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seanaes100

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  1. Yes, I use that feature a lot when I'm creating scenes. The thing is, 1. they don't seem to run properly when I put them in a normal dialogue with the player, and 2. There doesn't seem to be a working spellcasting animation among the list. Or am I missing something? (And is there a way to preview the animations in the list?) There is a wand waving animation though it's rather quick. It's true that some animations don't seem to work. There is a preview of animations "somewhere" in the popup window for when you make packages. One of the tabs (and I'm not sure if you have to choose a particular thing) seems to offer a preview of animations. I've stubmbled upon it a few times. I just can't talk you to it at the moment. It could be a button or feature on one of the tabs but it's not the tab where you define the package. Thanks for the pointers! You guys are really helpful :-)
  2. Hmm.. So far this seems the only reliable way to implement spellcasting animations then. I did see this method works by creating such scenes between NPCs, but I haven't tried creating a scene involving the player before. I'll give it a try now. Thanks, you guys are really helpful!
  3. Yes, I use that feature a lot when I'm creating scenes. The thing is, 1. they don't seem to run properly when I put them in a normal dialogue with the player, and 2. There doesn't seem to be a working spellcasting animation among the list. Or am I missing something? (And is there a way to preview the animations in the list?)
  4. Thanks for pointing this out! Seems just what I'm looking for :laugh:
  5. Hello, rookie modder here. I'm trying to create a mod that makes the actor play certain animations while engaging in dialogue with the player. (More specifically, I want the actor to play magic casting animations while talking to me.) I know about the 'idle animations' in the dialogue box of the Creation Kit, but the idle animations I set there doesn't seem to play when the actor is talking with the player. (It does play when I create scenes with them though.) Moreover, there doesn't seem to be a working 'magic casting' animation among the idle list. (there is one idle named 'IdleMagic01' but that seems to do nothing.) In short, this is what I'm trying to fix: A dialogue between the player and Brelyna where Brelyna is supposed to make spell casting animations Do I need a script to force animations to the speaker? If so, how do I create them? Also, is there a way I can preview the various animations? Especially, some animations never seem to pause, like the wounded animations, and I'd like to know which animations do that or not beforehand.
  6. Hello! Nice to meet you guys! I'm a returning Skyrim player newly trying my hand in modding. A few days ago I uploaded a mod called "Helmets with Hair", which merges Apachii Helmet Wigs from Apachii Sky Hair with some vanilla headgear which had the worst bald hair problems. The problem with this mod is it doesn't read the wearer's hair color so the hair color is fixed. I have an idea how this problem might be fixed via some SKSE script after checking the Creation Kit Wiki Papyrus function list: 1. Create a wig mesh with default texture attached. Set the body slot of this wig to something unused, like slot 59, so it can be worn along with the headgear. 2. Create a wearable Wig item which uses slot 59. 3. Create a SKSE script we will attach to the headgear that does the following: a. OnEquipped event (actor wears the headgear) -> additem the wig to the wearer -> IsEquipped가 나을수도 b. EquipItem the wig to the wearer. c. Use the <GetHairColor> fuction to identify the wearer's hair color. d. Use the <SetHue> function to set the color of the wig as the same as the color above. e. OnUnEquipped event (actor takes off the headgear) -> UnEquipItem the wig from the wearer. f. RemoveItem the wig from the wearer. 4. Attach the created script to the headgear. This way I think we can create a headgear that automatically comes with the wearer's hair colored wig. The problem is, I'm totally new to scripting and never created a SKSE script before, so can anyone create a script that does the above? Any help will be greatly appreciated, thanks in advance!
  7. Hello, rookie modder here. I'm trying to create a mod that makes the actor play certain animations while engaging in dialogue with the player. (More specifically, I want the actor to play magic casting animations while talking to me.) I know about the 'idle animations' in the dialogue box of the Creation Kit, but the idle animations I set there doesn't seem to play when the actor is talking with the player. (It does play when I create scenes with them though.) Moreover, there doesn't seem to be a working 'magic casting' animation among the idle list. (there is one idle named 'IdleMagic01' but that seems to do nothing.) In short, this is what I'm trying to fix: A dialogue between the player and Brelyna where Brelyna is supposed to make spell casting animations Do I need a script to force animations to the speaker? If so, how do I create them? (Perhaps a link to a tutorial or similar mods I can refer to?) Also, is there a way I can preview the various animations? Especially, some animations never seem to pause, like the wounded animations, and I'd like to know which animations do that or not beforehand. Thanks in advance for any help!
  8. Hello! Nice to meet you guys! I'm a returning Skyrim player newly trying my hand in modding. A few days ago I uploaded a mod called "Helmets with Hair", which merges Apachii Helmet Wigs from Apachii Sky Hair with some vanilla headgear which had the worst bald hair problems. The problem with this mod is it doesn't read the wearer's hair color so the hair color is fixed. I have an idea how this problem might be fixed via some SKSE script after checking the Creation Kit Wiki Papyrus function list: 1. Create a wig mesh with default texture attached. Set the body slot of this wig to something unused, like slot 59, so it can be worn along with the headgear. (Done) 2. Create a wearable Wig item which uses slot 59.(Done) 3. Create a SKSE script we will attach to the headgear that does the following: a. OnEquipped event (actor wears the headgear) -> additem the wig to the wearer b. EquipItem the wig to the wearer. c. Use the <GetHairColor> fuction to identify the wearer's hair color. d. Use the <SetHue> function to set the color of the wig as the same as the color above. e. OnUnEquipped event (actor takes off the headgear) -> UnEquipItem the wig from the wearer. f. RemoveItem the wig from the wearer. 4. Attach the created script to the headgear. This way I think we can create a headgear that automatically comes with the wearer's hair colored wig. The problem is, I'm totally new to scripting and never created a SKSE script before, so can anyone create a script that does the above? Any help will be greatly appreciated, thanks in advance!
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