Jump to content

ElSte17

Members
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About ElSte17

ElSte17's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hey I love your mods I've keep up with the updates since the first one actually. I hate to pile on the questions and "complaints", but I've been running into an issue where, when I'm flying I will go a few feet away from my previous position and suddenly lose altitude at a rapid rate until I finally hit the ground. That has been an issue that started up around 3-4 months ago and has persisted since. Now I am running into a new issue; when I am in Dragon form I will stop fl...
  2. Hey guys, I am having some serious issues lately with the Creation Kit and nifskope. I have made and successfully put armor, weapons, creatures, etc into Skyrim many times but for some reason, after taking a break from modding for a few months, I have come back and run into a new error that comes up with absolutely 0 google/forum results anywhere. It obviously has something to do with the skin dismember instance and partitions but I just can't figure out what the issue is. Whenever I try to load the mesh in the CK, I get an Assert error message and a CTD ( again, I haven't found ANYONE with a similar problem). I can't freaking figure out the issue. Let me know if a .nif is needed to be analyzed. http://farm9.staticflickr.com/8209/8202056849_79a22e97f2_b.jpg Thanks, ElSte17 Edit: SOLVED: Thanks to no one but my self.... -_- should I even tell the answer? Fine. The problem was that I had always been doing a step without actually understanding what it did, so I wasnt sure why it wasnt working. For the BSSkinDismemberInstnace, if the object you are making isnt the same size/ shape as the skeleton you are riggint it to ( for example, rigging just a chest piece to an armor that includes calves and forearms) then your object will have a different number of partitions than the template .nif (if you use the oldschool way of overwriting a .nif ). You basically have to make sure that the number of partitions in the BSSkinDismemberment match the number of partitions in the branch within this block called SkinPartition or something, or you will get this error. If you have too many partitions, simply name them all to the same body part partition. Confused? PM me.
  3. In the process of making this now. Check out my halberd I already made http://skyrim.nexusmods.com/mods/27018
  4. @zzgay wtf? How did that actually work? Brilliant.
  5. Hello, I'm the author of the Dovagonian Races mod and I've encountered an issue that I can't seem to fix, but fixing it would render my mod basically out of it's beta stages. As the title says, whenever you go in first person, the hands and arms are invisible. At first I was using a custom body mesh rigged to the proper skeletons (male1stpersonbody_1.nif) and (male1stpersonhands_1.nif) and after some issues, I got it working. However, I'm not sure what I did, but while still using those custom meshes, all the sudden the invisible 1st person problem started happening. Even when I now use the vanilla body meshes instead, and all I have done is duplicate the armor addon body parts of the Argonian, they still won't show up. Maybe this will help...another problem I had was, I think after changing the ID name of one of my races, all the armor addon biped parts I had edited just became unselected (for example, the helmet addons no longer had hair as a biped part, so they wouldnt show up in game). I had to go back and manually reset all the biped parts. I think this may have had some thing to do with my current problem. Any help would make you a hero... Thanks, ElSte17
  6. Hey I'm making a new race from a custom model and custom textures. All the textures work except the head. I used the Argonian race as a template race in the creation kit and as you can see obviously the head model loads, but for some reason there are black stripes in places on the head. This only happens for the player. I have a feeling it has something to do with the facegen textures being applied to the head despite the fact that I'm not using the argonian head model. I can't find out how to disable that if that's the issue. NPC versions also have the issue that the textures of the head only are much darker than the rest of the body. Everything looks fine in the Creation Kit, even when lighting is applied, so I just don't understand. Any help is appreciated so that I can finally release this race :) http://static.skyrim.nexusmods.com/images/2526939-1339634446.jpg
  7. Hello, I made a Helm to be used for my Flyable Dragon Races mod (it is basically the start to an Armored Dragons Mod) and I could have sworn I followed the tutorial correctly on importing/exporting nifs in blender, but the dragon.nif is a lot more complicated that weapons/armor nifs. I just attempted to rig and weight the helmet and thought I did it properly, then imported the nif back into nikskope to try to repair the nif to be Skyrim-ready. I got really confused after the bsshadingproperty wasn't matching the BSLightShadingProperty and the ControlManager and BehaviorGraph stuff wouldnt copy and paste. So, I loaded the original dragon.nif and simply tried rebuilding the helm by copying and pasting it from the newly rigged/weighted .nif . I "fixed" all the shading property stuff and what not... I