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Kpheonix57

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  1. That's what I was afraid of. Oh well, no point worrying about what can't be done. Thanks for the replies!
  2. Long story short: I need to "disenchant" an item via papyrus scripting, in order to add the enchantment to the list of enchants the player can use. I'd very much prefer not to require SKSE to do this, but I'm open to that if there's no other way. Anyone know how to do this, or know of a mod where this is done? I've looked all through the papyrus reference section on creationkit.com, on google, and through past posts on this forum. The lack of info on this subject suggests to me that this functionality is handled by the game engine and not available via papyrus scripting, but perhaps I'm just missing something. Some context for those who want it: I'm working on a mod where the player must collect all of the Daedric and Aedric artifacts. Upon collecting an artifact, it is sealed away to prevent misuse, but the power contained in the artifact is utilized to grant the player additional abilities. The action of sealing away the artifacts is the driving force of the mod storyline, but I would prefer to allow the player to still use the enchants from the artifacts on their custom weapons. The problem is that I don't have a good way to actually accomplish that because I can't find a way to teach the player the enchants via papyrus. I've thought of ways around this already, but they're less than ideal and I'm hoping someone has a better solution. I could simply run a check to see if the player has an artifact, without actually removing it from their inventory. I could then enable all the artifacts to be manually disenchanted (think EzEs Artifact disenchanting mod) at any enchanting table, thereby granting the player the use of the enchantment. This is very out of tune with the mod's storyline of sealing those artifacts away, though. I could remove the artifacts from the player's inventory during the sealing process, then add a generic modeled/named weapon/armor with the artifact's enchant back to the player's inventory. They could disenchant this item and get the artifact enchant that way. This may be the best option I have from a story standpoint, but it's still obviously not ideal as it still requires the player to manually disenchant the generic item. Anyone have any other ideas? All relevant ideas are welcome!
  3. I'm trying to create a standalone version of the fire wall NIF where the flames burn black, instead of the usual yellow/orange/red color. I thought it'd be pretty simple, but apparently it's not. I extracted the firewallfx01.nif (NIF the kit points to for the actual ground hazard) from the Skyrim - Meshes BSA file, and renamed it to avoid conflicts with the original spell in game. I opened it up in NIFSkope, and made the change in the "80 BSShaderEffectProperty" block within the NIF. Specifically, I changed the Gradient Texture field to point to the new texture file I've created. Once I added the new NIF into it's own hazard form within the creation kit, I tried to preview it. When I do that, it causes the entire creation kit to crash. Anyone mind pointing me in the right direction here? If I were guessing based on the creation kit's reaction, I've probably managed to corrupt the NIF file in some way, but I've no idea what I might've changed to cause that. I'm a total noob when it comes to NIF editing, so I'm finding myself very overwhelmed. In case I'd accidentally changed something incorrectly the first time, I've already tried redoing the same process again and gotten the same result. Also, I'm quite sure the issue isn't with the texture file itself, given that I'm using this same texture file to successfully re-texture other flame effects already.
  4. I'm not that experienced with creating interiors via creation kit, but I've finally finished mine up and am running into an odd issue. I don't even really know how to explain it, so I made a youtube video to show the problem. http://www.youtube.com/watch?v=vIulW5Rl4qU Basically, I need it to always show the entire interior, not load/despawn it when I move past a certain point. If anyone could explain what's causing this or possibly point me toward a posted help article, that'd be wonderful.
  5. I'm looking for a bit of help with a MOD I've been developing. I'm including the link for the MOD here: http://skyrim.nexusmods.com/mods/27387/ It's a naruto themed MOD to add different sharingan powers. I've got it mostly the way I intended, but I've hit a few snags that I just can't seem to figure out. Any help will be appreciated, and credit given for your contribution. 1. For the Kotoamatsukami spell, I'm looking for a way to make it tame the target into a follower, regardless of if they were originally hostile or not. It'd need to remove the original from any factions while the effect was active, and preferrably add them back once the spell effect expires. I'd like for that to work regardless of what enemy type it is, dragons included. I'm sure it must be possible somehow, but I'm really bad with papyrus and have spent weeks trying to make it work without success. I've run across a few ways to change enemies into followers via console, but none of them seem to work correctly via papyrus. 2. For the Kamui(Warp) spell, I'm looking for someone to make a more Naruto accurate animation. Ideally, I'd like it to look like the animation in this video: Basically, a clear effect which seems to draw inward toward a center point, while distorting the visuals for the spell area. Although, I was thinking that it might be easier to modify the vanilla banish/summon portal, than create an entirely new one. Dropping the purple coloring and making it more round than oval shaped should make it look relatively close. I'd do this myself, but I've absolutely no skill at working with NIF files or texturing. 3. For the Kamui(Teleport) spell, I'm also looking for someone to make the animation more Naruto accurate. Again, I have an example of what it would ideally look like: This one seems pretty basic. It just needs to appear to suck the player into their own eye, while swirling slightly. Again, I'd do it myself, but I've no skill with this kind of thing. If you can help or point me in the right direction for any, or all, of these things, please let me know.
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