I believe this is accomplished by making sure a couple of things are checked/unchecked. First, in whatever cell you are placing the characters, you need make sure that the cell's properties do NOT have "No respawn" checked. Secondly, you need to make sure that whatever NPC or creature you are using has "Respawns" checked in their properties. As long as those settings are correct, your NPCs/monsters should respawn at the same rate as the rest of the world. That takes a few weeks in-game, though.
My guess was that the horse and carriage in the beginning might have had different programming than you would otherwise get. However, it seems I was wrong, as at least one mod with a ride-able horse and cart has been made! Having said that, I rescind my statement!
I'm making a Mortal Kombat themed mod and this helped me greatly with my dungeon 'Prison of Souls' thanks!!! I will be posting vids of my progress on my channel and will be sure to give credit where its due! Thanks again!!!
tips for you, if you keep clicking something like the banner, tap 1 twice to hide it, you can hide as many things as you want, simply press alt + 1 to make them reappear. the warlock was walking into the alchemy bench because your navmesh was a tiny bit too close, hope this helps.
So, I am a bit of an over-achiever and decided to make a dwemmer maze... so far so good until this video... for one, I think my map is way too big for the auto-generation you used so I was being responsible and manually adding each triable... I accidentally hit Ctrl+z thinking it would delete just the one dot... no, it deletes the entire navmesh... grrr, so then I am like, I am big brain thinking person and I will prevent this... So got a little further and hit save... every part of the navmesh vanished... I am okay, everything is fine...
They did in the introduction of the game. If it can be pulled off there, then It must be possible to do something with the horse and carriage somewhere else as well.
Dear BIS, :P I would REALLY REALLY REALY wan to see you make an EPIC fight on an large open battlefield with like 100 skeletons Vs. 5 warriors or so, but then with some cool cinematics and stuff. i am really enjoying seeing you make your dungeon even i can't beacause i dont have skyrim on my laptop. But as always, CHEERS FROM HOLLAND! :D
How do you slate the Enemy NPC as a leveled random encounter? What I plan to do is when you finish Diplomatic Immunity, you will be hunted down by Thalmor at almost every random encounter marker in Skyrim. These assaults will be frequent even after finishing the Main Questline. And to make things more challenging, favors of the Thalmor, in what my plugin calls them, The Gemstone Warriors, will appear in place of a usual assault. There is one Warrior for each of the armor sets implemented in The Gemstone Collector by Haxokron. Regardless of in-game difficulty, these bounty hunters will have aggressive, yet adaptive combat AI, like the kind found in the overhaul "Revenge of the Enemies" by MyEvergreenHometown. Now the big question is: How do I make the plugin do exactly as I envisioned what I said in this comment? Any professional advice is appreciated, as a reply to this comment. Spare no details, because I need to know how to do this, in case I plan on making a monster of a mod for Skyrim.
I realize the cart in the beginning of the game was a horse-draw cart, but I believe that was completely scripted, not just a horse & cart set on a path. I could be incorrect, however, as I haven't checked in to how exactly it was done.
