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Shaydow

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  1. As far as I STILL know, as far as scripting, you can still only call on a perk to the player and not on any outside asset. There is still a way to do it, but then the perk for the NPC becomes constant, and not a toggle. This allows you to apply the perk to the NPC, but it is ALWAYS on, you can never turn it off. You need to make your perk an ability, and then apply that ability through the MagicEffect in the creation kit. Any perk can be applied this way, though with NPC's the ME ( MagicEffect) must be a constant and can never be a function call. As far as I know. If I am wrong maybe someone can point you in the right direction. I hope this helps.
  2. I'm attempting to add a cool down to a castable spell yet I can't seem to figure out how. Using Wait doesn't work as the spell can just be recast again. I do not want to make it a shout. The only way I have currently been able to implement it is to have the script remove the spell, then use the wait function, followed by re-adding the spell. This is less than ideal however since if the player has the spell as a favorite, whenever it is removed then added again the spell is removed from favorites and must be re-added. Anyone know any other way to add a cooldown to a castable? Thanks in advance.
  3. You won't notice much of a difference even at 25-28 FPS anyway. The human eye can only register around 30 FPS IIRC, even 22-25 should not be any noticeable lag. Anything over 30 FPS is over-rated and more of a " I can pull X FPS with my hardware! " type deal then a " I lag when I drop under 90 FPS ".
  4. The problem with this, and my problem, is not so much adding a new perk, or even a work around for unarmed instead of a weapon, but what I have been trying to do is replace the attack ANIMATIONS from vampire lord. It seems that say what he suggested for NORD unarmed attacks would work just fine, and I MIGHT even be able to apply the perk onHit for vampire lord, IF I could get an onHit to register for the animations I'm trying to use. Beast races ( such as Vampire lord and all the ones I mentioned earlier ) seem to use their own unarmed attack type, so using an animation, even say Kajit unarmed, that is NOT one of those "beast" races, will NOT register a hit, even with such a perk applied.
  5. It is world model in CK. World model represents how something looks in both the inventory AND on the the ground ( or as Shadowjin said, the _gnd model ). Not every model is namned that ( I name mine INV ). This is found in the CK under the armor addon section, under world model. Note that to throw something out of inventory on to the ground you model must ALSO have proper collision data in the nif. Also remove the skinned shader under lighting or it will also not appear. Good luck!
  6. You can remove the dependency of a mod when you first go to load that mod in CK. Step 1 : load Creation Kit Step 2 : select the mod you want, check it as active file. DO NOT LOAD IT YET. Step 3 : On the right hand side of the mod you have selected as your active file you will see a list of dependencies. Click on the one you want to get rid of ( I.E : ApachiHair ). Now hit Ctrl+delete. CK will yell something at you about unable to find form types or something. JUST SAY YES. Step 4 : load the mod now that you have deleted the dependency. Step 5 : SAVE THE MOD. You do not need to change anything. The mod's .esp no longer requires that mod as a dependency to use. Good luck!
  7. I have noticed through my own modding of Vampire Lord that "Beast" races ",( werewolf. Vampirelord, Hagraven, Spriggan, etc ) have a completely DIFFERENT subset of melee attacks. They seem to use their own type rather then player unarmed attack types. It is something I have been struggling with with one of the mods I'm working on as well, so correct me if I am wrong. Otherwise, this may be your problem.
