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Baaleos

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  1. Are there any recommendations as to size of triangles for navmeshing? Eg: While bigger triangles may be easier for modders to do in areas, do they have detrimental effect to pathfinding. Or inversely Do more smaller triangles - help in pathfinding, but affect performance? What is the recommendation - if we can get away with bigger triangles for large empty areas - should we use them or should we stick to smaller triangles?
  2. So I managed to do it via making a trigger box around a static version of the bowl and change that trigger box to be derived from an activator I made earlier , which then lets you set its activate text. Then when activated - it forces the player to play the open portal idle - biting their wrists etc Only problem is that I need to make it move the player closer to the bowl. Otherwise they slice their wrists from 3-4 ft away.
  3. in ck there is a piece of furniture that when used makes the player do the wrist bite animation and pour blood into the bowl. The only problem is that the activate text is 'sit' I've tried making an activator version but can't get the animations working- any ideas on how to change the activate text on furniture?
  4. So I tried the useIdleMarker package- but that didnât work either. :-( When I use that package type- disable / enable no longer puts them into the bound pose. Just wondering if maybe I need to use an idle instead of furniture
  5. Iâm trying to get NPCs to walk to a location then kneel down and put their arms behind their back - like the dark brotherhood abandoned shack scene. Iâve got 4 BoundCaptiveMarkers or whatever they are called- Got 4 NPCâs. Iâve tried the following- Using a scene- make the NPCâs walk to the markers as phase 1, then phase 2 is to sit target on the market. They just sit there doing nothing- it also looks like the phase never ends- according to debug statements. The other approach I tried - is to use alias packages - which also did the same thing- I was able to make an alias package stack where it would walk to the location - so long as they were > 100 away from the location- then they would try to sit target on the market- still no animation. The annoying thing is- when I disable and enable them- they then appear in the bound pose- at the right location. The ownership of the markers has been set to None and also tried setting it to the faction that the NPCâs belong to. Navmesh is complete etc. Any ideas on what might be outstanding to get the boundcaptivemarker working?
  6. Duplicating how? I mean... if you were to duplicate over and over and over and over again -you would run into lag and memory issues. Is this in CK or in-game? Copy and pasting from the object library in CK into the map is not a bad thing - you are meant to do that for disposable 'filler' npcs - bandits etc. Named NPC's - you are best copying from one NPC that has similar attributes you want to keep and then modify their base actor in ck.
  7. Had this issue too Ended up having to use creation kit - select all actors - and then do ctrl + f4 on them. This regenerates the face meshes/tints. Guaranteed to work - but will take ages. Realise this is an old post- just answering it - in case others have the same issue
  8. Hi All Gauging interest to see if there is anyone who would be interested in working on a mod together. It is called 'Children of Coldharbour' It is an extension to the following mod https://www.nexusmods.com/skyrimspecialedition/mods/38088 This mod provides an Alternate Start scenario- where you have undergone the 20th Evening Star - Summoning Day for Molag Bal. You basically start the game as a full blood vampire - a child of coldharbour if you will. The new mod I am working on - builds out a Faction of Vampires who are also purebloods - sired by Molag Bal himself. This faction - the Children of Coldharbour -or CoC for short - consider themselves the elite of Vampire kind. Features thus far: Courier invitation to 'Sanctuary' - the base of the groupFancy doors that require blood to open - BloodSkaal temple doorsNavmeshed Nordic Ruin3 Vampire NPC's so far - not voiced yet, but hopefully will be at some point5 Vampire Thralls - respawnable expendable npcs1 Redguard Forgemaster - Inspired by Castlevania Netflix series - this guy will create undead follower/pets for the player - Eg: Undead Werewolves, Deathhounds, Draugr etc.1 Radiant Quest so far - Basic one - Find bandit boss, kill, leave letter on corpse etcBlood Forge room - sacrificing an NPC to Molag Bal will give a 50% bonus to enchanting, alchemy and smithing while you remain in the room.Communal Area - Place for Vampires and Thralls to socialize when not sleepingSleep Cycles for Vampires + ThrallsCoffin Room for VampiresShared Bedroom for ThrallsWar Room - This is where the vampires can get quests relating to Civil War - the idea being that the Vampires will have a stake in the civil war - influencing it to their own ends.The Cattle Room- some cattle to feed on [bug present in the respawnability]Prisoner Room - Some chained up prisoners [Respawnable]Summoning room - The Children of Coldharbour try to summon Molag Bal once per year - 20th Evening Star (20th December): The player will be able to participate in this summoning. Providing random NPC's for Molag Bal to 'play' with, or even volunteering a follower to receive the gift of pure blood vampirism. This part is under active development by myself at the moment. There has also been some banter about whether to make it possible to serve Serana up to Molag Bal again 'Serana: No... not again!!' 'Molag Bal: Serana!! Its so nice to see you again after all these years....' Some vids of the summoning ritual can be seen here The final video being the most recent version of the summoning. If anyone is interested - drop a note on Discord https://discord.gg/rhn3aFG I'm developing this mod to be as decoupled as possible - So things like 'Sexlab', 'Sexlab-Defeat' etc - If you have them installed, it will provide additional options, but none of these will be hard-requirements.