I'm making a new enemy specifically for my storyline mod that I'm making. It's a group of werewolf hunters, and they need the player's help. Now I made the npcs already, but I'm wondering if I put the right factions on them. They're 'Werewolf Protectors', so I gave them 'Bandit Faction', and 'Werewolf Faction' I think that basically means, he'll think like a bandit, which is a player enemy, and they'll help werewolves, if one is harmed. Did I do that right? TY
How can you make NPC's Travel? Like throughout the realm of Skyrim and it's strange encounters, such as an example of Stormcloaks, Imperials, Thalmor, stranded farmers, the Khajit Caravan, etc. How do I make my modded NPC's travel? Because i want to create ambush parties from the hostile NPC's that I made. I want to create a neat CK package based on a specific hostile organization traveling throughout Skyrim rather than just ambushing one area and stay there. i want them to spread throughout the territory. Is is an AI package that I need to link or is it more towards a marker? Right now I only know the rules about patrol markers. That's it. But that isn't what I wanted
Zacchary Sumrall Most of those things unless designed otherwise use scripts, radiant system etc. Advanced stuff :/ Best I could say is look around in the Tamriel world space for big purple boxes with lots of markers attached nearby (red). You can look in the WetTriggerScripts (Double click them > Script tab) and start to learn but if you dont know script it is pointless. You could try I guess to learn the default Idea of it all since its just premade packages. Still tho.. Double click > go to scripts tab > Right click the script then Edit source; it will give you that core script; and Beth in many cases puts a long header on them explaining what they do actually and the script will follow below. But still not enough to know how to use or edit them without knowing what you are doing with papyrus scripts. If you right click script then properties you will also get a list of all the other scripts working with it. Im sure 5 sec into that you will then get that soul crushing felling and turn back out the door of endless hopes and dreams :/ In most cases these things are never always actually traveling around. They are spawned when you enter the cells and its a random pull every time of who it will be whenever it happens. (Unless its an event specific; ie really a quest.) These don't respawn which is why im pointing you to the above stuff. Basically you would want to create your own version with your new faction or toss it in with the others. As far as getting large groups of roaming npcs through out the world; by placing them, pathing etc. There is a limit to how much AI the world/cell can handle. Hell just tossing a fox in the wrong place could lead to an insane serious of ridiculous events lol! Its crazy how bad it can get. Really got to know what your doing :/ Again they dont actually treck the world... However an actor that is already apart of game or spawned like from one of these events WILL travel the real distances. Until they either make it to their end goal or home in case of an actual npc from game (character). In most cases a mile down the road they are taken out in some fight or something if they are from the random encounter scripts. These are not to be confused with triggered encounters. And those are not even always a traveling faction; its the same system that spawns dead treasure hunters, game hunters, the Factions with prisoner, the Thal etc. Which is your best bet to pull off what you want. But that's a static location and tech just an ambush spawned on point/location. Even then for example setting that up for example on a road there is so much more to it unless you don't mind things popping out of thin air. There is also another way; just like the assassins and bounty hunters randomly attacking you because a quest was started when you did X to some NPC. But those are tech ambushes still and not what you were asking about. No traveling/roaming at all there. But these things are much easier and with in reach of people just starting. The best you thing you can do actually is read up on packages AND the radiant quest system ,etc on CK wiki. It gives you a decent idea what your looking at and how these communications go on by using the quest system to fire scripts. Its always possible to get familiar enough with both of those that you could get the game to do what you want within limits by using its default packages. (w/o needing to know script.) Also a good place to start is the Papyrus pages on CK wiki also as far as basics there. Sry I know a lot of people find it really hard to get any info at all on getting into the real depths of modding. Nexus has some good guides :/ or Tesv site etc. Google just wont be much help here lol.
I am not sure of this, just making a guess from observations, but I don't think horses function the same way as other NPCs, such as following patrol routes, etc.
Im wondering one thing. How to change the base health, magic and stamina of a custom made enemy. Im trying to create a Mehrunes Dagon enemy. Uses fire magic, conjures Dremora, and is bigger than most. But I have no freaking idea how to make him actually strong. Please, somebody help.
yay just what i needed now i can do lots of patrols just 1 thing which one is the running children marker? if you want children to run around a city like i do
My AI dont attack. I made a Troll. The display shows the red point. The Troll only roars and walk back and forth. But he doesnt fight/attack. Please help :I
FYi to those still learning; if you drop it in it wont just sit there... It will sandbox on its own and look far less retarded then this. You do this when you have certain things in mind. Setting up for rogues, wanting a longer more specific patrol, or to keep them in one spot and do some kind of action. Such as stay at the table.
I used a lvl warlock, and then tried adding in a lvl orc and they attacked each other. How do I get them on the same team? I tried putting them in the same faction and it didn't work.
I'm making extreme powerful enemies lvl 100 I set their AI to Foolhardly and they still flee from combat. WTF what do I do? I want them to fight to death
Do you need to have a straight line between each Idle marker? Like, can there be a building inbetween each marker? Will the NPC navigate around the building?
