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NILRYTH

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About NILRYTH

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    Skyrim, Fable - TLC, SCP - CB, The Sims 4, Town of Salem, Battlefront,
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  1. I'm using this centaur mod (LL link) as a base to make other -taur creatures. I've hit a brick wall with my custom skeleton. I can't for the life of me figure out why rotating the 'Horse_COM' bone which contains the whole horse or other creature skeleton would also rotate the human halfs head. The human half is in a completely separate branch. What could cause this? I didn't touch the human skeleton yet it's somehow definitely connected. I tested out rotating it on the actual base centaur skeleton and it didn't touch the head at all so mine is just jank somewhere but I don't know where to look. Any ideas? UPDATE: NEVERMIND I GOT IT. It was due to the fact the names for the chaurus and human head bones were identical. Deleted the chaurus one I didn't need anyway and problem solved.
  2. In my alias package data I have a package telling the npc to use an alchemy table via useidlemarker. As far as I know it's as simple as selecting my alchemy table of choice in the reference window but that's not working. When I point it towards a different idle it's fine. How do the alchemy table animations work? Is it not an idle marker? I searched and found a separate alchemy idle but it's not what I'm looking for, they just flick through a book and write in thin air. Edit: Goddangit it's SitTarget.
  3. While I've been busy working on other minor parts of the mod my quest dialogue has completely broke. I went back to my oldest esp backup and it's still broken, the most recent thing I did to it was add some HDT armor and add some log entries to a seperate mostly empty quest that was going to start after the broken one. I tried deleting the newer quest to see if somehow there was a conflict but there's no change. It's not exactly a complicated quest either, the npc has a misc hello at stage 0 that wont play along with an option for the player to ask them something at < 5. The quest has no start conditions, is start game enabled with a 0 start up stage, I've generated a SEQ file and cleaned the esp in SSEEdit. The save and reload method hasn't helped. I haven't checked that aspect of the mod in over a week so I don't know how long it's been broken, I haven't even really installed anything new that could conflict with dialogue either, just the dyndolod 3 alpha. What could I be forgetting?
  4. I wanted to switch up my quest a bit so I moved the npc from the frozen hearth inn to the winterhold exterior, making sure to go back and swap out where the npc in the cell was referenced. It only showed 2 and both are definitely swapped out. The npc wasn't reliant on the location and just sandboxed in there. Despite that the npcs dialogue attached to the quest won't trigger at all. I've saved and reloaded as that usually fixes my dialogue issues but it's not changing anything this time. What could I have broken in the process of moving the npc? Here's exactly what I did prior to breaking it: spawned in a new copy of the npc outsidechecked what the old npc was connected to by going to delete it to get the warning list of connectionsswapped a package that tells a skeever to follow the old npc spawn to the new oneswapped out a script property attached to the old npc for the new one. It was attached to the of the last lines of dialogue in that quest that has a script moving cheese between the npc and the players inventories.deleted the old npcplaced a sniff idle marker for a skeever I also had to delete and relocate that had nothing else linked to itmade a package to have the skeever use the idle marker with a getstagedone conditionmade a package telling the new npc to sit on a bench with a getstagedone conditionsaved in the CK and tested on a new saveThe NPC did sit so the packages are fine, have I forgotten something completely obvious?
  5. Anyone have any idea what causes this weird overlap effect? Tried messing with the collision stuff in the xml but didn't see any obvious difference.
  6. Following this tutorial. I set my main parent bone to spine2 when I think it should've been just spine or pelvis in my case as it's the lower half of the vanilla mage robes. How do I swap that? Under edit custom bone it only shows my custom bones and spine2 in the list of parent options.
  7. I find it deeply upsetting that there's no HDT version of the vanilla mage robes :( they look so stiff but they have so much potential. All I'm asking is for the flappy bits at the bottom to have a little wiggle. Bonus points if the bags could bounce a lil. I gave it ago myself a while back but I hit a brick wall trying to get the software needed set up properly, think there was an issue with the version and I gave up.
  8. I'm trying to add comments to guards whenever I have a specific follower wearing specific outfits, but I can't seem to get them to trigger. It's set up in DialogueGuardsGeneric so I'm assuming I've set up the conditions wrong? Is GetEquipped the right choice for finding the armor? Or should I not be referencing cus there's another way i've forgotten about?
  9. I've been setting up a custom voiced follower but I think I broke something along the way. Now when I start combat with this NPC all the other NPCs say 'I don't have to take that from the likes of you.'. ALL of them, and it's the only thing they say. That isn't normal, right? The only difference I noticed is that it has no ID bar. Opening up a clean esp and loading the topic has an ID bar under prompt with 'BrawlingInitiateShared'. Has it somehow been disconnected from whatever this is? How do i fix it?
  10. So I've got my animation working, but it needs repositioned as the rider is floating above the horse. Lowering the rig in blender isn't doing anything but I vaguelly recall that animations don't work like that. There's another way to reposition animations in game. What have I forgotten?
  11. I'm trying to apply body overlays from frecklmania to an npc in the creation kit. Is there a way of having it just be a requirement instead of merging them to skin textures? Never dealt with body paint so I don't know where to start.
  12. I have some riding anims I want to use for a custom mount. Is it possible to add them to that mount alone without replacing anims for vanilla horses? I already have the base anims extracted so I have a rough idea how to replace everything, but I'm not sure how to do it standalone in the CK. What am I looking for exactly? What handles the riding animations?
  13. Trying to think of a way to apply emote animations to custom mounts, is there a way to use mods like public poser on creatures? The chaurus and spider mounts I'm working on seem to have idles playing at random, but I'd love a way to play some with a hotkey. Given that this is for a drider mod, It'd be dope to have the player mounted on it do their own animation at the same time. I'm also trying to figure out how to apply new riding animations to the player without changing the animations for all the horses too, is that possible with custom creatures? Would I have to dupe whatever it is that controls the riding function?
  14. Nevermind, forgot to add the race to the skin list. It's mountable in game, but now the player is completely detached and just hovers in the same place where I initially mounted it. How do I get the player to actually stick to it?
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