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  1. I'm having problems combining 3 mods. One mod has weapons, spells, and items. One mod has head parts (eyes only). One mod adds a cell. In hindsight, I should've just built it all into the one mod with the items, but I didn't do it because of bad foresight. I don't get any errors in TES5Edit at first, but when I open the combined mod, it stops loading and tells me the following line; "[00:49] Background Loader: Fatal: <EAssertionFailed: Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 10859)>" Opening the mod in the construction kit says a dozen errors about duplicate IDs, and just stops loading after a short time. My D:\ drive isn't in use (not to mention that it's a CD drive with nothing in it), so I can't go check that. I can easily throw the eye edits into the big file, but remaking that cell will be a pain. What happened, and why is it doing this?
  2. My request is for a backpack fit for a hunter/trader, yet also made for a beast to carry. I had a crazy dream that involved a man who had a caravan of bears that he tamed, and they all carried his hunting trophies; tusks, pelts, wine and ale, and so on. I also butchered him and killed the bears for his loot, but that's a different story; the fact that he had BEARS as pack mules was awesome. So, I come bearing a request; a "Pack Mule" Bear model. The bear in my dream was a cave bear, having dark brown fur and being big. It carried a hefty backpack that pretty much looked like a Trojan tank made from various hunter and trader things. The bear itself never tried to rear up and smack me, so preferably an animation set for a bear without the attack where it stands on its hind legs would be fitting for this. That's optional though, if editing an animation set is too much work. The backpack consists of the following objects; - Square shaped East Empire Company crate as the "backpack" - Cow hide covering the bottom of the crate (because a big box obviously would hurt) - Large Antlers held on top of the crate by rope (The ingredient) - One mammoth Tusk on both sides, facing forward. Held by the same ropes as the antlers - a rolled Horse Hide on the front, next to the tusks, and held on by rope - Firebrand Wine Case on the back, with a few bottles of wine, and held on by the same ropes as the Horse Hide - A quiver full of steel arrows on the right side, under the antlers - Imperial Bow resting on top of the quiver - A Bear Pelt on the left, under the antlers - Three Steel Daggers sheathed and facing up, on the right side under the tusk All of this, combined into a nifty "pack mule" appearance, and worn by a bear. If someone would be so kind as to make this, that would be amazing.
  3. There is a keyword "magicnoreanimate" which prevents reanimate spells from being applied to certain actors. Naturally, this keyword is used on things like mechanical NPCs or Dragons which cannot be reanimated. It is used by several NPC's, Races, and Magic Effects which cause the reanimation. I figured it was most likely that the culprit would be on a magic effect or quest, where the actor that is decapitated either fills an alias with the keyword or a magic effect is applied with the keyword when it is decapitated, thus preventing reanimation. I could not find any magic effects that looked suspicious, but I did notice a quest in there. DA02 is the name of the quest. Try taking a look at that. Though it seems unlikely. The other place to look is in perks. There might be some conditionals or wonky stuff that is doing what you say. Sadly, I've already been fiddling with the "MagicNoReanimate", as the mod I'm making takes that off of certain NPCs like Kodlak and Vigilant Adalvald, and it's not applied to player races unfortunately. For the quest, that's Boethiah's quest, and it's only there because headless NPCs don't get revived by Boethiah. Can't see anything else in that. Looking through all the perks now. Chances are I might have to do a hack-job and just put conditions saying "GetisRace (blahblah) == 0" for every race that shouldn't be reanimated, but that'd be sloppy. Hopefully I don't have to do that. EDIT: Sadly, there were no perks that had any notice of changing the head to the severed one. I also tried to remove the keyword "MagicNoReanimate" from all of the reanimate spells, but that still didn't work.
  4. Simple question this time, but the answer just keeps eluding me: How do I set it so that decapitation does not prevent reviving the decapitated NPC? A while ago, I did this for a personal mod, and subsequently deleted it because of bugs. Now that I know how to properly edit things in the CK (other than scripts), I can't find whatever it is that controls this. It's not the Actor Value for Decapitation (there isn't one, either), it's not in the armor "DecapitatedHead" or "DecapitatedNeck", and looking through each playable race yields no results. I really want to raise the headless dead again, but no mod does it for some reason. Could someone help me find this value, keyword, or whatever controls it?
  5. I've been trying to follow a guide on youtube for making a quest. So far, I have everything working, except for two aspects; - NPC doesn't talk - Note given to the player is blank The tutorial I've followed; What's causing this? I've followed the guide, and there's a few comments asking, but it's been over a month since they asked with no comment fixing the issue or explaining what happened. I have a custom sound file for my NPC, and the note does have text when I edit it in the creation kit.
