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rcavanah

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  1. Hey there, Trying to use your tool to see if it fixes the infinite "Repair a damaged object" loop in workshop mode -- trying to see if this is all script-related or whether this is related to SWF coding on the interface. I've gotten the "scriptrelatedcontent" data out of my save, but can't seem to figure out what goes where in the command to remove a script... How would I remove WorkshopTutorialScript.pex from the save?
  2. I didn't want to use scrap mods on this playthrough, so I removed the remaining shack from Hangman's Alley using the Creation Kit. What I didn't know was that this one little thing would decombine the meshes across the ENTIRE MAP. It's essentially like that old ini version of Spring Cleaning which caused Vertibirds to fly through buildings and caused performance issues in the city. I tried to undo those worldspace edits by removing the mod, but the meshes remain decombined. Because this is survival mode, I only have three autosaves, and not one of them is from before I deleted the shack. Now I have the vertibird issue, plus some FPS drops like never before. This ruined my game, and I would really love to know if there's any way to fix this issue and reenable the combined meshes. I checked the ini files and it doesn't appear to have caused the combined mesh ini edit, but I could be wrong. This should be easy to replicate, so I would really, really, really appreciate it if somebody could try to do so and see if there's a fix.
  3. Hey guys, Wondering if any of you out there would be interested in doing a video-captured showcase of my mod. I can't seem to get decent framerates on my FRAPS videos (even with the rate capped at 30). http://www.nexusmods.com/skyrim/mods/50538/? Basically, I'd just like a short walk through the ship (on deck as well as inside), as well as some shots of the final encounter and some demonstrations of the new quest reward weapons/spells. It's all pretty fun stuff. You could either send me the video files to edit or upload it yourself; just let me know and I'll give you a breakdown of a few things I'd like to see in the video. Or, if you have a review series, we can just cut out the middle-man and you could review it. Up to you. Thanks in advance!
  4. So I don't wanna re-re-reanimate this thread, but it is the first Google result, so I just wanted to say: If it's really really crucial that they use it... just put the Bound Sword into their inventory and give their combatstyle a bump in the melee equipscore mult. It totally works, and it's more practical for NPCs who don't know what to do once their spell/magicka runs out.
  5. I have a Khajiit follower who is going to be a sort of strong silent type. His responses are just going to be silent sound files with (silence) or (nod) as the subtitles. I know how to get those in there, but I'd like for him to still have combat grunts and pain sounds... just no verbal taunts. What's the best way to do this? New voicetype altogether with copied Khajiit grunt sounds, or the Khajiit voicetype with a quest with all new other sounds, or just something else entirely?
  6. I know this is an old post, but I've been working through this myself... The best advice I can give for compatibility's sake is to give your armor an already-existing keyword. Yes, it means they could mix and match with that set, but it's better than having Matching Set be overwritten by another mod and deny the bonus altogether. If you must, I'd recommend that you use something obscure, like "ArmorNightingale," which would mean they can mix and match, but only with Nightingale armor.
  7. Hey guys, I'm working on a spell that spawns a volley of arrows from above the target (think Assassin's Creed). Essentially, I spawn a few FireWeaponMarker activators, then move them to, say, 500 units above the target's head. I know I can use GetAngleHeading to rotate the Z axis properly, but how can I make it face the target along the X and Y axes too? I don't know my way around sin or cos functions, so any help would be fantastic. Thanks! EDIT: Well... haha... I just figured out how much easier it is to use Cast and make the arrows into a spell than FireWeapon... Thread = MarkForDelete! Apologies. :blush:
  8. One of the best graphical tweaks for slower computers (and the one I use even with a fast one) is this: http://www.nexusmods.com/skyrim/mods/131/ Essentially it works as an overlay to enrich the overall colors instead of doing lots of code-based bloom and stuff (which I personally find impractical).
  9. I'm toying around with the idea of repeatedly firing a dummy projectile through a spell, but I can't seem to get the projectile to connect from the player to the target; if the spell is aimed, it just goes straight, and if it's given a target actor type, the projectile ever shows up. It's scripted properly (TrailSpell.Cast(Player, TargetRef)). Any ideas?
