Jump to content

ThreeTen

Premium Member
  • Posts

    72
  • Joined

  • Last visited

Nexus Mods Profile

About ThreeTen

Profile Fields

  • Country
    United States

ThreeTen's Achievements

Enthusiast

Enthusiast (6/14)

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

Recent Badges

0

Reputation

  1. I could easily see those trees in a dark souls level :D The best I can do is perhaps show you this mod: http://www.nexusmods.com/skyrim/mods/32723/? which heavily modifies the tree's shakiness, perhaps you can take a look at the nifs inside there. Edit: link didnt show up
  2. Are the 3 which can be worn under normal armor used in any leveled lists? If not it could be custom armor forms used for very specific NPCs.
  3. You can link objectreferences together through the CK. It is nice for when you want a specific objectreference, like a lever or button, to modify another ObjectReference without needing to define a property variable. Ive mainly seen it used as a way to setup patrols.
  4. Nice! well i'm glad there is more than one. I remember doing something similar, but I encountered some with the name trigger that actually weren't true triggerboxes when looking at the attached script so I ended up not trusting that. Instead I went about it by making an xedit script which parses through all of the activators with a model and their attached scripts. For each attached script, it took a look inside of the actual .psc file for a matching OnTriggerEnter() string. If found, the script then looks at all of the references which use that activator and checks if a primitive was attached to it. If there was a primitive then a Triggerbox was made in CK. If not, then the triggerbox must come from the nif itself.
  5. I think I am getting the idea of nicontrolmanager. Its just technically a bunch of "checkpoints" in an animation timeline that can be linked to a keyword. Call the keyword -> goto that place in the animation timeline. So if your animation is quite literally scaling a box up from being X size to Y size over Z amount of keyframes, you can then name each keyframe and call a "goto keyframe name" to get the size you want. That makes sense. the question now becomes, can those "checkpoints" which you call be nicontroller specific. Say you have a nicontroller which only scales the X value of an object, and another nicontroller which only scales the Y value of an object. Can you set the checkpoint for each nicontroller independently through calling two specific keywords? or can you only make a checkpoint of an objects overall state in its animation. (im probably botching the names up, but I think you get the idea)
  6. Thanks for this, Ill add it to the resource page As for it being smaller, I sort of did the edison route, where I just searched through all of the activators which bethesda made and had OnTrigger events inside of their scripts. Then I saw if a triggerbox itself was made through CK or not. (turns out there is only one nif in the entire game which has a triggerbox embedded into the nif file itself) and copied over the relevant branches. Chances are I probably copied over some extra info which wasn't needed.
  7. Thanks for the offer, i tried looking up some nif documentation, but I really couldn't find any. Its like the whole nif system is one big secret that only spreads by word of mouth
  8. What you are describing is well beyond my knowledge of nifs and nif manipulations in Papyrus, atm. It sounds interesting though, I will look into it!
  9. Hey everyone, Usually I would't post a mod here, but considering its uses it might be helpful for many of you. http://www.nexusmods.com/skyrim/mods/61245/? You can use this resource to add, move, rotate, remove trigger boxes dynamically. Might be helpful for those who require precise location/area tracking without all of the junk added with a magic effect and without the need for polling.
  10. Ooh, that's what I was looking for! Though it does change the model of al versions of that form so I don't know if hat is what is wanted. Then I guess perhaps you just have lots of "empty" placeholder weapons, each one linked to a display container. Then when a person wants to display an item, you just use the SetModelPath() on these appropriate base weapon forms and make a QueueNiNodeUpdate() for them.
  11. Yeah the only way I can Imagine it taking less time is to esmify your current esp and create new changes as new esps which you merge later on. Wont help with the loading time but it will drastically help with save times.
  12. Leveled lists are randomized to some degree and you will need to wait for everything to refresh (I believe its every 2 days?) Also, to help with your debugging: The debugger gives an exact line where problems are coming from: C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\ICPopulateListsScript.psc(13,5) It is saying the problem is coming from13th line. Hence the 13 inside of (13,5) Which in this case is: Book Property ICSpelLTomeConjureFleshAtronach ; Adept , the first Property which did not have the Auto attached to it
  13. {LeveledItem Property LItemSpellTomes25AllConjuration Auto LeveledItem Property LItemSpellTomes00AllConjuration Auto LeveledItem Property LItemSpellTomes50AllConjuration Auto LeveledItem Property LItemSpellTomes75AllConjuration Auto LeveledItem Property LItemSpellTomes100Conjuration Auto Book Property ICSpellTomeConjureScamp Auto ; Apprentice Book Property ICSpellTomeConjureDaedroth Auto ; Apprentice Book Property ICSpelLTomeConjureStuntedScamp Auto ; Novice Book Property ICSpellTomeConjureHuntingTroll Auto ; Apprentice Book Property ICSpelLTomeConjureFleshAtronach ; Adept Book Property ICSpellTomeConjureDremoraCaitiff ; Apprentice Book Property ICSpellTomeConjureDremoraKynmarcher ; Adept Book Property ICSpellTomeConjureSoulFamiliar ; Novice Book Property ICSpellTomeConjureDarkSeducer Auto ; Expert Book Property ICSpelLTomeConjureAuroran Auto ; Master Event OnBeginState() LItemSpellTomes00AllConjuration.AddForm(ICSpellTomeConjureStuntedScamp,1,1) LItemSpellTomes00AllConjuration.AddForm(ICSpellTomeConjureSoulFamiliar,1,1) LItemSpellTomes25AllConjuration.AddForm(ICSpellTomeConjureScamp,1,1) LItemSpellTomes25AllConjuration.AddForm(ICSpellTomeConjureDremoraCaitiff,1,1) LItemSpellTomes25AllConjuration.AddForm(ICSpellTomeConjureDaedroth,1,1) LItemSpellTomes25AllConjuration.AddForm(ICSpellTomeConjureHuntingTroll,1,1) LItemSpellTomes50AllConjuration.AddForm(ICSpellTomeConjureFleshAtronach,1,1) LItemSpellTomes50AllConjuration.AddForm(ICSpellTomeConjureDremoraKynmarcher,1,1) LItemSpellTomes75AllConjuration.AddForm(ICSpellTomeConjureDarkSeducer,1,1) LItemSpellTomes100Conjuration.AddForm(ICSpellTomeConjureAuroran,1,1) Debug.notification("Immersive Conjuration has successfully added spells to leveled lists") EndEvent} Based on those brackets, you technically just commented out your entire script.
  14. short answer, no. if you can find a way not to overwrite his esp then perhaps yes.
  15. Take a look inside of the Glowing Particles BSShaderProperty and start messing around. Things like Emissive Multiple and Emissive Color may help.
×
×
  • Create New...