Jump to content

TheMedievalsKnights

Supporter
  • Posts

    295
  • Joined

  • Last visited

Nexus Mods Profile

About TheMedievalsKnights

Profile Fields

  • Country
    France
  • Currently Playing
    TESV, BF3, 3DSmax, My Life
  • Favourite Game
    3DSmax is better than my life :) kiding you of course

TheMedievalsKnights's Achievements

Community Regular

Community Regular (8/14)

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

Recent Badges

0

Reputation

  1. I have the following script that grabs an RGB array from a quest script and then pass it to a light to change its color. For some reason, the light does not appear ingame (even though it has a bright red default color) but it does show if I open the console or the inventory. I did use update3D but to no avail. Script : Screenshot of light with console opened : Screenshot with the console closed :
  2. Ok rookie error I guess or bad python reflex, you don't need semi-column in your code
  3. Hi, I created the following OBSE function to convert an RGB color to HSV. To test my function, I created a quest, where stage 20 has a result script that calls the function, (with arguments 100 200 50) However, when I try my function ingame with setstage myquest 20, it seems my function does not go past "hue calculation" since "Began" gets printed in the console but not "Ended".
  4. How did you do it actually ? Did you force another weather or did you access the precipitation settings of the weather and set them to 0?
  5. Why not putting a marker to the center of the house and if the distance from the player to the marker is below a given threshold, force the weather to a duplicate of the Rain weather where precipitation is set to . Wouldn't that work ?
  6. I have a problem with the door that teleports me to my sell, If I attach my script to the door, it wont teleport me when I activate it. If I remove the script it does teleport me. Door script : QuestScript, it is just used to store my variables Anyone knows what the issue is ? I looked at some scripted doors from the game that do something before teleporting the player but they don't seem to have anything more in particular in their script. Thanks a lot
  7. Hi everybody, hope you are doing well ! Alright here is the deal : I am trying to create a house with a complex lighting system. Idealy, the feature that I am trying to implement are the following : Lightbulbs that change depending on the time of day and weather,Light beams that rotates with the time of dayCurtains and shutters that enable/disable the light beams and light bulbs First, let's consider a single window with one lightbulb, one lightbeam, one curtain and one shutter. The cell is behaving as an exterior : I duplicated the tamriel climate where all weathers are copies of the exterior ones except fog, sun light, ambient light and precipitaion are disabled. That way, only the sky is visible, and no light information are provided by the weather. When the player entered the cell, I assume I synchronized the interior weather with the exterior one. Now, the lightbulb will have its own script where a GameMode block calculate the light from the weather ambien and sun light thanks to OBSE functions. Yet, in the CSE render window, it seems the light is interpolated between the 4 time increments (dawn/noon/dusk/midnight). Anyone know the actual function used ? If not, how do you actually interpolate between 2 colors ? Next, because I can't attach an object script to the light beam, I will attach my script to an activator whose parent is the light beam. Then, a GameMode block will rotate the light beam depending on the gametime. Now, this I can't seem to get my fact straight. Because I want the player to be able to interact with the curtain and the shutters, these have to be activators. This seems like a good thing because I can parent the curtain to the lightbulb and the light beam and then disable them. Problem is, no matter who is the parent, the activator gets disabled. I can understand that if the parent is disabled, the child is too. But why does the parent gets disabled if the child is ? I even copy pasted some code from the game, and I get the same result. How can I disable and object, using an activator, without disabling the activator ? I tried going the trick from the CSE wiki tutorial where you duplicate the activator, parenting the duplicate to the other one and set its state as opposite. Problem is : because my activator is animated (there is an animation when the curtain opens or closes), I get weird result. Is there a way to control the animation state (begining/end) of an object ? Example : The curtain is opened, Player activates the curtain, Closing animation plays, once the script timer ends, I disable it The duplicate is thus enabled I would like this last stage to enable the duplicate in closed state, however it does not when I test my script. I know I could symply use the the reference of my objects but I intend to make the script as general as possible so that I only need a few that rely on parent/child relationship. But it seems to me that this is more like a link than an actual parent>child authority relationship. I hope you'll find the reading enjoyable if I was not clear enough, do not hesitate. Cheers, Erwan G.
  8. Hi Sofy, hope you are doing well ! Any chance you will be able to add an english version of your website in the future ?
    1. RunaUlfgar

      RunaUlfgar

      Hi! I don't no... But I will try to do this :)
  9. Hi everyone, I am curently modeling a sallet whose skullcap is covered with velvet. However, skyrim rendering engine being what it is (i.e. not that great) and velvet being a very complex material, I would like to know if any of you guys had any tips/tricks to come up with a result that actually looks like velvet. Note the skullcap itself is flat so I can't really manually add highlight/reflection like you would with a folded curtain or something similar. Thanks a lot for your help ! Erwan G.
  10. What armour are you talking about ?
  11. I don't understand, I've made a lot of custom armour for skyrim and I never encountered these issues. Can you please post a picture of your Nif Exporter settings ? (the window that pops up when you export a mesh to the .nif format in 3DS max)
  12. So glad to see you back !! Btw, what did you mean with FO4 ? Fallout 4 ??!!
  13. What armour are you talking about ?
  14. Sorry to tell you that man but he rarely reads or answers to message. And I don't think he browse the nexus any more. You can still check his last activity on his profile.
  15. I just started a new Dungeon/crypt tileset : http://i1302.photobucket.com/albums/ag140/TheMedievalsKnights/DungeonTileset_001_zps777dd935.png
×
×
  • Create New...