Hello I followed your Tutorial on Cluttering a Dungeon. But I kinda ran into a little snag when I added the Dummy Shield on the table the way you showed then I saved the file. Then went into the game to test it with your Naax's Tomb mod. Only to find that the shield wasn't there. The dummy potions were there but no shield. Could you please explain to me how I should go about correcting the problem.. By the way I just love your Tutorials they are awesome
im trying to make a named draugr deathlord. i pulled up the naked draugr up, and was able to give him the deathlord helmet, but i cant find where the draugr armor hes supposed to wear is. anyone tell me how to get him his armor?
I cant get the npc to link to more than one thing. When I try to link to a second, it overrides the previous and it only links to what I clicked, not both
Hey everyone! I'm in the process of working on a dungeon myself and I had a quick question. Is there a way to just have random humonoid enemies that are randomly generated like bandits are, but just give them all the same outfit/spell/weapons without making a new character for each one?
Yes, there is. If you edit a leveled character, you will notice that you can tick the boxes that the NPC copies from that category. And, if you untick inventory, you can edit their inventory and clothes so that they wear the same thing all the time.
I can't get my custom-made boss character to spawn in my dungeon. I tried using console commands to spawn him there and it didn't work, then I used console commands to spawn him in Ivarstead and it did. I'm not sure what's wrong, as you're making it look like enemies should just appear there when none of mine can.
ZorlacSkater because all things have AI packages assigned to them. Lvl and enc mobs already have these by default. So you can but you need to learn to handle the AI packs first.
Can you make a video on how to make a non levelled horse to walk between heading markers, with a carriage preferable. Tried all the ways I know how (I'm a noob at this,) and can't get that to work... =(
I added bandits and skeevers in different locations and they all piled up where i teleported into the dungeon dead and the dragur that i placed didn't even appear. Any ideas?
Will they respawn while they are still alive? Or do they have to be dead first. I'd hate to have 10 of them running around because I've reloaded the cell 10 times...
im like FlashySenap i would like to have a horse run a big loop around an area but i cant get the horse to move. i have navmeshing where i want my path to go.
When I try to add Npc it pops up this error: "Facegen: Morph SkinnyMorph has 226 vertices but the geometry has 180" and Npc is automaticli appears in other location. How to solve that?
I can't get why a lvlwarlock spawns dead every time... Anyone any idea?? Looked everything... I tried deleting it in the editor and placing a new one and still.
Can anyone tell me if there is a way to create or modify a difficulty? I want to make the game harder than Legendary. Is there a way to do it in Creation Kit or maybe a mod where I can change the damage multipliers myself?
Freemen Rog I found a mod where I could multiply the health, damage etc. of all enemies. Really nice mod. It was some kind of dragon mod. Maybe deadly dragons?
Hello, I have got problem.. when i make dungeon, and i want to teleport in in game, it all works fine, i can normally walk there, collect items and so on... but when i add actors there, (Enemies, merchants or other npcs), they just dont appear there.. i got this problem on all 3 computers, and i really dotn know what i am doing wrong. Please reply if someone had same problem, thanks.
Skyrim NPC WARS There is a default respawn time for cells/encounters (you change that) has nothing to do with actual actors/mobs. IF that's beyond you then in game simply wait X amount of time. Everything respawns. There is a mod that lets you wait for however long you want. Without having to sit there wait 24 hours then repeat. So put in 3 days then it will wait/sleep for 3 days etc.
Could you show us how to make scripted events? Like meeting a character in a dungeon who you help out?
I believe this is accomplished by making sure a couple of things are checked/unchecked. First, in whatever cell you are placing the characters, you need make sure that the cell's properties do NOT have "No respawn" checked. Secondly, you need to make sure that whatever NPC or creature you are using has "Respawns" checked in their properties. As long as those settings are correct, your NPCs/monsters should respawn at the same rate as the rest of the world. That takes a few weeks in-game, though.
Like always. I have no desire to do what you just did. BUT! I get info that tells me how to do what I want. Great resource!
