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Joolander

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  1. hang on oil traps work by checking against a form list to see if something that can light it on fire has hit it so can I add a bunch of water object to a formlist, check if thats what the arrow hit, and then have that be a condition on whether the fire hazard spawns?
  2. I'm not experiencing save-game bloat, its just something I am trying very hard to avoid, as I see a lot of script heavy mods that apparently cause it. Or at least their comments sections claim that they do :P anyway, I tried making the marker spawn a second explosion that spawns the hazard, and it didn't really change anything. the hazard still seems to not attack anyone is there a script function that can ask who the owner is? or that can set the owner? like maybe GetOwner or something like that (I made that up. completely hypothetical name) maybe there is a resource that has these things listed? I looked through the CK wiki and couldn't find anything other than vague information on scripting, no specifics. at least not as I understood them
  3. ok, finally figured it out, kind of heres what I got http://i.imgur.com/ay5qT.jpg turns out, if you spawn a projectile, if you try to pick that up from the ground , you get a CTD but it works fine as ammo anyway, now I have a big problem, a small problem, and a question Big problem: the hazard spawns, (I know because I can see the fire) but it does not actually harm anyone (enemies and the player can walk right through the fire) I think this is because it has no "owner"? is there a way to make the owner whoever fired the original arrow? small problem: if the arrow hits someone, they will have an arrow sticking out of them (the fired arrow), and an arrow laying at their feet (the script-spawned arrow). is there a way to make the script only spawn an arrow if an actor was not hit? question: is there a way to make the hazard not spawn if the arrow lands in water? oh yeah one more question: the activator is deleting itself after spawning the arrow, right? so there shouldn't be save-game bloat? or would a bunch of spawned arrows laying around cause that?
  4. you could also grab the Space Wiking Dwemer Exoskeleton and Dwarven Mechanical Equipment and the Immersive Armors if you don't already have it and If you want I could upload a retex of the Dawnguard helmet I made then you could look like this (spoiled for size) He's wearing the Dwarven Mage Armor from Immersive armors for the curiass. Its a much less bulky look than the Dwemer Power Armor
  5. Thanks a lot. I knew I saw that somewhere on this site, but I was having trouble finding it for some reason
  6. like the title says, I'd like to make one *.esp file that is dependent on another *.esp file. I'd like to make an addon to make my mod Torch Arrows work better with Better Sorting Thanks in advance for any help
  7. Not trying to be dense, but I'm going to need a better explanation of how to go about this. I played around with activators, but I dont have no Idea how to attach a script to it
  8. I am working on getting Torch Arrows to work more intuitively currently, they set fires and light up a good area or 15 seconds, which is great and useful I have two problems right now - they will still set fires underwater and on water - after the arrow hits, there are no arrows to recover or look at (only the fire) other than those two things, the work great, and I am pretty close to dialing in the balance
  9. First of all, thank you for the reply :) Secondly, currently that field is being taken up by a hazard (a fire that puts DOT on enemies that walk through it). This hazard is the entire point of the arrow, I can't get replacle it, otherwise the mod is pointless. The hazard does use a spell to damage the target. I have tried including a magic effect in the spell that spawns an arrow, but I can't seem to get it working at all. It seems none of the options for Effect Archetypes will let you spawn or summon an object is this something that can be done with scripts? I have no Idea where to begin if it does
  10. Hey everyone So my mod Torch Arrows is a WIP at the moment Currently, when the arrows hit something, they create an explosion (invisible) which spawns a hazard which lights up the area and sets any enemies that touch it on fire This is great gameplay-wise, but the arrow seems to disappear on impact (I believe this is due to how explosive projectiles work) So what I would like to do is have the Hazard spawn a copy of the ammo at the point of impact. Is there a way to make a magic effect that does this? I've already tried editing the displayed *.nif of the hazard, but there seems to be no way that I can find to make it face the right way in the world space (see attached pictures: all were taken facing the direction the arrow was fired) http://i.imgur.com/Zix4C.jpg http://i.imgur.com/Hk2jF.jpg http://i.imgur.com/2VSl1.jpg
  11. Hey everyone So my mod Torch Arrows is a WIP at the moment Currently, when the arrows hit something, they create an explosion (invisible) which spawns a hazard which lights up the area and sets any enemies that touch it on fire This is great gameplay-wise, but the arrow seems to disappear on impact (I believe this is due to how explosive projectiles work) So what I would like to do is have the Hazard spawn a copy of the ammo at the point of impact. Is there a way to make a magic effect that does this? I've already tried editing the displayed *.nif of the hazard, but there seems to be no way that I can find to make it face the right way in the world space (see attached pictures: all were taken facing the direction the arrow was fired) http://i.imgur.com/Zix4C.jpg http://i.imgur.com/Hk2jF.jpg http://i.imgur.com/2VSl1.jpg
  12. you need to change the Alpha Channel on the Alpha Channel, white is completely visible and black is completely transparent
  13. Ok, so I finally heard back for Silverfeetstudio and he said that since he is not coming back anytime soon, I can go ahead with my mod I'm still not going to use his meshes, but I have mine in a usable state so I'll go ahead and release it Edit: Its up right here
  14. you could try using the console to give yourself the Tsun armor http://images.wikia.com/elderscrolls/images/5/5a/Tsun.jpg or this mod (http://skyrim.nexusmods.com/mods/22971) will add silver armor to the game which looks like the above
  15. More good news: Oil and flammable gas traps will now be set on fire correctly, and it doesn't screw up anything else I've created a new model in Blender and I'm working on importing it into NifSkope if anyone knows of any guides to correctly doing this for Skyrim I would appreciate a link
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