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mixxa77

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About mixxa77

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    letmeberight#5456
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    Austria
  • Favourite Game
    TES IV: Oblivion; Stronghold Crusader; AoE II

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  1. Here you go: https://www.nexusmods.com/oblivion/mods/52923
  2. Unsure if it works in this case, but for some other animation applications, underscores allow random variation. So handtohandattackforward and handtohandattackforward_a and handtohandattackforward_2, etc. should randomly be selected in-game.
  3. I see now that you either can't or don't want to understand what I'm saying. I agree to end the discussion.
  4. I think shield or torch is issue with your NPCs. IsShieldOut and IsTorchOut is true when it can be seen (Only two states, visible and not visible. Weapon has the possible third state of being drawn as described above). Shield counts as armor, so changing armor unqeuipped flag on your NPCs and/or removing torches should be enough and weapons unequipped flag should not be necessary, as long as the weapons are not actively drawn by the NPC.
  5. You are talking things without sense now. Maybe it is just a two-way language barrier. Let us try: The NPC is "aaaCCSkingradChapel02" and the package is "aaaCCSkingradGenericVisit01Graves8x4". This package has no flags set. There are differences between the three states: Weapon out = Weapon is drawn, has weapon in hand ready to strike. Equipped = Weapon is not drawn, but visible at the NPC ("Holstered"). Unequipped = Weapon is not drawn and not visible. (Weapon is only in inventory, neither visible in NPCs hand or at NPCs body). IsWeaponOut equals true if the NPC is in state of "Weapon out" as listed above, "Equipped" and "Unequipped" as listed above do not equal true for IsWeaponOut. See here: https://cs.uesp.net/wiki/IsWeaponOut DISC GOTY (German Localization). My linked plugin does not edit Animations settings. Looking at it with TES4Edit shows no entry for "Idle Animations".
  6. I looked at the plugin (https://www.nexusmods.com/oblivion/mods/49101) and the flag is not checked. If it was checked, the dagger would not be visible. The vanilla idle animations are not modified in my setup.
  7. Are you sure? My NPC there has a weapon equipped and he rakes just fine: https://staticdelivery.nexusmods.com/mods/101/images/49101/49101-1547754720-1529873260.jpeg
  8. Best place to get the game is GOG. Important to mention as well: Storebought versions work fine, but they usually only have the base game, Shivering Isles and Knights of the Nine, whereas most digital versions also have the smaller DLC like Mehrunes Razor, Spell Tomes, etc.
  9. Yes, either regenerate the pathgrid or (preferably) edit it manually to no longer conflict with the new exterior building.
  10. Glittergear has moved: https://glittergearplays.wordpress.com/glittergears-oblivion-mods/ The author speaks of adding them for daedra and nine divines, no mention of non-lore deities.
  11. What Kat and qwerty said. It is a good habit to establish to disable and move stuff out of the way, rather than delete it. The method qwerty suggested is probably the easiest, if you don't mind running the "Undelete and disable" TES4Edit script on the plugin after you are done making your edits. To elaborate on why: Say your mod deletes a vanilla rock. Another mod wants to move that same rock somewhere else. Assuming both mods are active in a users loadorder the game may decide to go byebye. If the rock was just disabled through your mod, the worst that could happen was for the rock to just not be where the other mod wants it to be.
  12. What DoctaSax said. Additionally, to stay with the cathedral and parlor theme, people place their bricks and allow others to build on top of them freely as they want, or allow them to copy it with which they then build their own (often parlor) house nearby. About the large mods, think of it differently, how many large mods would there be if no modders resources were to be made available and freely usable?
  13. You can get a french version of Shezrie's Towns 3.1 on that french mod translation website. Something de traducteurs, I'm sure you know which one I'm talking about. (Thanks to Laula for that find!) No clue about Dark Brotherhood Chronicles.
  14. There are many ways to do so. One I can think of is to use a dummy spell caster applying a scripted spell that checks if the "hit" NPCs are part of the bandit faction using, as you mentioned, GetInFaction and then add a token item (If they don't have one yet), which is scripted to add your item upon the containers (=NPCs) death and then remove itself. This is probably one of the more difficult ways to do it, but it should provide maximum compatibility.
  15. Such is the fun of troubleshooting and testing. Then we have to go a different way. Another possible way would be to use the same script for both NPCs that reads: Begin GameMode if NPC1.geatdead == 1 && NPC2.getdead == 1 MyXMarker.enable endif End If that also doesn't work, a questscript would probably be needed. For such, create a new quest with the "Enabled at game start" flag checked and attach a questscript to it that reads the following (Same as above): Begin GameMode if NPC1.geatdead == 1 && NPC2.getdead == 1 MyXMarker.enable StopQuest MyNewQuest endif EndIf you have any questions about the questscript approach or it's (supposed) workings, feel free to ask. The issue might also just be a need for a cell change? Maybe the linked items will only enable properly when the cell is loaded again.
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