My guess was that the horse and carriage in the beginning might have had different programming than you would otherwise get. However, it seems I was wrong, as at least one mod with a ride-able horse and cart has been made!
Having said that, I rescind my statement!
I'm making a Mortal Kombat themed mod and this helped me greatly with my dungeon 'Prison of Souls' thanks!!! I will be posting vids of my progress on my channel and will be sure to give credit where its due! Thanks again!!!
tips for you, if you keep clicking something like the banner, tap 1 twice to hide it, you can hide as many things as you want, simply press alt + 1 to make them reappear.
the warlock was walking into the alchemy bench because your navmesh was a tiny bit too close, hope this helps.
So, I am a bit of an over-achiever and decided to make a dwemmer maze... so far so good until this video... for one, I think my map is way too big for the auto-generation you used so I was being responsible and manually adding each triable... I accidentally hit Ctrl+z thinking it would delete just the one dot... no, it deletes the entire navmesh... grrr, so then I am like, I am big brain thinking person and I will prevent this... So got a little further and hit save... every part of the navmesh vanished... I am okay, everything is fine...
you sound like brodual
I place in a few lvl bandits but they wont attack me untill I talk to them
Probably a bit late for this... Try double clicking your bandit/ bandit marker, Edit Base, AI Data tab, and then amend the Aggro Radius Behaviour
They did in the introduction of the game. If it can be pulled off there, then It must be possible to do something with the horse and carriage somewhere else as well.
Dear BIS, :P
I would REALLY REALLY REALY wan to see you make an EPIC fight on an large open battlefield with like 100 skeletons Vs. 5 warriors or so, but then with some cool cinematics and stuff. i am really enjoying seeing you make your dungeon even i can't beacause i dont have skyrim on my laptop.
But as always, CHEERS FROM HOLLAND! :D
How do you slate the Enemy NPC as a leveled random encounter? What I plan to do is when you finish Diplomatic Immunity, you will be hunted down by Thalmor at almost every random encounter marker in Skyrim. These assaults will be frequent even after finishing the Main Questline.
And to make things more challenging, favors of the Thalmor, in what my plugin calls them, The Gemstone Warriors, will appear in place of a usual assault. There is one Warrior for each of the armor sets implemented in The Gemstone Collector by Haxokron. Regardless of in-game difficulty, these bounty hunters will have aggressive, yet adaptive combat AI, like the kind found in the overhaul "Revenge of the Enemies" by MyEvergreenHometown.
Now the big question is: How do I make the plugin do exactly as I envisioned what I said in this comment? Any professional advice is appreciated, as a reply to this comment. Spare no details, because I need to know how to do this, in case I plan on making a monster of a mod for Skyrim.
I realize the cart in the beginning of the game was a horse-draw cart, but I believe that was completely scripted, not just a horse & cart set on a path. I could be incorrect, however, as I haven't checked in to how exactly it was done.
I'm making a new enemy specifically for my storyline mod that I'm making. It's a group of werewolf hunters, and they need the player's help. Now I made the npcs already, but I'm wondering if I put the right factions on them. They're 'Werewolf Protectors', so I gave them 'Bandit Faction', and 'Werewolf Faction' I think that basically means, he'll think like a bandit, which is a player enemy, and they'll help werewolves, if one is harmed. Did I do that right? TY
How can you make NPC's Travel?
Like throughout the realm of Skyrim and it's strange encounters, such as an example of Stormcloaks, Imperials, Thalmor, stranded farmers, the Khajit Caravan, etc. How do I make my modded NPC's travel? Because i want to create ambush parties from the hostile NPC's that I made. I want to create a neat CK package based on a specific hostile organization traveling throughout Skyrim rather than just ambushing one area and stay there. i want them to spread throughout the territory.
Is is an AI package that I need to link or is it more towards a marker? Right now I only know the rules about patrol markers. That's it. But that isn't what I wanted
Zacchary Sumrall Most of those things unless designed otherwise use scripts, radiant system etc. Advanced stuff :/ Best I could say is look around in the Tamriel world space for big purple boxes with lots of markers attached nearby (red). You can look in the WetTriggerScripts (Double click them > Script tab) and start to learn but if you dont know script it is pointless.
