try again just doing a straight copy of the dog race to start with. Then I'll manually change the models, textures, etc... Maybe doing it that way will work.
Edit: Okay, I did it the other way around, and I have a working companion. But it is a dog at the moment. I have to change the models, textures, etc... now to make it a wolf.
Saquira, was there any particular kind of wolf you wanted from the game? A regular wolf or Ice wolf? Any special color? If I still have 3ds Max around somewhere, I can probably assign a new texture to the mesh.
Edit Again: No luck. Once again, as soon as I change the models and textures, the wolf becomes invisible. I thought that extracting the files from the .bsas would do the trick, but it did not help. The companion script stops working too for some reason. I have no idea what it is doing this.
This post has been edited by SubRosa: Feb 15 2012, 08:50 PM
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SubRosa |
Feb 16 2012, 02:05 AM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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I made a mod that did work. I noticed that you can reanimate corpses, but you cannot actually summon undead. So I made a mod that lets you summon a skeleton. Meet Bone Jovi. I think I will keep working on this, and make a variety of skeletons, draugr, etc... that you can summon. Of course I will have to make another Witchcraft mod that lets you summon wolves, bears, spriggans, etc... For some reason I cannot get vendors to sell things I create. I do all the same things you would in Oblivion: create a container, put it in the same cell as the vendor, make it owned by the vendor, etc... But the items never show up in the vendor's stock. I even checked to see that the things I am making have the same keywords as like objects, in case the vendors go by keyword. I also used one of the vendor's containers as a reference, and still no luck. In the most recent case, I copied an existing spell tome to create one for my conjured skeleton, so my version was exactly the same as the things the vendor was selling. This post has been edited by SubRosa: Feb 16 2012, 02:08 AM
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SubRosa |
Feb 16 2012, 05:13 AM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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QUOTE(King Coin @ Feb 15 2012, 10:25 PM) Do you have to make it a 'CompanionRace' to allow interaction? I just copied a wolf and changed it's AI and stats and tried to apply some scripts to it.
I copied the DogCompanionRace and made a new WolfCompanionRace. I think you might need a separate race. But I am not positive. All the dogs who are followers are a separate race, so I was just following what Bethesda did. Then for the actual critter itself I copied the generic dog follower actor to make my actor. Everything worked fine until I changed its race from the DogCompanionRace to my new WolfCompanionRace. Then he turned invisible. Now if I change him to a regular wolf, he turns visible, but the companion script stops working. If I could figure out what is turning him invisible, the problem would be licked. For the actor (not race) I was using a script called WEDogFollowerScript. It was simple, but worked This post has been edited by SubRosa: Feb 16 2012, 05:16 AM
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