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Skyrim Mods |
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SubRosa |
Feb 16 2012, 07:56 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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Well, I pretty much finished my Undead Summoning mod. I created a Corrupted Shade, Draugr, and Draugr Lord you can summon. There is already a spell to summon a Dragon Priest, so I also made a tome for that as well.
All I have to do now is decide how to put the tomes in the game. Since I cannot get a merchant to sell them I am thinking I can either stick them in a dead body for the player to pick up, or add them to the leveled lists of the vendors. I would prefer you have to buy them, but don't like modding those lists, since it seems likely that other mods will do the same. I would rather avoid possible conflicts if I can.
On a side note, I came across an excellent idea for testing mods. Create a new interior cell that is just a big empty room. The first interior cell in the list is perfect to copy, as it is also for testing. Name it 1Test and put your modded stuff inside. Then start the game, open the console and type in coc 1test. That warps you to your testing room. Try you stuff out in there. That way you will not be making any edits to the world space until you decide exactly when and where you want to.
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SubRosa |
Feb 16 2012, 08:17 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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I got it! The wolf companion that is. I figured out the invisibility problem. In the race entry, you have to set Morph Race and Armor Race to the same race as the original. After that, viola! there it is. I just tested it and the ai is extremely basic. I guess this is the same as how the dog followers work in the game (I have never tried one, so do not know for certain). The first time you click on the wolf it becomes a follower. There is no on screen message to tell you that, which threw me before (it was working, but I never realized it!). After that the wolf will follow you wherever you go. If you draw a weapon, it will take an attack stance. If you go into combat, it helps. I made the wolf essential, so death will not be an issue. I did not realize it earlier, but I had King Coin's follower mod on when I was doing some of my earlier testing. That is where that screen capture with the on screen text came from. The good thing about that, is we now know that the two mods work together. In fact, I highly recommend using KC's mod with this one, as it improves your ability to command Gladio. Now on Skyrim NexusThis post has been edited by SubRosa: Feb 16 2012, 08:46 PM
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King Coin |
Feb 16 2012, 11:08 PM
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Master
Joined: 6-January 11
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QUOTE(SubRosa @ Feb 16 2012, 02:14 PM) Not much of anything. They don't seem to come with any AI packages, and I did not think to add any.
I originally didn't intend on letting animals to be put into wander mode, but now that I think of it, my conditions wouldn't exclude animals from that dialog topic. When I update my mod I will make sure it works properly for animals. All I'd have to do is add an AI package to the animal alias. Perhaps later on I'll make a separate topic for animals so that you don't address them the same way you would a person. EDIT: Also that bug I mentioned about Kharjo disappearing, I'm pretty sure that was a different mod that was doing that and not mine. Woohoo! This post has been edited by King Coin: Feb 17 2012, 12:51 AM
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SubRosa |
Feb 17 2012, 05:05 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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I have some good news about the Main Quest Disabler. I have gotten the scripting working to automatically make you Thane of Whiterun after giving the dragonstone to Farengar. After you talk to Farengar, you will find Lydia waiting for you at the front door of Dragonsreach, and you can buy Breezehome.
The only issue I have left is Delphine refuses to budge from where she is leaning on Farengar's desk. It looks like she will spend the rest of the game there, instead of going back to Riverwood like normal. This means that you cannot rent a room at the Sleeping Giant Inn afterward, since she is the one you rent it from. Is that normal when you do the main quest though? I know Delphine is involved with a lot of the other quests, so I am guessing she never goes back to the inn to rent rooms?
Good news, this is fixed too. Delphine vanishes after you leave the cell. I never tried walking out of Dragonsreach and then back inside before. Renting a room at the inn was fixed when I modded Orgnar's status in the room rental faction from -1 to 0. I am guessing there is supposed to be a script in the MQ somewhere that does that, but I could not find it.
So it looks like the mod is ready for prime time. I'm renaming it to Dragons Disabled. I am going to try making it into a bsa from the CK, and see how that works. I am not sure if I want to post it on TESNexus after that, or if I want to play with it running for a while. Probably the latter. It will help find bugs. Does anyone want to volunteer to be a beta tester? I do not expect it to have any issues. But it would be nice to find out if I am wrong before hundreds of people download it.
This post has been edited by SubRosa: Feb 17 2012, 06:02 PM
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SubRosa |
Feb 18 2012, 08:40 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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I am not sure why, but now Delphine is not leaving Dragonsreach anymore. I am going to have to revisit the quest code again....
OTOH, I started a mod that lets you summon animals. I have wolves, ice wolves, snowy sabre cats, bears, snow bears, and spriggans. I created a test npc to sell the tomes and have that working as well. I am trying to make her a conjuration trainer, but for some reason cannot get that to work.
I also found that long-sleeved fur armor, and made a clothing version of it that you can create from a tanning rack.
While working on the undead and animal summoning mods, I found that the Familiars are seriously nerfed. They have the stats of a basic wolf (i.e. 2nd level creatures), but cost twice the amount of magicka to summon as a Flame Atronach (7th level creatures)! Somebody at Bethesda dramatically screwed up in assigning the cost. So I made a mod that makes them tougher, and reduces the cost to summon them.
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