You could try I guess to learn the default Idea of it all since its just premade packages. Still tho..
Double click > go to scripts tab > Right click the script then Edit source; it will give you that core script; and Beth in many cases puts a long header on them explaining what they do actually and the script will follow below.
But still not enough to know how to use or edit them without knowing what you are doing with papyrus scripts.
If you right click script then properties you will also get a list of all the other scripts working with it.
Im sure 5 sec into that you will then get that soul crushing felling and turn back out the door of endless hopes and dreams :/
In most cases these things are never always actually traveling around. They are spawned when you enter the cells and its a random pull every time of who it will be whenever it happens. (Unless its an event specific; ie really a quest.) These don't respawn which is why im pointing you to the above stuff.
Basically you would want to create your own version with your new faction or toss it in with the others.
As far as getting large groups of roaming npcs through out the world; by placing them, pathing etc.
There is a limit to how much AI the world/cell can handle.
Hell just tossing a fox in the wrong place could lead to an insane serious of ridiculous events lol!
Its crazy how bad it can get. Really got to know what your doing :/
Again they dont actually treck the world... However an actor that is already apart of game or spawned like from one of these events WILL travel the real distances. Until they either make it to their end goal or home in case of an actual npc from game (character). In most cases a mile down the road they are taken out in some fight or something if they are from the random encounter scripts. These are not to be confused with triggered encounters. And those are not even always a traveling faction; its the same system that spawns dead treasure hunters, game hunters, the Factions with prisoner, the Thal etc.
Which is your best bet to pull off what you want. But that's a static location and tech just an ambush spawned on point/location. Even then for example setting that up for example on a road there is so much more to it unless you don't mind things popping out of thin air.
There is also another way; just like the assassins and bounty hunters randomly attacking you because a quest was started when you did X to some NPC. But those are tech ambushes still and not what you were asking about. No traveling/roaming at all there. But these things are much easier and with in reach of people just starting.
The best you thing you can do actually is read up on packages AND the radiant quest system ,etc on CK wiki.
It gives you a decent idea what your looking at and how these communications go on by using the quest system to fire scripts. Its always possible to get familiar enough with both of those that you could get the game to do what you want within limits by using its default packages.
(w/o needing to know script.) Also a good place to start is the Papyrus pages on CK wiki also as far as basics there.
Sry I know a lot of people find it really hard to get any info at all on getting into the real depths of modding.
Nexus has some good guides :/ or Tesv site etc. Google just wont be much help here lol.
Thank you for this great tutorial.
Don't get cheeky, was trying to help you out. Try the creation kit wiki.
How do I make it to whenever an npc is at half health minions will conjure and fight for them?
I am not sure of this, just making a guess from observations, but I don't think horses function the same way as other NPCs, such as following patrol routes, etc.
@ForAdventure will you ever show us the play through of your amazing dungeon
This really helps alot, thanks!
Im wondering one thing. How to change the base health, magic and stamina of a custom made enemy. Im trying to create a Mehrunes Dagon enemy. Uses fire magic, conjures Dremora, and is bigger than most. But I have no freaking idea how to make him actually strong. Please, somebody help.
yay just what i needed now i can do lots of patrols just 1 thing which one is the running children marker? if you want children to run around a city like i do
My AI dont attack. I made a Troll. The display shows the red point. The Troll only roars and walk back and forth. But he doesnt fight/attack.
Please help :I
I'm trying to place wolf encounters, but they're not attacking me...
FYi to those still learning; if you drop it in it wont just sit there... It will sandbox on its own and look far less retarded then this. You do this when you have certain things in mind. Setting up for rogues, wanting a longer more specific patrol, or to keep them in one spot and do some kind of action. Such as stay at the table.
how to make the ai attack us
Awesome video! Super helpful! =D
I feel special now.
