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BrotherBob

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    Dark Souls

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  1. In response to post #10411475. #10411755, #10411811, #10411839 are all replies on the same post. Actually, something weird happened. I opened my browser and went to the Skyrim Nexus and had been apparently logged in as another member (i.e. the page read [so-and-so]'s account, with [so-and-so] actually being someone's username). I was too freaked out to try to post something and see what the effects might be, since it would just be wrong to do so, so I logged out as quickly as I could and logged back in as myself.
  2. I was having the same problems with the BVFE_Serana.esp plugin, so thanks for this! I would imagine that similar issues would occur for other custom and standalone followers, so this would be the go-to remedy.
  3. I'm not sure about the chests. As for the "To Skyrim" problem, the door actual has to be linked to the outside Skyrim worldspace for that to happen. For the leaning on walls, I'm quite certain tha NavMeshing is important, as well as ensuring that the NPC has an AI package that allows for that special animation.
  4. Using trace statements, it appears that the Projectile part of Event OnHit is pretty much useless. It always returns None. egocarib suggested the following on another forum: I'm just reposting in case anyone needs help with that.
  5. Sorry, that's part of a Magic Effect that is attached to the Actor, not the Projectile. I just didn't include the first line. I'm just wondering why it won't work. I figure that if I can get this script to work, I can get another of my scripts to work, which is much longer, but I can upload it if anyone is interested. Incidentally, it involves using Silver projectiles against vampires.
  6. If you're doing it properly, I don't see how it could screw anything up.
  7. Since nobody has said anything: I would start by making a new Projectile an importing your work into it. Then, I would edit the Projectile to have the Speed, Gravity, etc. that is desired. Next, I would use those tutorials that explain how to create new spells and use them to create a custom spell that uses the new Projectile.
  8. I created a new Actor and gave it an Ability. The Ability consists solely of a MagicEffect with a script attached: Projectile Property SteelArrowProjectile auto Spell Property SpecialSpell auto Actor Target Event OnEffectStart(Actor akTarget, Actor akCaster) Target = akTarget endEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if akProjectile == SteelArrowProjectile SpecialSpell.Cast(Target, Target) endif endEventDespite properly setting the properties, the Actor never casts the spell when hit by a Steel Arrow. Am I doing something wrong?
  9. I had similar issues, so I went poking around the Nexus and decided to take a shot in the dark and install this. It fixed the issue for me.
  10. How would I go about finding the resolution of the lip textures?
  11. Make a new .esp file that is dependent on the two other mods. Here's a thread for that. Create a new faction and add all of the zombie races (from the two mods) to that faction, and you should be done at that point.
  12. The Creation Kit won't allow you to use a .esp file as a Master for another .esp file, unless you use a workaround.
  13. Perks don't show up in Active Effects. If you want something to show up, you could create a dummy Ability (with any necessary Description) and have the script add it to the user.
  14. You'll probably get a faster answer from testing it yourself rather than waiting for a response. Try the command: player.setav speedmult x, where x is 100 by default and lower values will decrease speed.
  15. Don't thank me. I had that very same problem while making my latest mod. Luckily, LP1 responded to a thread I made and gave me that tip.
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