-
Posts
51 -
Joined
-
Last visited
Nexus Mods Profile
About EddieTheEagle
Profile Fields
-
Website URL
https://sites.google.com/site/eaglemodding/
-
Country
Netherlands
-
Favourite Game
Skyrim
EddieTheEagle's Achievements
-
I'm trying to make a new explosion in the creation kit, but the animation doesn't seem to start ingame. It works fine in Nifskope and also when I launch the nif in the CK. But in-game the explosion starts at the size that I've set in the first key in Nitransformdata, it just stays there and doesn't get smaller/bigger so there is no actual animation. I've included my NIF file, anyone who can maybe point me into the right direction? NIF Link: https://drive.google.com/file/d/1DWc5bJ8jJMOczLRpVmrSpYl3zzGs4iO8/view?usp=sharing
-
SSE Run something when consuming a item
EddieTheEagle replied to EddieTheEagle's topic in Skyrim's Creation Kit and Modders
Thanks you are amazing, I attached it to a magic effect on a new spell. Can't believe it was that easy. -
SSE Run something when consuming a item
EddieTheEagle posted a topic in Skyrim's Creation Kit and Modders
Does anyone here know if it's possible to check if the player consumes a specific potion/ingredient, without attaching anything to the potion or ingredient (effects from them also) directly? -
I'm trying to create a script that replaces an actor with another actor now to make it looks less stupid I'm applying a EffectShader to the first actor and then replacing it with the new actor. The problem is once I disable the first actor the effectshader instantly goes away. Is there a different way to apply this effectshader without it getting removed instantly? I've to disable the first actor first or the other actor will spawn in a completely different location which is not what I want. I've tried finding a fix for this for several hours without any luck. Video of what happens atm: ttps://imgur.com/a/140sDjK Current Code: Event OnEffectStart(Actor akTarget, Actor akCaster) InvisFloor.MoveTo(akTarget as objectreference, 0.000000, 0.000000, -25.000000, true) InvisFloor.Enable(false) FX5.Play(akTarget,10.0) utility.wait(3.0) akTarget.Disable() akTarget.Delete() NewActor = InvisFloor.PlaceActorAtMe(ReplacementActor) FX5.Play(NewActor,10.0) EndEvent
-
Good idea to give something back to this amazing community keep up the good work.
-
[LE] Adding a keyword to a NPC/Player.
EddieTheEagle replied to EddieTheEagle's topic in Skyrim's Creation Kit and Modders
It doesn't seem to work when I start the quest, I've checked it with haskeyword Is the alias filled and the quest started? You can check with the console command sqv questname. Well it works now no clue why it didn't work at first but thanks I also didn't know about the sqv command :) -
[LE] Adding a keyword to a NPC/Player.
EddieTheEagle replied to EddieTheEagle's topic in Skyrim's Creation Kit and Modders
It doesn't seem to work when I start the quest, I've checked it with haskeyword -
[LE] Question about MCM menu and SSE.
EddieTheEagle replied to EddieTheEagle's topic in Skyrim's Creation Kit and Modders
Ok thanks CDCooley :) Guess I will work on it if it works fine. -
[LE] Question about MCM menu and SSE.
EddieTheEagle replied to EddieTheEagle's topic in Skyrim's Creation Kit and Modders
I know it requires SkyUI and SKSE. I also know they are not available for SSE. I already have the power spell made with a working config but I also wanted to do the MCM menu for Classic. I'm just wondering it would cause issues if you load in a mod that requires SkyUI and SKSE in SSE. -
I want to make a MCM menu for my mod, but I'm not sure if there will be any issues when converting the mod to SSE. Just curious I've never worked with it and I don't want to start messing with it if will break stuff for SSE. Do I have to remove stuff or will it load in fine in SSE without changing anything?
-
SSE Adding a keyword to a NPC/Player
EddieTheEagle posted a topic in Skyrim's Creation Kit and Modders
I'm trying to add 2 keywords to an Actor: ActorTypeUndead and Vampire. I've tried this but it doesn't work. Function AddKeyword() PlayerRef.AddKeyword(ActorTypeUndead) EndFunction It gives me this error: AddKeyword is not a function or does not exist. I know its possible with a quest but I would love it in a script if possible. -
SSE SSE Meshes back to Oldrim Meshes
EddieTheEagle posted a topic in Skyrim's Creation Kit and Modders
Is it possible to port meshes created from the new SSE meshes back to Oldrim? I've been looking for over 30 minutes now and can't seem to find anything... -
I'm trying to get the FOMOD Installer to work in NMM for SSE but everytime i load my FOMOD. Everything works fine when i try to do the same thing in the NMM for Oldrim I get this error Error: An error occurred while parsing EntityName. Line 8, position 30. My info.xml <fomod> <Name>Calling Of The Conjurer</Name> <Author>EddieTheEagle</Author> <Version>2.0</Version> <Id>702</Id> <Website>http://www.nexusmods.com/skyrimspecialedition/mods/702/</Website> <Groups> <element>Magic Spell and enchantments</element> </Groups> </fomod> My moduleconfig.xml <config xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://qconsulting.ca/fo3/ModConfig5.0.xsd"> <moduleName position="Left" colour="000000">Calling Of The Conjurer</moduleName> <installSteps order="Explicit"> <installStep name="Optional Files"> <!--<designer.metadata.do.not.edit> {"name":"Optional Files"}--> <optionalFileGroups order="Explicit"> <group name="Optional Files" type="SelectAny"> <plugins order="Ascending"> <plugin name="Unlimited Summons"> <!--<designer.metadata.do.not.edit> {"name":"Unlimited Summons"}--> <description>Changes the Twin Souls perk to Unlimited Souls allowing you to summon upto 1000 creatures.</description> <image path="fomod\images\Capture.JPG"/> <files> <file source="Optional Unlimited Summons\UnlimitedSummons.esp" destination="UnlimitedSummons.esp" priority="0" alwaysInstall="false" installIfUsable="false"/> </files> <typeDescriptor> <type name="Optional"/> </typeDescriptor> </plugin> </plugins> <!--<designer.metadata.do.not.edit> {"name":"Optional Files"}--> </group> </optionalFileGroups> </installStep> </installSteps> </config>
-
I think this would be a good idea I'm looking to do some extra modding just for funs so I will do this one if I have time :).