  10. Still haven't figured this one out. There seems to be no event called when the player stops casting, so I can either drain Stamina once, or I can drain it permanently until the spell is dispelled. Any ideas how to check if the actor is still casting or not? I've tried registering for animation events, but the events for casting don't seem to be usable in scripts.
  11. Hey guys, I've been working on a sort of "grappling bow" effect. It allows you to fire an arrow at a target, then bash with the bow to pull the target toward you (simulating having wrapped a rope around their feet to trip them, or around their neck to pull them up). The physics and script all work great (animation event for the bash activation, and PushActorAway with negative values to pull them). The finishing touch would be an actual rope/chain particle trail effect that connects the NPC to the player. I'm currently using the Soul Trap effects (something like "TrailFX.play(Target, -1, Player)") , but obviously those are very magical-looking and don't quite suit the concept. Visually, it would the simplest of the simple (doesn't necessarily even need a full A-to-B trail; could just be separate pieces which point to each other but fade in the middle), but I have no experience working with visual effect objects like that. Would anybody be interested in contributing some effects, or might there be a secret art object that I have yet to spot that might work? It's part of a larger mod, but I'd be glad to release it as a standalone if that's incentive to help! Thanks everybody.
  12. OK, followup... This is what I have on the ability, and it doesn't properly drain Stamina (though seems to be doing something, interrupting Stamina regen briefly). Scriptname SWFlameGauntletsStaminaCost extends ActiveMagicEffect actor caster ObjectReference casterRef Spell Property FlamethrowerGauntletsSpell Auto Event OnEffectStart(Actor akTarget, Actor akCaster) caster = akCaster casterRef = (caster as ObjectReference) endEVENT Event OnSpellCast(Form akSpell) Spell spellCast = akSpell as Spell if spellcast == FlamethrowerGauntletsSpell caster.ModActorValue("Stamina", -2.5) endif endEvent
  13. Ah! That's the missing link. So, add the hidden ability and the associated flame spell upon equipping the gauntlets, then once the caster casts, essentially do Caster.ModActorValue("stamina", -2.5)... and this would manage to constantly run while the spell is being cast? Either way, you've given me the best route to play with, so thanks so much!
  14. I'm working on a spell that's enabled while wearing a particular pair of "flame gauntlets" which doesn't consume magicka. I have two possible ways of going about this: (1) A flames spell, enabled while the gauntlets are worn, that drains stamina. Problem 1: Can't put a "Damage Stamina" effect in with the "Flames" effect because of different deliveries (self vs. aimed). Problem 2: Can't use an OnEffectStart > Damage Stamina script with the Flames spell, because it only takes effect on a hit (not while idly casting). Problem 3: Can't use OnEffectStart to cast flames with the Damage Stamina spell, because it casts the Flames onto the player (having no other target reference). (2) A staff weapon, but without the model and with different animations. Problem 1: Can't choose a staff enchantment with non-staff animations. Problem 2: Even if the staff animations are OK, the projectiles emerge from where the tip of the staff would be. ---- So, any help would be amazing. Either situation is fine by me, and I think the spell thing may be easier (though the staff solution would be cool too). Would it involve putting a script on the spell that tells it to wait for certain animation events? I've seen that used in scripts, but I'm still not sure how to make it work properly.
  15. Current problem: I've reskinned some Orcish gauntlets with an environment map, and suddenly the surface where the elbow meets the gauntlet (inside the fur circle) has become invisible. A few details: - The vanilla Orcish gauntlets don't have the gap (this mod is not a replacer, so I've checked them right next to one another). - The alpha channel is intact. - I've tried starting from scratch and leaving off the Environment Map, but it seems any change to the vanilla Orcish female gauntlet texture leaves the gap. - Can't find an updated version of the mesh or textures in any of the patch BSAs. - The gap does not appear in NifSkope. Could this be a problem with how I'm saving the texture? Because otherwise, the meshes are identical. I've tried saving as both Explicit Alpha and Interpolated Alpha with the same results.
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