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Elleh

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  1. Sooooo, here I am again. I put mods aside for a long time, but I am picking them up again. But.... as I am putting finishing touches on my custom armor, I have discovered a new and frustrating bug. The situation: I have attached some hair to the hood of my armor. I have set the shader property of the hair trishape within the hood nif to exactly match the shader for vanilla Bethesda hair (and hooked up my textures). When wearing the hood and changing the character's hair color in the race menu, the hair tints show up properly. And here is the problem: The color doesn't stick. If the hood is removed and then put back on, the hair attached to the hood defaults to a dark color. This was also experienced by a friend who tested the issue for me. Under normal circumstances, the hood's hair defaults to a dark color every time. He also reported that custom colors were not working, but I have not tested that myself yet. I have tried messing with the shader property a bit. I have tried unchecking SLF2_Vertex_Colors (Obviously, it just makes the hair totally untintable)I have tried setting the shader type from Hair Tint to Default I have also tried messing with the skin partitions. Within the nif, I have tried setting the hair trishape to 141 and 41 (long hair), and to 131 and 31 (hair)I have tried setting the hood and feather trishapes to 131 and 31, and to 141 and 41In the creation kit, the hood armor addon occupies biped slots 31(hair), 41(long hair), and 43(ears). I have not tried changing these yet. Any ideas? I did a bit of searching and saw this problem mentioned in one other place, but no solution was offered. :C
  2. Copied from main post. Help me decide, plz! Question: Would it be bad if this mod required SKSE?? I have worked out a method to allow the player to reinforce the armor with a special spell, to ensure that it is useful over a long period of time. There are two possible ways to do this: The SKSE version is far more simple and elegant, and allows NPC's to benefit from the "reinforcements".... but would be useless without the script extender. The Vanilla version is not as flexible, a bit messier, and would require lots of workarounds to let NPC's get the upgrades (so I probably won't bother).... but doesn't require a script extender. Personally, I <3 SKSE. But I could see why someone would be irritated that an armor mod would require it.
  3. Yeah, I'm thinking I'll just need to make a new weapon to get the same effect - high cost, high reward. Like I said above in my edit, maybe lower the damage, up the speed, and either give it unusually high Crit damage, or a one-shot-kill chance a la Mehrunes' Razor. (Which would be highly appropriate, actually.... ahaha.../inside joke)
  4. I tried something like that. What happens is, he just tries to re-equip a different bow over and over and over while in combat. I'll force him to unequip the standard bow, then equip the longbow...... then he'll unequip the longbow and the cycle just starts over......
  5. That's the problem exactly, actually. I'm trying to get him to use a bow from Recurve Longbows . The bows are powerful, but have a super slow draw time. This makes the damage per second equal "0". So the NPC thinks the bow does zero damage. -_- He'll use it if there are no bows in his inventory; but even so, he'd be just as likely to pick up a wooden bow off the ground and use that instead. I could try fiddling with it a bit, but it's the draw time that keeps the bow from being seriously OP. EDIT: You know..... I'm thinking I'll just make my own weapon for the purpose of this character. (Not saying anything against Grantiz's mod - it's still uber badass). I make it huge, but keep a more normal draw time and less damage. Then I could give it an enchantment with a small chance to one-shot things, like Mehrunes' Razor.
  6. Nope. Tried exactly what you had, and it doesn't seem to work. As before, he equips the bow but switches to something else the minute combat starts. Like I said: it is a weapon that, under normal circumstances, an NPC would never want to equip/use. After looking at the UnequipItem page, it appears there is some weirdness with NPC's and weapons. Meh. -_-
  7. Huh. Okay.... off to try that. Didn't think I had a problem because the compiler didn't yell at me. *Shrug* Be back soon.
  8. Tried to do a little trick with the EquipItem function to force an NPC to equip a weapon he typically would not use. It does cause him to equip the weapon, but trying "abPreventRemoval = true" appears to not work. He can still unequip the weapon.... which puts a major wrench in my little plan. Preeeety sure I got the syntax right, but just in case this is the bit of script on a MagicEffect: Weapon Bow = (BowList.Getat(0) as Weapon) SomeActor.EquipItem(Bow, abPreventRemoval = true) Can someone confirm this as a bug? And if it is, is there a known workaround or another function to try?
  9. When it's done. ;) I don't really have a deadline. If I did, I promise I would let you all know. I do have a day-job, sooooo free time is entirely dependent on my weekly schedule.
  10. If I knew it wouldn't take ages I would.... X3. I'll probably pick out a set of the most varying ones. The first and sixth are two of my personal favorites - and I think the first one would be a good candidate for "daedric". We'll see what happens..... And thank you. :) I'm glad you like my work! Ooooh, I think I'll do something unique for the Atherial crown. I haven't decided what yet, 'tho. It will likely be a more elaborate design, as it is meant to be a rare and powerful artifact.
  11. Hey, I see a lot of people are still talking about the "unable to login" bug. lpha and I appear to have "fixed" the problem on our end simply by deleting our cookies. In my specific case, I deleted cookies and temporary files from Internet Explorer. For hours I've been able to login, logout, and stay logged in on all sites as usual. Does this work for anyone else? Or is it just a fluke?
  12. In response to post #8578003. Thanks for mentioning this! I was having the exact problem described above, but deleting the cookies from both of my browsers seems to have cleared it up. Let's just hope it stays that way. *crosses fingers*
  13. Hi! Wow, I haven't worked on these for a while (bad, bad me!). As I looked at them, I realized they needed a lot more work to be really top-notch. i.e. There is a rather large gap between the circlet and the character's forehead, and I did a pretty poor job of unwrapping them - I really wasted a lot of pixel space. However..... if this doesn't bother you too much I put up a "rough draft" here. The current version contains exactly what you see in the screenshots, and will work for human and elven females only. Don't know when I'll get around to fixing them up, but hopefully these are tolerable for now. ^_^
  14. You just need to make sure you have a COC marker heading to teleport to. ;) From the "Lokir's Tomb" level design tutorial on the CK wiki: "When testing, it's helpful to use the COCMarkerHeading. These markers are only used for testing - when using the COC console command, this is where you will appear. Only one of these markers should be placed per cell. If a cell has a pre-existing coc Marker, simply move it before saving the plugin. Like all markers, if it's hidden, press "M" to show it. If you are having trouble finding it in the Object Window, simply type "COC" into the filter box and select the *ALL category."
  15. Oooooooooh, I see how that works! So it really was just that simple. Thanks BotOwned! So I guess the hardest part will be figuring out what combo of multipliers is best. But that will just be a matter of reading and experimenting. This all seems a lot more doable. ^_^
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