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DorsalAxe

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  1. I need a specific explosion effect for an enchantment, and luckily there is a suitable visual effect already in the game. Unfortunately, the explosion comes from the wrong direction. It rises upwards, instead of radiating from the center (in a sort of ball shape). How does one go about editing spell meshes/animations? I know that other people have managed to do it, but there doesn't seem to be much information about it at all. Can anyone here point me in the right direction?
  2. So I've been trying to make them unessential, since it makes no sense for them to both respawn and be essential (and potentially being level 81 and essential seems a little OP to me). But I can't seem to get it to work. I'm guessing there's a script somewhere that's keeping them essential, but I just can't find anything relating to them at all. Does anyone have any idea what this could be?
  3. Ugh, this has to be the second buggiest quest in the whole game (after Blood on the Ice). Every single time I fight Harkon there's something wrong. He's either invisible or invincible, or Serana just won't calm down. But the one that is really affecting me most is that when I do manage to kill him and he begins his teleporting sequence, he seems to die in the wrong place. Instead of being near the altar, he teleports there, then quickly runs to the corner of the room to disintegrate. I'm absolutely at my wits end as to why this is happening, and wondered if anyone knows what's going on here?
  4. Does anyone know where the voice files (note, not the sound effects for them) for the husky dogs in Dawnguard are stored? I was looking to sort out the issue with follower death hounds not having voices when speaking to them. While digging through the dawnguard.bsa I couldn't find the voices for huskies either, despite the correct sounds playing in the game. Where is this being pulled from?
  5. Thanks! It's working exactly how I wanted it. Your help is much appreciated.
  6. I'm trying to create a map marker that only appears for discovery when the player enters a particular cell. However I'm really unsure how to go about this. I've tried using a trigger box with a script that simply detects the player, and it certainly detects the player correctly. But when connected to a map marker, the marker is always enabled, regardless of the trigger box. I'm not particularly interested in scripting much beyond this, and I'm guessing I've screwed up somewhere, so would anyone be able to give me some pointers?
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