  9. To get an npc to float like that- make them play isles- nocturnalIdle_Enter Followed by nocturnalIdle_Rise If they are set to motion type 4 - you can then translate them to other locations - to make it look like they are flying there
  10. controller.MolagBal.GetRef().SetMotionType(1,true) debug.SendAnimationEvent(controller.MolagBal.GetRef(),"IdleForceDefaultState") Debug.Notification("Landing Done!") smallPulse() function smallPulse() controller.MolagBal.GetRef().Disable(false) controller.MolagBal.GetRef().Enable(false) endfunction
  11. So I am working on a mod called 'Children of Coldharbour' and in this mod - there will be a radiant quest - once per year - that allows the player to participate in the Summoning Day festivities on 20th Evening Star. For those who don't know - that is Molag Bal's summoning day and he usually does 'things' to those who are offered to him. In any case- I have this introduction sequence - where scary epic music plays, a pool of blood starts bubbling and churning, then beams of light shoot into the air. Then the blood is gone - and a portal has appeared. Molag Bal then floats up out of the portal and proceeds to 'translate' (TranslateTo) - horizontally towards a platform. I then do SetMotionType - to set him back to dynamic . I tried motion type 7 - which is for 'characters' but it said it was invalid for actors. In any case If I just use 'SetMotionType 1 on him - it does indeed put him on the ground - but his feet are usually pointed up weirdly - like when the house fell on that witch in Wizard of Oz. I am able to resolve this feet issue - by doing Disable/Enable really quickly. But that looks somewhat 'bad'. I was just wondering if anyone knew of a smooth way to exit the Nocturnal Floating animation and to return to SetMotionType 1 - without the foot issue? I've also tried applying a 0 magnitude havok pulse - to see if that resets him - didnt work. I've got a video of the progress thus far on the summoning effect.
  12. It might be something to do with it not strictly being a door - it's an activator
  13. The problem is that I have tried resetting the cell, as well as disabling and enabling the templedoor When it reappears - it plays the last animation that was issued to it and then it opens when not wanted. I've used oncellload unload, attach detach etc to detect when if resets are occurring etc
  14. I am creating a cave/dungeon interior which has the bloodskaal puzzle door : TempleEntrancePuzzle01 + TempleEntrancePuzzle02 - as the entrance. Instead of opening via bloodskaal blade, the player must put their blood into a blood basin etc. Opening the door is fine - that plays without a hitch. However... I would like the door to eventually close again. I am conscious that there is no closing animations for these objects, so the closest I think we could do would be to 'reset' the object somehow - when it is off-screen. I've tried a number of things - but nothing seems to close the door. The closest I've managed is to delete the original door and replace it with new instances of the door. Is there cleaner way to do this? I've tried objRef.Reset(), parentCell.Reset(), tried playing the 'NONE' animation on the doors etc. Function resetDoor() Debug.Notification("Reset Door") ObjectReference obTemp = Door01.PlaceAtMe(ReplacementDoor01) ObjectReference obTemp2 = Door02.PlaceAtMe(ReplacementDoor02) if !obTemp Debug.Notification("Respawn failed") return endif float fPosX = Door01.GetPositionX() float fPosY = Door01.GetPositionY() float fPosZ = Door01.GetPositionZ() obTemp.SetPosition(fPosX, fPosY, fPosZ) obTemp2.SetPosition(fPosX, fPosY, fPosZ) Door01.DisableNoWait() Door02.DisableNoWait() Door01.Delete() Door02.Delete() Door01 = obTemp Door02 = obTemp2 Endfunction
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