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Drazhar753

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  1. Hello all! So I noticed in this scene when a certain gith visits your camp, his companion is wearing a nice face mask. As far as I'm aware this is not something you can get as an item? And since recent hotfixes are causing me some issues in setting up my own modding setup, I wondered if anyone could do me the favour of finding this model and replacing some of the circlets models in the game with it? Namely the Diadem of Arcane Synergy. Thanks for your consideration!
  2. As the title states, I cannot seem to download the 32bit version of the CK from steam. I need this for my mod in order to generate the lip files to my dialogue, and so far all alternative methods I have found still need the 32 bit version. When I go into my Library>tools list it's simply not there as an option. I have the option to download the geck for new vegas and CK for skyrim but not fallout 4. Anyone have any suggestions? Thanks Nevermind, Turns out I had to validate my 64 bit creation kit files via the Beth Launcher which created the tools/lipgen folder with the 32 bit CK inside.
  3. Hey all Trying to create a spell that can pass through walls, though not a cloak or radial effect. It needs to be projectile, however I am not sure if this is entirely possible. Cone based projectiles like shouts will visually pass through solid objects and walls but will stop effecting things after they have passed through. Does anyone know a way to allow it to continue effecting actors after it has passed through a collision layer? I have tried playing with the collision layers in the projectiles box but not really sure what effect they have, so far haven't had much success with that. Can anyone think of any spells, either modded or in the vanilla game that have this effect, ie that are aimed projectile based and pass through walls/solid objects and still effect npcs even after doing so. This is a potential work-around solution to a function im trying to get working, basically I have a spell that places down 'remote mines' that detonate when you press a hotkey. What I want to do is instead of having them all detonate when you press the hotkey, instead have only the one you are looking at detonate. And you may think that HasLOS() will do but it won't since need this to work through walls. I was hoping I could make this work using the crosshair but the GetCurrentCrosshairRef() function will only 'get' what is directly under the crosshair, seemingly within grab distance, whereas I need it to get the closest 'mine' that you're pointing the crosshair to. However couldn't really find a way to do this so if you have any thoughts let me know! Since that didn't work though I'm going with a spell effect instead, hence needing the projectile to pass through walls but still effect targets, since the remote mines are actually actors, so I can have a magic effect applied to them via the projectile which will trigger the detonation effect. Thanks!
  4. Hey all So currently making a canine companion, was hoping to make it sound like a death hound and can't get it to. Spawned in a bunch of vanilla death hounds and noticed their attacks and general breathing sounds like regular wolves too. Has this always been the case? Or is this a bug of some sort? Because looking through the CK sound descriptors, death hounds have a full set of sound fx for all their attacks etc, but don't seem to be using them in my game. Edit: Watched some YT vids, seems to vary a bit but for the most part yes the death hounds in my game make the wrong sounds. Their attacks sound like wolf attacks instead of using their actual sound fx. Solved: Found the source of the issue, was the animation files generated by the FNIS creature pack. Not sure if there's a way to have these and not break the deathhound sounds but in my case it doesn't matter since I don't actually need the creature pack, must've just installed it without thinking. In case anyone else also finds this to be a problem, the files are located under meshes/actors/canine/animations. Simply remove the attack animations and it should fix it.
  5. Hey all I am currently trying to edit the dlc2cycloneshoutprojectile.nif to remain as a constantly playing cyclone as opposed to a temporary thing that then disappears. I have tried tweaking the settings in the NiControllerManager, of which I have a 'little bit' of experience making a few armor pieces in the past have pulsating glow effects, however this is fairly different and more complicated from what I can tell, out of my depth for sure. I managed to make it's animation a loop, as well as start in it's larger state instead of 'growing' during the animation, but cannot figure out how to stop it from fading at the end of the animation. If anyone familiar with working on these kinda nifs in nifskope could take a look, maybe give me some pointers I'd appreciate it (or maybe point me to an existing cyclone nif that already works this way). The file is in the dragonborn bsa naturally.
  6. So basically, I am trying to figure out if there is a way to attach an object, such as a movablestatic to an actor. Much like how Setvehicle() works but reversed I suppose, instead of the actor being stuck to that object the object would instead be stuck to the actor, and simple move with them. Is there a way to do this? I know Game.AddHavokBallAndSocketConstraint is a thing but it requires the actor to be in ragdoll mode, or mounted on a horse... So that's no good in this case. I thought about AnimObjects, is there a way to 'get' them via script whilst their animation is playing? Basically I am trying to find a way to make an actor 'carry' another actor, and I figure if I can attach a movable static to an actor, then setvehicle another npc to that attached static, voila. I've tried things such as translating to on a loop, but its janky as hell as expected. SetVehicle on both actors to the same static, and then moving the static via translateto works... but its still not quite what im after since they are sliding and their destination has to be controlled via script.