I used a lvl warlock, and then tried adding in a lvl orc and they attacked each other. How do I get them on the same team? I tried putting them in the same faction and it didn't work.
You make it look so easy :)
@ROcraftable Look at the other tutorials, he made one for that! Episode 3 i think!
I'm making extreme powerful enemies lvl 100 I set their AI to Foolhardly and they still flee from combat. WTF what do I do? I want them to fight to death
Do you need to have a straight line between each Idle marker? Like, can there be a building inbetween each marker? Will the NPC navigate around the building?
Hello I followed your Tutorial on Cluttering a Dungeon. But I kinda ran into a little snag when I added the Dummy Shield on the table the way you showed then I saved the file. Then went into the game to test it with your Naax's Tomb mod. Only to find that the shield wasn't there. The dummy potions were there but no shield. Could you please explain to me how I should go about correcting the problem.. By the way I just love your Tutorials they are awesome
I placed two enemys in a room and they each have there own pathing but every time I walk up they are killing each other how do I fix this?
thx man!
im trying to make a named draugr deathlord. i pulled up the naked draugr up, and was able to give him the deathlord helmet, but i cant find where the draugr armor hes supposed to wear is. anyone tell me how to get him his armor?
he should have his armor by default all you should have to do is duplicate the draugr deathlord file and you're set to rename it.
I cant get the npc to link to more than one thing. When I try to link to a second, it overrides the previous and it only links to what I clicked, not both
Hey everyone! I'm in the process of working on a dungeon myself and I had a quick question. Is there a way to just have random humonoid enemies that are randomly generated like bandits are, but just give them all the same outfit/spell/weapons without making a new character for each one?
Yes, there is. If you edit a leveled character, you will notice that you can tick the boxes that the NPC copies from that category. And, if you untick inventory, you can edit their inventory and clothes so that they wear the same thing all the time.
there is a cheak box saying spawn dead or somthing and u might have ticked it .
How can i make an enemy from scratch with armor and weapon mods?
I did exacly what you said but my enemy won't spawn, and the 2nd time i tried i found its body.
(the spawn dead option isn't checked) help?
I can't get my custom-made boss character to spawn in my dungeon. I tried using console commands to spawn him there and it didn't work, then I used console commands to spawn him in Ivarstead and it did. I'm not sure what's wrong, as you're making it look like enemies should just appear there when none of mine can.
Have you navmeshed all the places you want your npc to appear? If not then that is the reason why he isn't spawning.
Ok, thanks, i'll try to do that. Is that covered in one of your videos?
I don't make Creation Kit tutorials haha but maybe I should start. I'm sure if you look on Best In Slot's videos you will find a nav mesh tutorial.
Ok, thx
OfficialCorrode It won't work for me still, any other things?
Why doesn't it work with a normal character (from Actors -> Actor) ???
ZorlacSkater because all things have AI packages assigned to them. Lvl and enc mobs already have these by default. So you can but you need to learn to handle the AI packs first.
Singularity Bound how would you assign them the needed package?
Can you make a video on how to make a non levelled horse to walk between heading markers, with a carriage preferable. Tried all the ways I know how (I'm a noob at this,) and can't get that to work... =(
I added bandits and skeevers in different locations and they all piled up where i teleported into the dungeon dead and the dragur that i placed didn't even appear. Any ideas?
Yeah the Navmesh is the Problem
is it possible for you to make dremora spawn from the purple portal things like when you enter a room?
Will they respawn while they are still alive? Or do they have to be dead first. I'd hate to have 10 of them running around because I've reloaded the cell 10 times...
I need to know how to keep my enemies from killing eachother, Is there a setting for specific aggression or such.
You set them to the same faction or set them to a faction that is allied with each other.
maybe you put the idle animation too close to the alchemy table
Those buckets in that barrel didn't look very ripe, I wouldn't eat them if I were you.
im like FlashySenap i would like to have a horse run a big loop around an area but i cant get the horse to move. i have navmeshing where i want my path to go.
how do you make enemies respawnable in your mods???
