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backstept

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  1. wow I totally forgot about this thread The solution I found is a bit backwards from that. I start by extracting a similar weapon from the vanilla game's BSA archives. Export my new model from MAX and drill down in the nodes to the NiTriShape(or Strips whichever) and RightClick>Copy (not Copy Branch!) Then expand the nodes on the vanilla .nif and find the NiTriShape I want to replace and RightClick>Paste Over and then change the texture assignments.
  2. I'm making a weapon and I'm having trouble aligning my blood meshes because they aren't visible in NifSkope. Is there a setting to enable the visibility of EdgeBlood nodes?
  3. same here. I was browsing the nexus at work and BAM that one came up in rotation
  4. I saw this post on Reddit and I thought I'd have a look-see. until now I haven't touched much in the CK other than what's needed to add weapons and armor, so I figured this would be something simple to start learning scripting. how hard could it be? :wacko: I can't seem to find how the game handles the restoration on level-up, but I figure it must be something like this: http://www.creationkit.com/RestoreActorValue_-_Actor and I was thinking I'd somehow add that to MQKillDragonScript just after this: int Property VoicePointsReward = 1 Auto {how many soul points to give player} so is this even possible? I'd love to eventually get something working with MCM for the user to be able to decide how much of a percentage to restore.
  5. I know this thread is ancient, but I may have an answer for the randomly transparent objects while close to something in first person . . . The first person hands and weapon models always remain in the same position relative to the camera, and the skyrim engine prioritizes the first person meshes so they never appear to clip with the environment . . . so when you get close to something like a wall you'll always be able to see your sword or axe even if it should be clipping through the environment meshes the random transparency comes in with screen space ambient occlusion (SSAO) I've only noticed this when I had an ENB with SSAO enabled, and I'm not sure exactly how it all works together to go transparent, but I haven't noticed it any other way
  6. It's always annoyed me that vanilla swords were strictly 1 or 2 handed. For my next mod I was thinking about finding a way make a power that would check to see which sword was currently equipped and remove/replace with the alternate sword. Dusk/Dawnfang did this in Shivering Isles but it was controlled by time of day. Tamrielic Lore: Chrysamere does this with an activator to add or remove the scabbard. My question is this: would it be possible to adapt this to be activated by a power? Would enchanting or tempering break the switching script? Could I do this with SKSE to free up the power slot for shouts etc?
  7. I did a search but nothing similar came up . . . so here goes I'm making edits to General Tullius so that he appears more like Michael Hogan who is the voice actor. No trouble so far, got all the edits made, he looks frakkin fantastic. http://skyrim.nexusmods.com/downloads/file.php?id=9314 I want to create an optional plugin that uses Ceekay9's Eyepatch . . . I don't want to repack Ceekay9's files with mine, just make an esp that one can use if Ceekay9's mod is also installed. My problem arises when trying to create an option for him to wear the eyepatch. I open the CK, check and make active my esp as well as checking Ceekay9's esp. I create a new leveleditem and outfit, adding the right-eye patch, then I switch to the eyepatch outfit in Tullius' actor inventory tab, the preview looks good and I think I'm all set etc . . . but when I load the game he's not wearing the eyepatch, and also when I load my esp in the CK again it's without the eyepatch I even started from scratch by just checking skyrim.esp and Ceekay9's esp, making my edits and saving to a new esp . . . nothing works . . . in the GECK I used to be able to make edits and save new esp files that had several parent files, but in the CK it doesn't seem to be working
  8. this happened just after I got Lonesome Road installed from steam and there were no texture issues. I was in the Lucky 38 armory (Ahztek's Shrapnel weapon mod) and I had a CTD loaded a previous save and now any mod with non vanilla textures is bugged out and shows a random texture depending on where the camera points basically it's acting like all the NIF texture paths are wrong . . . I don't know how to fix it I wasted 2 hours doing a fresh install I reinstalled mods one at a time I have invalidation turned on with fomm should I check my config files? what could cause every mod to 'misplace' the textures? [edit] well . . . somehow I fixed it . . . not sure exactly, but I noticed file permissions were 'read only' on the textures folder and a few others unchecking 'read only' on all the folders in /Data seemed to fix it looks like there's no need for this thread anymore :P
  9. well that was it right there I was using the latest version of construction set on an unpatched oblivion lol I thought I had installed the patch but I didn't hahaha thanks for the help guys
  10. all the mods in question have worked for me previously I did install the patch from the KOTN disk none use OBSE I'm using XP so no UAC issues I set the load order with OBMM they only stopped working after I added the items to a cell they weren't in previously (glass knife, eagle sword to ICMarket) or edited the item properties (moved lich pauldrons to 'tail' slot) in one instance I had already picked up the sword, left the game, made an edit in the CS, went back in game and the sword was no longer in my inventory the other mods I didn't tweak were reached with 'coc 'namehere'' and they didn't work Oblivion.esm TheFatherSword.esp *Loth's Lich Pauldrons and Harness.esp -No-_persistant_enchantment_glow_fix-1843.esp *Christian's Sword.esp *tda_Armoury Beta v1_2.esp Tyrael Armor.esp *HB Crude Glass Knife.esp *EagleSword.esp *once worked, edited in CS and no longer work *no edits but still not working something else that's wierd is that after I tweaked those mods and loaded a save where they once worked, the game acted like they were turned off and it threw up the 'mod is missing' dialog box on loading a save even though I checked and re-checked that they were active in the file list
  11. OK so I haven't played oblivion in a while, so I install it (no KOTN or SI this time) then I install all my favorite mods, and edit a few with the CS so I can get my favorite weapons faster well, none of the mods that I edited are working and a couple that I didn't edit aren't either any ideas why a mod that works straight out of the zip file won't work once I change something in the construction set? Please help! I want to play!
  12. I made a custom rifle in MAX, got it into NifSkope, got my .esp all set and the weapon works fine, but it doesn't seem to work with havok and can't be picked up . . . I'm sure this question gets asked a lot, but the search function wasn't helpful . . . what did I miss and how do I fix it?
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