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giggityninja

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  1. Awesome, thanks! The equipitemsilent is what I went with and it works great on the player, but I noticed that something causes the script to have no effect for NPCs, who just use the base model no matter what. Tried stripping down all other variables in the script. What is wrong here?
  2. I have a helmet which I want to script to have its visor lower when the wearer enters combat, and vise versa for leaving combat. So one mesh for closed visor and one mesh for open visor, have it switch between the two depending on the scenario. Simple right? BUT I have to manually unequip and re-equip the helmet for the changes to take place. I can have the script automatically re-equip the helm, but either way you get the sound and a message saying "Steel Sallet has been equipped on you" which I think is very annoying to happen every time you enter or leave combat. Is there a way to: A: somehow update the helmet to the current mesh it's supposed to be using without unequipping and re-equipping at all? OR B: have the script automatically unequip and re-equip the helm, but disable the message somehow? float timer short isopen ref wearer begin gamemode set wearer to GetContainer if timer >= 0 ;so it doesn't instantly switch when entering combat (realistic delay) set timer to timer - getsecondspassed else if wearer.isincombat == 0 && isopen == 0 ;message "Helmet Open" set isopen to 1 SetMaleBipedPath "Meshes\armor\Steel\SteelSallet.nif" SteelSallet SetModelPath "Meshes\armor\Steel\SteelSallet.nif" SteelSallet wearer.unequipitem SteelSallet wearer.equipitem SteelSallet elseif wearer.isincombat == 1 && isopen == 1 set isopen to 0 ;message "Helmet Closed" SetMaleBipedPath "Meshes\armor\Steel\SteelSalletClosed.nif" SteelSallet SetModelPath "Meshes\armor\Steel\SteelSalletClosed.nif" SteelSallet wearer.unequipitem SteelSallet wearer.equipitem SteelSallet endif set timer to timer + 5 + ( getrandompercent / 10 ) endif end
  3. Thanks, Contrathetix and Striker for your replies, but I recently found out that basically all my saves were very badly corrupt anyway, so I was forced to start anew regardless. Sorry for just ignoring the post like that after asking the question.
  4. Okay, so I edit a vanilla house or Battlehorn Castle, etc. where I have already completed all the quests/acquired all the furniture items in my save. I add the furniture, attach it to the right parent i.e. 'XMarker' BattlehornMenAtArmsFurnishings. On a new save, I can go through the motions just fine: the furniture is disabled at first, and when I buy the respective furniture receipt, it appears like it should. But on my million+ hour save where I had already bought the furniture before making this mod, everything I added is just simply nonexistent. Is there a work-around for this besides adding the furniture without making it buyable like the rest? I load my save and type BattlehornMenAtArmsFurnishings.Enable in order to 'refresh' the enabled status of the furniture, but it gives me a sintax error. Also, I tried the furniture having 'initially disabled' both off and on. Same with Persistent Reference. I hope I explained that in a way that made sense.
  5. Ok, so if I fast travel to a place, enter or exit a cell, etc. all the npc's will be in their correct places for a couple of seconds and then they will instantly vanish and re-spawn somewhere else. For example, if I travel to Whiterun, all the guards will be at their posts like normal, but a couple seconds later they will all vanish and then reappear in seemingly random places elsewhere. Or when I travel to a fort to do a civil war quest, all the soldiers will be standing nicely together and then suddenly all vanish and re-appear in random spots, dispersed. This is extremely weird and happens every time I fast travel or enter/exit a door. It only happens to npc's that respawn, never to named npc's or followers. It started happening after cleaning my save (but I didn't really notice until it was too late to go back to an earlier save.) Also, upon fast traveling (long after the first bug showed up, probably unrelated), my player obtained a strange, permanent, and extremely annoying icy cloud around him similar to that of ice wraiths. I've found this page: http://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/ but nothing on it helps. It's not caused by magic effects and using the console commands and shader id's listed in that article doesn't do anything. Attached is a screenshot of this strange "ice cloud" effect, I hope it clearly shows the problem.
  6. So my character has the quickdraw perk as well as high agility and it just looks extremely awkward and weird when unholstering rifles. It's kinda just a little bit of a bother, but I don't think it would be very much to request either. Or maybe someone can just tell me how I might tweak it in the construction set myself?
  7. I just simply can't seem to find any articles or videos on how to do this. I just want to add furniture to an existing mod house while making the furniture buyable (instead of just magically being there). I'll try to experiment and do what I can while waiting for an answer. Just to be clear, I'm talking about when you first get a house and it's empty, but you can later buy furniture from a store like in vanilla houses.
  8. Yes! That's what I mean. I guess "arrow trails" is what I really meant to say.
  9. Alright, forget the fact I said anything about seeing arrows. The point here is that I think the game is incomplete without arrow blur. Does anyone have any Idea how one might add this?
  10. Yeah, I have a mod that makes arrows faster because arrow speed in vanilla oblivion is frustratingly slow but that's not really the point, I wouldn't give up arrow speed in exchange for seeing the arrows, I just think that arrow blur is a really cool feature and faster arrows along with arrow blur would fit well. Isn't there some way to add it?
  11. It's unrealistic and all, but it just makes archery so much more cool. I feel that this is a pretty major thing that the game is missing. Could I implement this myself?
  12. I have already fixed the aggression problem and found that it was only one npc who was ignoring combat but I still don't want my companions to sheathe their weapons along with the player because it still doesn't work half the time and is annoying. I just need some type of clue as to what to edit in order to remove this function.
  13. So I installed Talkie Toaster's Share and Recruit mod and it makes a great alternative to CM partners, but I found it really annoying how your companions try to sheathe/unsheathe their weapons along with you. Half the time they don't figure out that you have your weapon unsheathed and they will just stand there in the middle of a fight with their sword put away and besides this makes them not fit in with the vanilla followers. So how would I tweak my companions to just keep their swords put up when not in combat like normal NPCs? I am pretty familiar with the construction set.
  14. I would like to script a weapon of mine to become a two-handed sword when a shield is unequipped, or a one-handed sword when a shield is equipped. And I already have a one-handed mesh for the sword, but I still need the two-handed one. Can someone give me fairly simple directions on how to change the value of the Nif. from a one-hand weapon to a two-handed one?
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