  6. Hello all, I'm hoping someone can help me find the problem I'm currently facing in my Werebeast Transformations Plus mod. Everything that was already in place worked just fine for me two days ago. Also two days ago, I had an issue with several things that made me reinstall the game. Now, I had the most up-to-date version of my mod uploaded, and that was the one that worked in every way except reaching the perk tree. This problem isn't about the perk tree however; my Werebear form cannot feed for some reason. Rather than feed, it brings up the Search option. I can do everything else properly as a Werebear, including benefiting from the perks, but feeding isn't working properly. Scripting isn't exactly my thing, so I might've screwed up with a script. Would anyone be willing to rip my mod apart and help me find this problem? I've spent about four hours trying to figure out what's wrong, and everything is in order as far as I can see, and nobody else is reporting this problem, so it's something on my end.
  7. The console code you provided doesn't work, sadly. "PlayerisWerewolf" not found, and whatnot.
  8. <p>EDIT: Forget about it, I'll just reinstall. This issue is slowing me down, and I don't want to bother people over it. If it ain't on google, a good reinstall should be enough to fix it. I have a ton of junk from other mods I deleted anyway, so that might be the problem. DOUBLE EDIT: Nexus, why did you give me so many paragraph lines? Great job. </p> <p> </p> <p>Hello Nexus, I seem to be having an odd problem that just happened to occur out of nowhere; Beast Form (provided by the Companions questline) does absolutely nothing. I've done the following in an attempt to fix it:</p> <p> </p> <p>- Disabled all mods</p> <p>- Made a fresh save without any mods active, including the official DLC</p> <p>- Tried removing and adding the spell manually</p> <p>- Tried using the Ring of Hircine</p> <p>- Tried using BSA Browser, taking every script, and placing them in the folder while overwriting any scripts I already had</p> <p>- Searched Google to no avail</p> <p>- Tried favoriting and unfavoriting the Beast Form Spell</p> <p>- Changing my shout button configuration</p> <p> </p> <p>I'm at a loss here. The only thing I haven't done is reinstall, but I don't want to resort to that seeing as how my internet connection is incredibly weak due to throttling by my ISP, and bad internet means horrible steam download speed. What could be causing this, and how do I fix it?</p> <p> </p> <p>It's incredibly hard to test and fix my current Werebear mod when I can't even access Werewolf form.</p>
  9. That's right, cutting to the chase. I'm looking for a bunnysuit that is any color, and is for the UNP body. I swear I saw one a while ago, but I cannot find it for the life of me as every site I go to has dead rapidshare or mediafire links, and the only one on the Nexus is a remodel of some normal armor. There's a version of this on the Fallout 3 nexus for reference here: http://fallout3.nexusmods.com/mods/5052 Only things I ask for in the suit are as follows; - Fits the UNP body and UNP Slim body - any breast size between the generic A cup to the D cup. - any dull colors that fit in Skyrim's color scheme. Nothing bright. Red, blue, purple, black, white, whatever; any color is fine. - Not shiny. I like my clothes made out of cloth, not rubber! - Covers the body properly. As much of a pervert as I am asking this request, I'd like it if the nippes were not visible from random angles. Gotta have SOME decency, after all. I would be very grateful if someone did this. I could do the texturing if you had a UV map and didn't want to texture it.
  10. <p>Awesome, I didn't think it was that easy. Truth be told, I didn't even think I could right click in that part of the spell page.<br /> <br /> Thanks for the help! Hopefully this will make up for the CK being a royal jerk and not letting me access the perk tree directly.<br /> <br /> EDIT: I realize that adding 5 damage each perk level isn't going to exactly work the way percentages would. How could I emulate a percentage in a spell?</p> <p> </p> <p>EDIT 2: I just mixed using perks and abilities. This should be a good temporary fix until I finally figure out how to access the perk tree. Again, thanks for the help!</p>
  11. I've been actively working my butt off on trying to get the Werebear in my mod "Werebeast Transformation Plus" to have access to the Dawnguard perk tree, but to absolutely no avail. Just a bit ago, I came up with some wacky idea that most likely won't work, but it's worth a try. Say I have a fresh save, just completed the quest to become a Werewolf, and I've just killed and eaten every Silver Hand member in the castle where Aela helps. I have enough points to unlock one Werewolf Perk (probably more, but for example's sake, only one), and I activate Bestial Strength Rank 1 (25% extra unarmed damage as a Werewolf, or +5 damage as 20 is base damage). My character now has this perk active, and my Werewolf does more damage. Now, as my Werebear currently does not have compatibility with the perks (which requires a lot of perk editing), it does not benefit from the extra 5 points of unarmed damage. My theory goes here. Say I were to create a spell that duplicates the extra 20% unarmed damage, and apply it to the Werebear. Right there, the Werebear would have 25 base damage due to an active spell giving extra damage. I want this spell to only be active when the player has the perk that gives the Werewolf the extra damage. How would I go about setting up a spell/ability that is only active if a perk is active?
