Jump to content

doctorhr2

Premium Member
  • Posts

    106
  • Joined

  • Last visited

Nexus Mods Profile

About doctorhr2

Profile Fields

  • Country
    United Kingdom
  • Currently Playing
    Skyrim
  • Favourite Game
    Skyrim

doctorhr2's Achievements

Enthusiast

Enthusiast (6/14)

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

Recent Badges

0

Reputation

  1. Okay, that makes sense. The only reason I was thinking of a formlist is because the house isn't going to be in a fixed location.
  2. That would explain it. So the script calls on the animation attached to the doomstone.nif and that does the work. I had maybe made a faulty assumption that the game does change textures when perhaps it doesn't. So if I wanted a player home or something where the lights are on in the windows at night and off in the daytime, I would perhaps need two models (one 'On' and one 'Off') in a formlist with a script to switch between the two at set times?
  3. I am stumped so far. I have looked at the Atronach Stone in both CK and Nifskope. In Nifskope I can see that that it has a glow map attached to it but I can't see anything in the script in CK that enables this glow map to come on when the stone is activated...
  4. Thanks for the response. I'm actually looking to do this in to work in both Skyrim and SE, so SKSE is out of the question at the moment. The only way I can think to do it at the moment is to switch between models (one glow, one not). I've had a look at models I *think* use the technique I am looking for, but to luck.. Ore, doomstones... No mention in the scripts about swapping textures!
  5. Does anyone have any insight as to how to enable and disable a glow map attached to a NIF through timed events or when activated by the player? I'm dipping my toe into the World of modding and scripting with specific goals in mind. I know how one goes about activating a light through scripting but I can't find a tutorial concerning doing the same thing with glow maps.
  6. Amazing! Thanks McGuffin... Time for me to do some of that there learnin' :D
  7. Can any experienced modders tell me if the scripting tutorials (such as Mattiewagg's Modding Skyrim) are still applicable to the Special Edition? I'm wanting to really get stuck into proper quest creation. Thanks.
  8. @Behippo... Your team has so much goodwill in the community, would donations help the process any?
  9. With a 64bit engine I'd say, given time, a hell of a lot! But it will take time, SKSE and the Creation Kit.
  10. Then again, it depends on your definition of an amazing mod... There are some great ones already available that don't require SKSE/SkyUI to work. Live Another Life, Forgotten City...
  11. Hello :smile: I think until SKSE is upgraded (in progress but a huge task as it has to be practically redone from scratch and retooled if/when Bethesda release a patch) and SKYUI comes out, a lot of the big mods will have to wait. But be patient as we now have a 64bit engine the capacity to go much much further than before. Just don't uninstall your 32bit Skyrim yet.
  12. Behippo, is there anything the community can do to help? It's an epic undertaking!
  13. I admire your tenacity and it's good to think big, but maybe trying a smaller DLC at first wouldn't hurt. With my as-yet-unsuccessful-author hat on, there is a lot to be said for successfully completing a smaller project first before trying something huge. Look how long the Skywind and Skyblivion teams have been working on their TC, and that's set in the same Universe! Also I think for people to give their time to help they have to know it's a project that isn't going to be abandoned due to other commitments (Fallout 4 being released in less than a month?) or waning interest. Again, an example of where having completed smaller projects can be an advantage. Just a thought, but good luck whatever you decide to do. P.S. The pics look great, but you might want to look at the textures on the wooden house in pic 3 and the brick building on the left in pic 4. There are some very obvious repeating textures going on that could do with either being replaced or broken up.
  14. Okay... I got it working! I didn't know that it's not possible to view some animations in Nifskope... So with a little experimentation I managed to get a pulsing light effect. Not perfect but it works. Thanks to everyone who offered help and suggestions. Hugely appreciated!
×
×
  • Create New...