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Stokes52

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  1. Hey steelfeathers. I love your Lost Grimoire mod! I don't know if you're still modding or replying to messages, but I wonder if you can help. In Lost Grimoire the Trickster spell creates two clones and copies the player's inventory to them. I'd like to do the same thing on one of my custom spells that summons an a different NPC, where the spell would 1. summon a custom NPC and then 2. add items to the NPC that are the same as what is equipped on the player. I've already added the spell and NPC that gets summoned, now I just need help automatically applying the player's equipped items to the NPC. What do I need to do to do this? I'm still very new to papyrus scripting.
  2. I have a custom NPC that is summoned through custom conjuration spell. What I'm trying to do is create a script that will copy the player's currently equipped items and add them to the conjured NPC when the spell is cast and that NPC appears. Alternatively, if that is not possible, I would at least like to make a script that will add items to the conjured NPC based on the item ID codes. I know that the Tricker spell in Lost Grimoire mod does something like this, but I am not familiar with papyrus so I'm not sure how to reverse engineer that script. Any tips?
  3. Thank you for your fantastic response, I really appreciate it! Your steps look pretty straightforward. I'll take a swing at it this weekend and come back if I have any questions. Thanks again!
  4. Hi guys, I've been looking around at various modding tutorials but I haven't found one yet that details exactly how to create a ground mesh for a piece of custom armor. Another user created a lovely helmet mesh that I've gotten permission to use, but unfortunately he never created a ground mesh for it. As a result, the helmet looks like a vanilla helmet in the game world and inventory and only shows the custom mesh when it is physically being worn by an NPC or the player. I would love a step by step tutorial on how to turn an armor mesh into a gnd mesh for use as an inventory item and game object. For reference, I have attached the mesh in question: crestedhelmet.nif
  5. Hello, I'm trying to figure out how to turn, say, an arrow quiver, into a non-functional equipable cosmetic item. IE: I want to be able to equip something that looks like a bag of arrows, but is actually just a static mesh, like some mods do with capes or bags. Specifically I want to make the "throwing knife ammo" model from the Throwing Knife WIP mod and make it equipable on my character without it actually functioning as ammo or taking up the ammo slot. If I could get some guidance on doing this with regular arrows, I imagine I could probably figure out how to do it with the throwing knife ammo. Thanks in advance.
  6. Good day Skyrimmers! I've finally completed my first mod with the creation kit to the point that I'm satisfied with it for now. I present to you, the Imperial Legion Retrofit Mod! http://img341.imageshack.us/img341/8269/banneresp.jpg http://skyrim.nexusmods.com/downloads/file.php?id=9370 This mod gives a little bit more diversity to the look of the Imperial Legion and includes modified armor that more closely resembles the Skyrim concept art for the Legion. Some mods just give Imperial Soldiers heavy armor, but I wanted to something that looked a little more subtle and natural. As this is my first mod I'd appreciate feedback, comments, and perhaps even endorsements if you liked it! If this mod proves popular I may expand upon it in the future.
  7. So I've copied, retextured, and renamed two vanilla meshes, cuirassmedium_1.nif and cuirassmedium_0.nif. I know that the 0.nif is for low weight and 1.nif is for highest weight. I did not edit the meshes at all, I merely told them to use different textures. When I open it up in nifskope everything looks fine: I have two meshes, a heavy (1.nif) and a light version (0.nif). The problem is, in game, I only see the high weight mesh and the weight slider is completely non-functional. If I put on the armor, my character instantly turns buff: no weight slider. I'm just wondering if there is a way to get an in-game item to recognize both meshes and modify it's weight accordingly, since it isn't working for me right now.
  8. Sorry for the TL;DR, but I could really use some help...
  9. I'm still new to the creation kit but I have a basic understanding of how the texture_1.nif and texture_0.nif works, yet I'm running into problems. Normally the Imperial Studded Armor and the Imperial Light Armor use the same textures. This means that if you want to texture edit the Studded armor you inadvertently edit the Light armor as well. I only wanted to edit the studded armor, so I used Nifskope to edit the Studded armor's meshes so that it now uses my custom textures instead of the default textures. I edited both the CuirassMedium_1.nif and CuirassMedium_0 to use the new textures. I renamed these files to CuirassTrooperMedium_1.nif and CuirassTrooperMedium_0.nif respectively. I then used the creation kit to edit the Studded armor so that it uses my "new" mesh, (CuirassTrooperMedium_1.nif) with the custom textures Both of my custom meshes are in the correct folders, and in game everything works fine, except for the weight slider. I told it to use the _1.nif mesh, following the format of all the other armors in the game, and I've put the _0.nif mesh in the same folder as it, but still, weight doesn't seem to be working at all. My character has a low weight slider but when I put on my edited armor he immediately goes to full weight when the armor is equipped. What am I doing wrong? How can I get the Studded Imperial Armor to recognize both the CuirassTrooperMedium_0.nif mesh and the CuirassTrooperMedium_1.nif so that I can get weight sliders to work correctly? Thanks in advance, I really could use the help!
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