  12. My most recent mod, Werebear Transformation Plus, is currently plagued by a single issue; I cannot access the Werewolf Perk Tree. Among all the bugs it has, I've fixed all but this simple bug. I've found a cause, but cannot apply a fix. Here's what I've found so far; The actor value "WerewolfPerks" is what controls the perk tree for the werewolf. Checking its Use Info does not show that it's used by anything, including scripts. Editing the perks themselves allows me to make them work for any race, including my custom transformation races, but the Character Menu is not avaialble. Sadly, that's as far as I can get. I've looked through all the scripts related to werewolves, and not one lets me edit how to access the perk tree. There's got to be something I'm missing. Please help me figure this out, as it's the last remaining bug that's causing me trouble with this mod. Some simple script or something to apply the actor value should do it, but I can't figure that out either.
  13. First off, let's take a look at the Briarheart Forsworn. These lunatics run around with their heart carved out and replaced by a bloody head of lettuce. I thought this was the coolest thing, and so I tried to make the Briarheart item something I could equip. Turns out the chest is...really low quality, and no matter how much texture editing I do, it's always got a horrible neck seam. So, my request is for a remake of the Forsworn Briarheart's chest, and matched to the Ragged Trousers. Preferably two variants; one with an empty cavity, and one with the briarheart in it. Lastly, two items in the DLC have a harness, which for the NPC houses a Heartstone in their chest. These two armors are General Carius' Armor (Unplayable, male only) and Telvanni Robes (Female only). When I fiddled in the CK, I found that the heartstone itself was a necklace, and the armor just had an indent in it to allow for the necklace to appear through it. So, I'd like to request two armors and one clothing item to get the heartstone treatment (harness and indented area for BOTH genders; Carved Nordic Armor, Chitin Armor (Light), Ragged Trousers I'd be grateful if someone could do these!
  14. Hello Nexus, I'm having a very tedious issue. I made a new eye texture that looks decent on its own, but I intend for it to glow yellow. Thing is, when I apply my glow map, it does not work. Following this guide: http://mdaggerhartskyrimscrolls.blogspot.com/2012/07/skyrim-modding-custom-eyes.html When I open the texture set, there's options for the diffuse, normal, environment, glow, height, another environment, multilayer, and backlight mask. When I apply my dds file for the eye texture, which is saved as "DXT1 RGB 4 bpp | No Alpha", nothing changes. When I check other eye mods that have a nice glow, they show no glowmaps, which really confuses me. How do I get a glow map for an eye texture? There's no mesh involved, so using nifskope seems illogical.
  15. My request is for a simple weapon that humorously doesn't have any evidence of existing outside of implications from priests. In Japan, there's a weapon called "Ame-no-Murakumo-no-Tsurugi", which translates to "Sword of the Gathering Clouds of Heaven". It is one of the three Imperial Regalia of Japan, with the other two being a shield called "Yata no Kagami" and a jewel called "Yasakani no Magatama". Doing a bit of quick research, the Blades Shield in the game resembles the Yata no Kagami almost spot on; this blew my mind when I realized this. I looked for any other resemblances with the Blades and the other two treasures, but none are to be found. So, seeing as how the jewel looks like a curled up turd, I'd like to see the sword brought into the game. While its real appearance isn't known, and it's been rendered thousands of times in various media as different types of swords, the most notable and reasonable one is an artist's rendition found at the first reference link below. It is not a "katana" in the sense of what westerners see in Japanese swords, but more of an iron longsword. While many forms of media depict it as a katana, such as Naruto and Final Fantasy, they tend to go overboard with the design and make it seem more like a joke weapon. Legendary weapons don't need to be highly ornate, or even slender and exotic. The reference shows a very simple wave shape, almost like a very wide serrated edge. The hilt is practically the same as the Iron Sword in Skyrim, while the blade is similar to the Orcish swords. My second image, quickly rendered in photoshop, shows how large it should be; just a smidge bigger than an Iron Sword, and equally wide. Color would preferably be an ebony black, but on a not-so-shiny surface. Rusted preferred, but a clean model would be nice as well. There are plenty of free-to-use rusted metal textures across the internet, and I'd greatly suggest one of the two listed under the references. It'd make the texturing much quicker and easier in the long run to use the free textures! If you do use the textures, make sure to give credit to the artists who provided them. After all, the quality is amazing! Thank you for reading my request, and I hope someone is interested in the idea! Reference 1: http://en.wikipedia.org/wiki/Kusanagi Reference 2: http://imgur.com/rdZtb (I can't post attachments for some reason) Textures 1: http://www.mayang.com/textures/Metal/html/Flat%20Metal%20Textures/index.html Textures 2: http://nighty-stock.deviantart.com/gallery/ EDIT: Apparently I can't link images outside of the nexus. Oh well, everything is in the reference and texture pages.
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