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Jebbalon

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  1. SkyUI_SE.esp has no masters! It needs skyrim.esm set as master because it does reference the player in the player alias.
  2. That is from the UESP page. So, are you sure he is not seeing you?
  3. Just for clarification... There are no "Living" bandits at Ustengrav (or should not be) - the bandits used as properties in the script defaultOwnZombie.psc are placed alive and that script turns them into zombies (undead). The Dead-dead bandits are there for looks and the necromancers are able to cast Raise Dead on them. Looks as if Beth wanted multiple raised dead and used the script to get by the necros limit of one per caster. If there are Living bandits that fight with the necromancers and/or their pets then that should not be happening or they are from a mod. If the necromancer raises a dead bandit then that bandit needs to be in that faction with the rest of them or friendly with it. FYI: The story is that the Necromancers are raising the dead bandits to use them as labor, digging in the dungeon. When the player arrives and interrupts the operation that is when the necros further in meet the draugr.
  4. Aaaannd, they just found a mystery ore in there. (Quicksilver I think) so it could be changing again.
  5. Populated series is not script heavy. Most of it is added spawn markers. Genesis has loot feature that dynamically adds (from form lists) to containers (even empty ones). Not sure if it alters leveled item lists at all. Also, the scripts are not 'heavy' more of a 'medium.' Sands of Time (Ultimate Deadly Encounters) - is the best dynamic spawn mod there is! (yes, I'm totally biased in this opinion being a co-author) it uses SKSE64 though so does not fit your requirements. (will also use JContainers if I ever finish the MCMenu upgrade I'm working on) All three of the above (by the way) are managed by TonyCubed2 and the SoT Team OBIS SE - Organized Bandits In Skyrim is also the best most awesome mod with dynamically increased bandits - if you are into that sort of thing. Again, totally biased opinion on that as well. If uses SKSE64 only for the MCMenu though - you could get away with using the book menus. (actually I wouldn't mind knowing how well it worked without skse)
  6. Look for books that teach spells - but the record has a NULL in place where it should be the spell record. That will crash the game when viewing it in containers. I reported this to xEdit a while back. They added a check in the Error check routine in recent version. So... load up any suspect mods (or entire load order) in xEdit and select the mods then right click and Check for Errors. It should find it. edit: also report it to mod author if you do find the culprit
  7. In bug tracker - on the right side - you have to choose a project first - in your case UFO4P That should now show the "Open New Issue" button over toward the left. The default "All Projects" in the drop down does not show the New Issue button.
  8. Says here that bug was fixed in 2.0.2 of unofficial hearthfire patch. Should be in SSE's patch as well.
  9. The CKit names files with all those identifiers - but the game does not care what the name of file is ... As long as the record is pointing to correct name. So, the lip/mp3 files can be renamed anything (MyLip001.lip for example) as long as the voice record points to the new file name not the CKit given name. Right? So, in your scenario - renumbering the formids - you don't really need to change the lip file names unless you changed where the records are pointing. $ is symbol for String, it dates back to early programming languages
  10. I'm okay at understanding math but confidence in knowing I'm right is low... That, to me, looks like you are checking out to the right of the horse. Switching the Sin and Cos so that Cos is on the posY would be out in front. ? yes ? Is that why you use the TrigAngleZ calculation? Yeah, My thinking above is to put the move or Flee package on reference aliases in a quest that has conditions to be: in loaded area (which is the entire 5x5 grid), the horse has line of sight to them (which narrows down the list to his view cone) then a distance of 4000 (one cell) if that is all true and the alias is filled then they get the package to flee to some object that is not a road chunk. If they complete that package then the alias can be freed up as long as the horse no longer has LoS on them. The scripting works but I'm thinking the quest alias can pick up actors way quicker than the Find-Actor functions. For groups you just duplicate the alias several times. They all get the package if in that cone in front of horse. Start the quest anytime the horse is moving. That's the TourUpdating yeah?
  11. The mod works fine for me, been using it forever. Not sure about the whole story behind taking it off Nexus.
  12. Is that just in a script or quest alias? I'm thinking a quest alias that is 'In Loaded Area - Closest' and has conditions for IsActor and the horse HasLOS to them. If that alias is filled (or aliases) then they get the flee package. Then you say like OnCellChange and Reset - Stop - Start the quest to refresh. That may be too quick but you'd want to refresh often. Were just some more thoughts on this. I'd like to try TC out again. Think I tried it in OldRim many years ago. It's amazing all those driver comments were in there and not used.
  13. Does the carriage know when it is approaching or bumping into an actor? Perhaps, there's a way to move actors to a node on the side of carriage. With either an existing node on the mesh or by adding one on either side towards the front. ?? Another mechanism that comes to mind.... In Fast Travel Ambushes we used a form list full of things like trees, rocks bushes, anything that would typically be found next to a roadway. When spawning highwaymen for an ambush the script looks for nearby objects from that list and spawns them there around player. Maybe try adding something like that to a flee package where the actors would look for something to travel to that is not normally found in the middle of roads.
  14. That fix also corrects my report - Issue #26714 ... the only way for player to fill that alias was to have valid voice type. I am glad it is fixed though.
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