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tghsmin

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  1. Hi, I like SCAR weapon mod, so I tried to add companion default weapon, buf failed. This mod has an ammo conversion mod, so if I make as companion default weapon, player can't use... I couldn't find out how two weapons which has different ammo can share ammo conversion mod...so I decide to copy and rename one and activate them at the same time. I want to make one for companion default weapon and the other for playable weapon. Is there a problem if I use like this way?
  2. Hi, I prefer the player's running animations which used at the beginning stage in the player home before nuclear bomb. These are faster and it's turning left/right are also very good, so I like to use these files as walking animation. but I can't find where these files are... Does anybody know these running animation files name and path? or can anybody make it mod?
  3. I'm playing dawnguard quest, my stage is "Prophet - Deactivate the magic barrier". I have the weystone focus but weystone source not working.. So, I opened the dawngurad.esm and checked DLC1VQ03BarrierPylonScript. (I got the script source from unofficial patch.) event onActivate(objectReference ActivateRef) if (ActivateRef as Actor).GetItemCount(DLC1VQ03MagicWidget) > 0 if DLC1VQ03Hunter.isRunning() DLC1VQ03Hunter.setstage(HunterObjectiveStage ) (ActivateRef as Actor).RemoveItem(DLC1VQ03MagicWidget, 1) LowerTheBarrier() In this script, I found (ActivateRef as Actor).GetItemCount(DLC1VQ03MagicWidget) returns zero.. I checked property setting for DLC1VQ03MagicWidget is normally configured, I can't understand why this happens... Is there anybody who know the reason? I found same bug at quest "Chasing echoes - Place the ingredients in the vessel", portal vessel is not working.. I'm using steam version. I have mods which use dawnguard.esm Skyrim Project Optimazation - full version skyrim immersive creatures.esp skyrim immersive creatures - dlc2.esp remove interior fog v2 - full version.esp Motal enemies.esp High level enemies - sic.esp serana no hood.esp serana.esp
  4. With console command, is there a way to find the hkx animation file name which current NPC is playing in game? In oblivion, there was a such command and very convenient...
  5. Hi, (I'm not sure this is correct place for my ask....) I found that sometimes "GetKnockedState" function returns wrong value especially after heavy fighting with several enemies. This function returns zero although player or companion (they are essential) is knocked out. Of course this is not always but very frequently occurred after heavy fighting. At that time I activated the knocked out companion then "He is unconscious" message was normally appeared at left top screen, but GetKnockedState function was still returning zero. Is there anybody who know this bug? or is there another better way to check knocked out status for essential NPC or player?
  6. Thanks, I think I should update. :thumbsup:
  7. Hi, Stormy weather is too frequently shown in my game and I can't resist stormy and thunder sound anymore... :pinch: Can I reduce stormy weather in All Natural? Otherwise, Can I replace stormy with quiet rainy? I tried to modify ANVars.StormLength to 1 in ini file, but it seems have no effect.. Is there other way? for example, modifying some settings in esp files..
  8. As I know, NPCs have a nature of going directly toward destinated location if fail to pathfind. In that case, they can't recognize obstacle. You can check the destination by console command. Open console, click NPC and type "TPL". If you want to check path grid, type "TPG". But these commands will only solve your curiosity. In order to solve this problem, we should make schedule very carefully, but it will be really hard work.. So, I think this is oblivion defect and cannot be solved by mod. If you want to find specific NPC, then after getting his or her reference id and type "player.moveto referenceID" in console.
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