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Evilou

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  1. As far as i know, the animation files used for staff draw and sheat are staffright_equip.HKX stf_equip.HKX stf_unequip.HKX Those 3 files seems to work only when dual wielding with staves. mlh_equip.HKX mlh_unequip.HKX mrh_equip.HKX mrh_unequip.HKX I'm using FNIS, and those 4 files don't seem to control magic hand draw and sheat at all, but seems to work for staff After, several tries, it appears that for staff draw and sheat animation to work in all cases, all those files must be modified. Unfortunately, staff is considered magic by skyrim, Even if you try to change those files, staves will be equiped instantly and appear directly in your hand or your back as the draw or sheat animation start. The game is looking at what is in the right hand to choose the draw animation, so it is possible to use a staff in the left hand, and any other weapon in the right hand, and then have an draw animation that draw correctly the staff for the left hand. I don't know if it is possible not to equip magic instantly by editing behavior file or... anything else.
  2. Actually, after a quick look in the CK, it appears that the spriggan effect 9AA46 (spriggan effect on foot) can't be removed, nor with addspell-removespell, nor with sms and sme command. It's a attached script effect and there is no OnEffectFinish event inside the script. There is an OnDeath event that is supposed to remove the effect but the no death dispell is not checked in the magic effect, so the OnDeath event never activate. I think betesha made an typo error writing Event OnDeath instead of Event OnEffectFinish or a wrong copy/paste. (The other spriggan effect as well has an OnDeath event that never activate, but it has an OnEffectFinish event that stop playing the effect ) It needs a script fix. I don't use the uskp, so i don't know if it fix it in any way, but in the vanilla version there is no OnEffectFinish event in SprigganSwarmActorSCRIPT
  3. That is indeed the spriggan effect, most likely the 9AA46. Sprigan effect 9AA46 and 9AA38 in the first page are inverted, and also, the addspell and removespell method seems to not work with 9AA46.(and i'm not using at all the uskp) The cureall bat will not work on it because it is not a shader effect, cureall only remove shader effect. I didn't read all the 50 pages, if there is no solution given, knowing the spell, you may have to look for the Visual magic effect ID in the ck to remove it with the sme command very like the wispmother. Wispmother effect, sovngarde glow and DRAGON PRIEST PURPLE SMOKE EFFECT can't be removed with the addspell removespell method if you're not also using the provided fixed scripts for them. If you do without the fixed script, the effect will just get reinforced. I also saw a script for draugr eye glow effect, but the addspell remove spell method seems to work fine even without the fixed script (at least in my case). If you're speaking about the cureall bat in the first page, it won't cure sovngarde glow, because it's not a shader effect and the cureall bat removes only shader effect. That means, it mays actually be the sovngarde glow, but not sure, because sovngarde glow is more like orange. I would say it looks like the DRAGON PRIEST PURPLE SMOKE EFFECT, but since we almost see nothing because you're invisible, try to set your alpha to 1( player.setactoralpha 1) so we can get a better look on it.
  4. http://forums.nexusmods.com/index.php?/topic/1042068-major-fps-drop1-5-fps-during-battle-for-riftencivil-war-overhaul-and-battle-for-solitude-on-a-previous-character/ Didi you try it ? In your Skyrim.INI, if you have this : "fExtraTaskletBudgetMS=800" or whatever number; delete this line, and see if it works after that.
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