When I try to add Npc it pops up this error: "Facegen: Morph SkinnyMorph has 226 vertices but the geometry has 180" and Npc is automaticli appears in other location. How to solve that?
I have a quick question: if i want to make a custom enemy like in ep 1 what do i do?
hi, I made a dungeon with new enemies but they are attackinh each other -.- how can I change it?
I cant find 'Patrol Data' and im using BS stuffz and no markers apear when i press 'm'
what would i do if i wanted to make a frost giant fight the lake dragon?
You mean from Dawnguard I would just spawn a frost giant next to the lake
So If I make a follower and don't have my own dungeon do I still need to navmesh?
o the follower uses the basic nav mesh that is already in skyrim and its dungeons\
@Picasso43967 but here in norway its 16 on need for speed the run and 18 on skyrim
I can't get why a lvlwarlock spawns dead every time... Anyone any idea??
Looked everything... I tried deleting it in the editor and placing a new one and still.
so your looking in the comments of tutorial videos for begginer creation kit...
i put an enemy in my place and in the game it was dead.
why are there no monsters in my dungeon? i put them there and they dont show up! why?
Can anyone tell me how to change my spawn point in my dungen. When i spawn im trapped in a corner.
Follw the instructions in episode 1 dude.
Is it possible to make a pet dragon or a dragon guard?
why do the enemies I add only fight for a few seconds?
@RJMortimer yeah, it is.
Can anyone tell me if there is a way to create or modify a difficulty? I want to make the game harder than Legendary. Is there a way to do it in Creation Kit or maybe a mod where I can change the damage multipliers myself?
you can modify the npcs health and stuff or give them stronger weapons/armour
;)
Freemen Rog I found a mod where I could multiply the health, damage etc. of all enemies. Really nice mod. It was some kind of dragon mod. Maybe deadly dragons?
Dirty Poul
yeah maybe try it out
Hello, I have got problem.. when i make dungeon, and i want to teleport in in game, it all works fine, i can normally walk there, collect items and so on... but when i add actors there, (Enemies, merchants or other npcs), they just dont appear there.. i got this problem on all 3 computers, and i really dotn know what i am doing wrong. Please reply if someone had same problem, thanks.
Make sure you've set up your navmesh correctly (watch episode 9 of this series if you don't know how to)
checked it before, it's a faction issue i think
They should only respawn after you have killed them.
lol using wrong type of stuff now it works apart from in game nothing happens ( this is my merchant so tht might affect it?)
@BurningDealRS yn but for us younger people who are 14 16 and not old enough to watch the bethseda tutorial
Companion Tutorial, thats all i want to know how to do
Please respond to this . I want to know how to have the enemies respwan
Skyrim NPC WARS There is a default respawn time for cells/encounters (you change that) has nothing to do with actual actors/mobs. IF that's beyond you then in game simply wait X amount of time. Everything respawns.
There is a mod that lets you wait for however long you want. Without having to sit there wait 24 hours then repeat.
So put in 3 days then it will wait/sleep for 3 days etc.
what is the name of your program that films your screen? :D
nevermind, found it
flame atronach attach to him was killing him before me >
"lock we have a barrel og buckets again" What?
yea... i already solved this problem.... like a month ago....
@xMcKAYz thanks its good to know there help when you need it.
Adding voice?
@BrandonAldaz Skyrim shouldnt have 18 it isnt so bad
I don't think carts/carriages can actually be pulled by the horses in-game. Sorry, amigo. =\
with the creation kit thats possible yes dunno how tho lol
HOW TO MAKE DUNGEONS
Thank u
make a brithis opinion of majin and the forsaken kingdom.
Bad english i know i am norwegian
a barrel of buckets? lol
Have you tried Morsch Muscle Madness? (Google it) It is a quick and easy way to get ripped fast.
nvm i made a mistake in not watching the vid
@MabozzaRitchie03 Obvious troll is obvious.
Im pulling this out of my ass, but im pretty sure if they have a patrol ai package.. then they can patrol like that.
It's not that great. Just tried it.
:D
first och först
where and how do i add roofs?