  8. You don't need a new crafting station to do this. A smelter would work just fine. HOWEVER, your mod will require a lot of work since you would need to add new recipes for every item you wanted the player to be able to melt down. SO what you need to do is create a new recipe. If it is an iron sword, create your recipe, say it is created at the smelter, requires 1 iron sword, and the created object for that recipe is 50 gold ( example, I have no idea what you actually want for balance ). You don't need to script anything for this, so it is all CK related, but be warned, you would have to do this for every item in the game. Creating a brand NEW station would require you to create the NEW station, AND still do what I said but your new recipes would require that station, instead of a smelter. Good luck. ~Shay
  9. My advice : - Never release a mod where you know there is a "known issue". Don't say " I know this is an issue and I will fix it later". If you know something is broken, take the time to fix it BEFORE releasing the mod. Your only releasing a mod you made because you want the praise and recognition it brings. You won't get those if you release something with bugs you already KNOW exist. - Take the time to play test your mod. Even something simple can lead to CTD's. If you just load the game once and see your change, it doesn't mean you can just say " it's working! " and release it. You never know when a CTD is around the corner. - If your script fails to compile, don't just give up or try to find a "work around" to it. Take the time to learn WHY the script is having compiling errors. This will not only make your mod work the way you want, but also make you a better script writer. - Replacer mods are not the only thing you can do to get into the scene. Take the time to learn how to make your mod a standalone. You will gain more knowledge of mod-making this way. - Mods come from original ideas. Don't just make one small change to someones mod and release it and think " I did a lot! ". No one is really going to respect you for that. - If at first you don't succeed, try try again. Your first few mods may not be a HUGE success, but who knows, that 4th one may be the next big thing. I.E : DON'T GIVE UP. Hope this helps. Peace, ~Shay
  10. You need to unpack skrim.BSA Find a BSA unpacker of your choosing and then unpack the meshes. Find the .nif your looking for and alter it. Alternatively, you can just create a new .nif that you want to replace with, find the file structure for it in Skyrim ( something like meshes/armor/dragonplate/dragonplatemale.nif or something ) create that file structure in your skyrim directory, and add it in. Skyrim will always use the file structure to show models in game over skyrim.bsa, this is how file replacers are made. Good luck.
  11. I am really not the best at papyrus, but I think you can replace GetActorReference with GetReference, though I may be wrong. I was interested in this, this was the best I could find, since .addperk only seems to apply to the player, and not an objectreference. http://www.gameskyrim.com/addperk-npc-t259951.html Good luck
  12. If anyone is interested, I tried my own " I wonder if this will work " . Packaged it as a BSA in CK, used a BSAunPacker, added in the tints, then used archive tool to package it again and everything worked out fine. I have no idea why CK won't included any custom tints ( or facegen meshes for that matter fyi ), but at least it allows me to see in an easy to read style my file structure and add in only what was missing. Good luck, Shay
  13. Hello all, I am having a SLIGHT problem with a mod I am making. The mod contains a new race I made AND transformations, and the transformations use custom bodies as part of the armor mesh. The problem is, I'm using custom Head.tri files and when using the transformations, the head skin color and the body skin color of the body attached to the armor, don't match. I used TexBlend and got them pretty close, but still there is an "off" to it. Now I thought this might be an issue with certain facegen tints, however, when I change the file path on my race to use a different tint, the file-create archive to make a new .BSA in CK does NOT include the custom path or the custom tints. What could be causing this? Anyone have any ideas how I can fix this? I had thought about packing my data as a BSA in CK, then unpacking it so I could see the file structure, adding my tints, then repacking it as a BSA using the Archive Tool, but I am unsure if this will work seeing as how CK doesn't want to include the new paths for the tints in the first place. The tints in question are lips, eyesocket, and eyeliner, as I THINK these are the ones causing the discoloration. Please, PLEASE, correct me if I am wrong. Thank you for your time. Peace, Shay
  14. Ok I'm still having problems now with the inventory showing the armor to low. It now rest slightly below the stats for the armor.
  15. No I removed them. However you just made me have a thought. I dont think I removed the whole branch. Should I? Also I didn't add the BSInvMarker untill I was trying to figure out why it wouldn't work correctly. Would this matter? ( attached as extra data to my Scene Root ). Holy crap on a jumping stick! I am such a tard. I'm glad you said something though. I HAD Missed ONE BSDismemberSkinInstance in my .nif lol. If you hadn't said anything I wouldn't have even checked for it. My man, you are a LIFESAVER! Thank you so much! I appreciate your help! Thankful, Shay
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