Jump to content

maxarturo

Supporter
  • Posts

    2204
  • Joined

  • Last visited

Nexus Mods Profile

About maxarturo

Profile Fields

  • Country
    Greece
  • Currently Playing
    My own game
  • Favourite Game
    Skyrim - Borderlands - Metro

Recent Profile Visitors

11744 profile views

maxarturo's Achievements

Grand Master

Grand Master (14/14)

0

Reputation

  1. "How is radius/area calculated in SAE?" Unfortunately I can't help you here, I would need to check CK to remember again those things, but I don't have installed the game and neither its tools. "but has started dealing damage despite no damage on the MGEF" Remove the damage applied by the explosion itself, it should be the first or second option in the explosion editor menu.
  2. Magic Effect are hard coded to respond ONLY when they "Touch" an actor, with the exception of a few, which again they are hard coded to work only inside their parameters. What you want to do and what Ishara tried to explain you is that: - In order to have a spell's projectile to have an 'Area' of influence, you need to: a) Create a magic effect and the enchantment holding the damage b) Create an explosion and insert the enchantment into the explosion's parametrs c) According with the radius of the area impact effect of the explosion that is what your actual enchantment's 'area of damage effect' will be. But again your magic effect will ONLY respond to actors, if you want to respond to object, then you will need to extend your set up, plus your script to a point that it becomes a little bit more complicated than having just 2 lines of code. EDIT: It should be 'Enchantment' and not spell in my post. Replaced all.
  3. In my case was one corrupted 'face gen' nif of an npc that was placed right at the center of the worldspce, and I could only move at the perimeter of the worldspace before ctd if that cell with the npc got loaded.
  4. I haven't touched CK in years, but I don't remember CK having such function. But in the other hand I could be wrong.
  5. First select the object or objects, and then hit plain '1' (no shift) 1 time makes the object semi-visible 2 times hides the object completely * Press F5 to refresh window and to reveal the hidden objects.
  6. Check if the Navmesh is 'finalize' in both load doors, if they aren't then you will need to use 'MoveTo()' to move the follower in and out of the embassy. * Do not finalize the NavMesh, it will be a dirty edit.
  7. Checked one of my scripts and the actual name is: IdleVampireTransformation But just as a note, the animation does not actually transforms the actor, the 'IdleVampireTransformation' is to be played on the humanoid actor, then a secondary IDLE is played on the Vampire lord that takes the place of the first humanoid actor.
  8. You can't paly an IDLE that point towards the hkx behavior graph: actors/vampirelord/animations/mt_transform.hkx The function 'PlayIdle()' should use the animation's actual name, for example, and not an acurate animation name, I'm using the one you are which I don't know if it's a valid one: akTarget.PlayIdle(mt_transform)
  9. 'Finalize' the NavMesh between the two connected cells. In the NavMesh tool there is a button calles "Finalize Current Cell's Navmeshes". How to, got to "Creating a Load Door": https://www.creationkit.com/index.php?title=Bethesda_Tutorial_World_Hookup
  10. While you don't need to see if the object is 3dLoaded, you do need to check if the cell is attached, otherwise none of the translation functions will fire.
  11. I never noticed any issues with not disabling the object before moving it (but it doesn't harm to do it). The only issue I remember encountering is that the angle gets messed up when you move an object to an actor, and needs to be adjusted with 'SetAngle()' because adding the flag 'MatchRotation' on 'MoveTo()' some times does not fires.
  12. 1) You can make your 'mouvablestatics' into 'activators', and yes the collision will still move as long as the nif is set up correctly. 2) You don't need to use 'PlaceAtMe()' to spawn every time different meshes, simplify your idea's exacution. a- Create a cell, it doesn't has to have anything in it or to be connected to the world (basically you don't want to connect it to anything), just an empty cell that belongs to your mod. b- Place in that cell 4 xMarkers, 1 can do the trick, but we will use 4 to keep things in order. Give the xMarkers unique 'Reference Editor's IDs' c- Place in that cell all your 4 different boat models, either if they are mouvablestatics or activators, at this point it dosen't really matters. d- Now use 'MoveTo()' to place the desire boat to position. From the 'ghost cell' to your cavin, and from your cavin to the 'ghost cell'.
  13. Just use 'ObjectReference', I use objectreference for all mouvablestatics. A MouvableStatis is an ObjectReference.
  14. To create a compatibility patch for your mod, you don't require to get permission from anyone, in the end it still is an asset provided by your mod for your mod. If you want to post it in the original mods page or create a new one just for the patch, this is entirely up to you.
  15. Sirgallyhave I didn't say to use a 'Busy' state, I said to "create your script using 'States', each 'State' for each sequence" If you want to know what I mean send me a DM and I'll explain it with scripts examples. PS: I haven't read your wall of text, but I'll read it later.
×
×
  • Create New...