Jump to content

esuriddick

Premium Member
  • Posts

    48
  • Joined

  • Last visited

Nexus Mods Profile

About esuriddick

Profile Fields

  • Website URL
    https://ko-fi.com/esuriddick
  • Country
    Portugal

Recent Profile Visitors

29163 profile views

esuriddick's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Hi maxarturo. I was afraid that this would be the case. I don't know C++ and I know it is a far too heavy language for me to learn just for this purpose. Could you please provide more details on this practical solution of yours?
  2. I've tried to set up a condition, but the AI package in use by the reanimated creature/NPC changes depending on who or what you are reanimating. Nevertheless, when I set the condition, for instance, to the DefaultMasterPackage, they still ignored the quest alias's AI package. Only the conjured ones happily accept the AI :s
  3. I was only now able to test this out. I set it at 0 and the same issue occurred. I have my quest back to priority 100, and I have tried previously to apply a priority of 999, as my research showed that the highest priority, the better to apply AI. If you have any other suggestion, let me know :)
  4. I don't usually work with textures, but I believe that in the past, after creating the map I would, simply make it in GIMP and then convert it to DDS following Skyrim's settings (also within GIMP).
  5. A couple of ways: - Create a spell to reduce/slow down the player movement speed (check actor value SpeedMult). - Increase the encumbrance of the player by an absurd amount. - Not sure if you are able to rotate, but you can also check this command: https://www.creationkit.com/index.php?title=DisablePlayerControls_-_Game The CK wiki mentions how to better implement this for SpeedMult (https://www.creationkit.com/index.php?title=Actorvalue), and also explains how to change the carry weight yo properly implement the SpeedMult change. Concerning fixed rotation, maybe you could use GetAngle to check every few seconds whether the rotation is within the bounds?
  6. Hi everyone. I'm trying to update one of my mods (Simple Thrall Management) with a new function to force the summoned or reanimated NPC/creature to hunt for nearby enemies. For that purpose, I created a quest to have an alias with an AI package to force the ordered summon/reanimation to follow its rule and patrol the area. Once the player orders the thrall to "Hunt", the summon/reanimation is assigned to the alias. This has worked perfectly for summons, with them immediately adopting the AI package associated with the quest alias. However, any reanimated NPC or creature simply ignores the AI package from the quest alias. I have identified their AI package (e.g., DefaultMasterPackage) and I have even attempted to add a condition to that AI package to ensure that it stops functioning when the thrall is assigned to the quest alias by checking whether the owner of the AI package has a spell (basically an aura to help the player detect where the summon/reanimation is). I have also tried to raise the quest priority from 100 to 999, but to no avail. I've also tried to identify any quest that could somehow override the AI package from the quest alias, but I was unable to identify one for reanimations. Any suggestion or assistance is welcome, as I believe I have reached a dead end. Thanks. Best regards, esuriddick
  7. Here is the mod: https://www.nexusmods.com/skyrimspecialedition/mods/22557
  8. I'll try to slowly develop this mod. However, I am going to create it from scratch. Merging mods is not something you should request to begin with. I'll try to do this mod since it seems fun and a very non-intrusive change to the original vampire. No promises made here as well since I'm currently with a busy agenda.
  9. In response to post #39865535. Thank you for the reply. I'm aware that this isn't the forum for something like this, but I wanted to point out that having the tools isn't enough, the tools must also be effective. Once again, I appreciate your answer and thank you for the tips. EDIT: I sent a private message to SirSalami. Hope things get worked out.
  10. Hello. I rarely post on these kind of things but given the content of it and since part of it reflects a situation I'm close to, I felt I had to share my opinion. First of all, I don't care whether consoles or pcs have mods. What matters is that everyone has fun and that new content keeps getting created, whether for PC or consoles. With that out of the way, as a mod author myself, I'm quite open to let people use my mods as long as they credit it. Nexus does have several tools at my disposal which allow me to prevent mod thefts from happening in this platform. However, since we're throwing stones at other platforms for their lack of controls, we should also discuss the effectiveness of the tools available in the Nexus. As a title of example, I reported a mod (http://www.nexusmods.com/skyrim/mods/74108/?) over a month ago for stolen assets. The author decided to say it was his, giving permissions for everyone to use it and saying he just wanted help to texture them. As the creator of these assets, all I need is to look at their images to know they are mine, but if there any doubts to clear, the textures in the meshes available are pointing to folders created by my mod (The Uchiha Clan mod). It was the first time I had to report a mod for stolen assets and, so far, I'm not impressed... It should be noted that this file was also reported by several users of the Uchiha Clan and by Omega1084 (co-author), so it wasn't a single report but several that have gone by without any action. Kind regards and hope this helps to create a better Nexus for everyone, Riddick
  11. I've found the solution to this issue after trying several different keywords: http://forums.nexusmods.com/index.php?/topic/618130-help-needed-armor-3ds-2012-nifskope-skyrim/&do=findComment&comment=4942932
  12. Hello: First of all, thank you for reading and, hopefully, with your help, I can finally figure out what is this annoying thing. It is not the first time I have this issue with a piece of clothing, but now I'm too annoyed over this. What happens is that I have some part of the glove that goes through the rest of the glove (this also happens to the other glove but in a different place). The closer I am watching the glove, the smaller it is and it eventually disappears. The furhter I'm looking at the glove, the larger it gets. I've tried many things in Nifskope with no sucess, including updating tangent space. If any further information or file is needed, just let me know. I really want to get to the bottom of this and fix it. http://s27.postimg.org/j58ad6wz7/Untitled_1.jpg Best Regards, Riddick.
  13. Just copy the BSLightningShader property from the original to this mesh and I guess you'll be fine. Check this as well if that doesn't work. Pay attention to the texture part in the mesh: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1
  14. It should be safe, yes, since the cell doesn't reset. However, I'm not sure whether the chest disappears when its original cell resets. Not sure how the mod works.
×
×
  • Create New...