really thought this would work, but when I tried creating a new Armor Addon and loading the model for this AA, when I loaded it, the Creation Kit crashed... So basically, I'm going to have to assume that I did something wrong in nifskope. Could someone PLEASE help me? If the explanation of my problem is too difficult to follow, is there any possible way someone would be willing to make the .nif for me? I have the model and texture. Here is the NIF, please take a look and see what's wrong. dragonRiggedAttempt4.nif https://www.dropbox.com/s/g0y5u3i9xuhl8ua/dragonRiggedAttempt4.nif Edit: I had the helmet rigged to the wrong node, I had to change the Head Bone from 75 to 74. The nif is no longer causing the Creation Kit to CTD, but now the helmet does not appear in the dragonskin preview in the Race editor, and the bottom jaw has dissapeared...
  8. @AkariWolfgirl I'm still not clear on your intentions even after your response to @Ravager666. The mod you described seems to be an exact copy of my mod.
  9. Hello, I was wondering if there is a way to reference the navmesh or height map of Skyrim in Papyrus. I have found a collision layer called L_Ground that apparently contains the height map data, though I have been unable to figure out what type of property it is under in order to reference it. The reason I ask is because I have a flying mod and I want to trigger a "landing" when the Player collides with the Navmesh collision layer (L_Ground). Unless, is there a better way to do this? Thanks, ElSte17
  10. Thanks for the list... So if I want to use something like #define DIK_S 0x1F what do I put for the dxkeycode? Because 0x1F is not exactly an integer? Edit: Scratch that, found a forum with a tutorial finally. Thanks for the help nonetheless.
  11. Hello, I was wondering if someone could explain what I am doing wrong in regards to installing SKSE for use with Papyrus coding. I put the .dll files and .exe files in the /skyrim directory. I put the .pex files in /scripts and the .psc files in /source like it should be. In the read me, it says that all I need to do to be able to use the functions in my Papyrus scripts is to place the .psc files in the right place, which I believe I have done. However, when I do import input to load the input script in order to use the IsKeyPressed() function I get an error during compiling that says the function doesn't exist. Can anyone explain if I installed it incorrectly please? Thanks, ElSte17 Edit: Scratch that, I'm a moron. I was trying to assign the function to the Player as a reference for some reason, when I realized that was unnecessary because there's only one keyboard. -_- EditEdit: However, could someone please explain to me how to determine the dxkeycode of a keyboard's key? I tried using ASCII but nothing happened...
  12. @DarkenDe What spell or "active magic effect" did you use for this script? Do you have an .esp for it? I'm trying to recreate the exact scenario so I can mess around with stuff.
  13. That sounds promising, but do you have any ideas yet on how to switch between animations and control the dragon without using equipping items to trigger them (that is roughly as tedious as using console commands)....Also, what was the script used for this ? If I'm going to be able to help at all, I'm gonna need to get caught up and wrap my mind around what you guys are working with here. (Promise I'm not going to steal this in any way, I don't have the skill to do so lol)
  14. Hey everyone, I'm the maker of "Flying Mod: Become The Dragon" and I've been reading through this forum and saw the frustration about the fact that too few people seem to be supporting such a great idea. I realize my mod relies totally on console commands (though it is to the point where it uses hotkeys to quickly (though buggily) execute these commands) , but after two days I'm pretty sure I've come to a bit of a stand still. I know a bit of computer language that I'm studying at Carnegie Mellon but I'm actually a business major so I'm not exactly adept... However I would REALLY like to get this concept moving in the right direction, even if it means scrapping my own approach. I can figure out papyrus given some time I believe but I'm also fairly creative and resourceful (as you can see by my mod that basically takes every shortcut and work around possible to the hard parts of making dragons fly =] ). Anyways, I can create environments/cells if needed, I can edit quests, I can test s*** out, I can try f***ing around with papyrus, but overall I'd just like to lend my support. I think we should all team up and get a REAL project going, no more of this independent stuff. I don't plan on taking the lead, as obviously someone with more expertise in scripting should, but I'd happily get to work on whatever I'm needed for, (as followers of my mod can see, I'm extremely active and dedicated on here). So let me know, PM me or respond to this, lets see what we can do. P.S. Is it possible to create a script that either types in or runs console commands somehow without having to actually open up the console?
  15. ok. Only way to fly without crash:

    1. in-game use command "player.setrace dragon"

    2. save game and quit

    3. Open skyrim again and load saved game

    4. Hit space and ur dragon starts flying. If not, use that "dragonstart" command

×
×
  • Create New...