  7. Hey all. So I am working on an area in my mod which has a tree which 'pulses' with light, that bits already done in the mesh using an animated glow shader. The issue now however, is getting a sound to sync up with this animation ingame. I have made the sound I want which is a 'thud thud' every 6.247 seconds, so exactly in line with the meshs' animation timer. However, ingame there is a delay when I load into the cell, as in the sound is not in sync even though the marker is there right with the tree. From what I can tell the tree is loading and playing its animation first, before the sound marker begins playing. I have tried making the tree a movablestatic instead, and adding the sound as a looping sound to it, but this has the exact same issue. I tried using some script trickery to put a delay on the sound marker 'enabling', which did actually work and made it in sync. But as soon as I moved far from the tree so that it unloaded it messed up again. Not to mention when I added more objects into the cell, it threw this timing off even more, which is not AT ALL good enough considering I want to share this mod on the nexus when it's done, so different rigs will have different load times. I am pretty sure I have seen ingame objects that animate which are sync'd up with sounds, but I can't recall where. Does anyone have any suggestions or idea of how to do this? I was hoping looping sounds could be added to the mesh in nifskope though that seems unlikely. Thanks :smile:
  8. Hey all I have a bit of a conundrum, see I am trying to get this mesh I have attached to glow animatedly, and in nifskope it does, but ingame it won't. I have copied the bslightingshaderproperty from another similar mesh which does work ingame however. In fact for about half of these tree meshes it works the way I want it to and for the other half it doesn't. I'm really not sure why... So if anyone can give me a hand and take a look at the nif I have uploaded it to my dropbox here https://www.dropbox.com/s/jggqyqnp987wogv/TreeMere03.nif?dl=0 Nvm, found the issue. Was lacking a BSXflag under the ninode of the actual mesh, had to add that and then toggle on Animated. Thanks anyway :smile:
  9. Okay great news! It is working now, and is consistant across all races/sexes! Thank you so much. Couldn't have done this without you, so kudos to you. I will be sure to include you in the credits of my mod! Edit: Can confirm this works perfectly now. I just went through every single race and sex and the eyes work great, as well as remains even when 3d is reloaded. I will have to make custom eyes for argonian and khajiit but in terms of this actual script it's now perfect. Thanks again :)
  10. It's all good don't worry :). I found that it was 2 instead of 4, so that works now. I think I have it working, will do a bit more testing right now.
  11. Okay so yours works to some degree, but it's replacing the characters' head instead of the eyes as 4, for me anyway. The good news is that it is consistant across all races/sexes. I just need to tweak it till I find the correct number, 4 seems to be the head.
  12. Thank you, I appreciate that a lot :). I am also still working on this, but nothing yet. Will let you know if I figure it out.
  13. Me too, I am using headpart glowyeyes = EyePartList.getat(0) as headpart Game.GetPlayer().ChangeHeadPart(glowyeyes) this now, this works much better for all races! So this is an improvement thanks to you! So thank you muchly. Now however I must figure out how to store the players' original eyes PlayerEyes = Player.GetNthHeadPart(3) ; This does not work properly due to the issue I was having originally, will pick wrong headparts due to the numbers being different from character to character.
  14. I didn't think you were rude, but I don't think I'm using the wrong functions unless you can tell me how to change the eyes from a non-glowing to glowing and back with seteyetexture. Also changing the players eyes with Player.SetNthHeadPart(EyePartList.getat(0) as headpart, 4) does persist through reload, at least through my testing which has included reloading saves, as well as closing and reloading the game, changing cells etc. Since it is an active magic effect that lasts until dispelled, the information needed is stored in the effect until it ends, so I don't think I need a playeralias for this. However I will look more at your script, as it seems you have determined how to pick out the hair specifically and change that. Maybe I can learn to use that for the eyes.
  15. Did you read the SetEyeTexture function? This will only last until the actor reloads their 3D. This will also not carry over a glowing eye mesh from what is originally a non-glowing mesh. Nor will it carry over in saves, or when your 3d is reloaded, ie turning into a werewolf/vampire lord and possibly switching worldspaces and interior cells. So even if I setup something like yours to update whenever the player changes cells or reloads the game, that still does not solve the issue of no glow. Changing the textureset to a textureset with a glow does not actually glow, since the players' eye mesh is not setup to glow. Hence why I need to change the mesh, not just the textureset. So I don't think I am making this harder than it needs to be, since it's a bit more complicated than just changing the color. But thank you for your input.
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