Jump to content

joebenz

Members
  • Posts

    56
  • Joined

  • Last visited

Nexus Mods Profile

About joebenz

Profile Fields

  • Country
    None

joebenz's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I hope they add the settlement system along with multiple capturable settlements :D
  2. Hello, I would like to ask for anyone to do a mod that prevents any reaction when we get hit by a sword or an arrow? I don't mean a god mode thing or a no bleed or injuries none of that. Only no animation/reaction when hit. Is it possible? Or if someone can tell me how to do it? PS: sorry for the typo error in title i meant "hit" instead of "hot". If someone could correct that i would be grateful :D
  3. Yeah i can understand that. It's quite an elaborate request that would be made from someone truely inspired. Nevertheless i'll do it :smile: don't know how though. I know very well 3D modeling and importing weapons into skyrim but skinning and armor modeling is quite something else. If anyone can point me to tutorials for making armor i would be glad :D
  4. Really no one? I mean i know it's a bit much to do but if no one can do it, i can still try to do it myself. But no one would be interested by this?
  5. I thought the title said "Breast races animated eyes pupils" i was confused like wtf lol
  6. Hello there, Got a suggestion to fellow Skyrim modders here: The outfit of Armando Salazar From Dead men tell no tales. There doesn't seem to be enough of sea/pirates themed armors or clothes. But they do well exist in the lore so it would fit lore wise with of course a twisted cursed look on to it :D I would sell my soul for this. Besides it would add a bit more diversity to skyrim modding instead of medieval armors or hot female followers. Tell me this isn't badass: http://www.cosmicbooknews.com/sites/default/files/pirates-dead-men-images.jpg http://images.cgames.de/images/idgwpgsgp/bdb/2786728/1440x810.jpg http://i.imgbox.com/qzECrpNp.jpg
  7. Am i the only one who is annoyed by the spamming of the R key when using laser muskets? I searched for a mod that auto reloads when the crank is empty but in vain :( So i ask for a kind modder to make a mod about this i woudl appreciate it :) and i think others would aggree with me :D
  8. That would be cool :D if he is ever interested to use them in his quest mod i would be glad to say yes :)
  9. The upcoming Apocalypse is in your hands now. Choose your mount and wreak havoc. War, Famine, Pestilence, Death... each have their own custom textures, sounds and special abilities. http://www.nexusmods.com/skyrim/mods/83202/? Enjoy :smile:
  10. I use PaintDotNet a free tool that converts into .dds perfectly. if you use photoshop, save your textures as .tiff and open PaintDotNet open the tiff texture and save as .dds it's a bit tedious but it does the job well. it works for me that way.
  11. Works flawlessly and exatcly as i wanted. Here is the link: http://www.nexusmods.com/skyrim/mods/82297? i put the source scripts in case anyone wants to take a look. Should rename this thread into "The coding Journal of Joebenz: the lone adventurer into the uncharted territory of scripting." :D
  12. Ok i found my awnser. Instead of directly applying an enchant on the weapon through script, i made an "enhance weapon" spell that applies the enchantment. Now the effects shows up when i'm in combat without me having to unequip and reequip and it works perfectly. I just need to make a few adjustments to specify in which hand it will be blabla. This thread looks more like a tutorial than a call for help. Ha!
  13. I'm halfway there. I created a quest with a reference alias with specific referance pointed to the player, added this script: Scriptname HeadlessAxeScriptQuest extends ReferenceAlias Float Property TimeBetween Auto Weapon Property WeaponRequired Auto Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject as Weapon If akBaseObject as Weapon == WeaponRequired Debug.Notification("Weapon Equipped") RegisterForSingleUpdate(TimeBetween) EndIf Endif EndEvent Event OnUpdate() If Game.GetPlayer().IsEquipped(WeaponRequired) if Game.GetPlayer().IsInCombat() Debug.Notification("Is in Combat") RegisterForSingleUpdate(TimeBetween) Else Debug.Notification("is NOT in combat") RegisterForSingleUpdate(TimeBetween) Endif EndIf EndEvent Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) If akBaseObject as Weapon If akBaseObject as Weapon == WeaponRequired Debug.Notification("Weapon Unequipped") UnregisterForUpdate() EndIf EndIf EndEvent Now whenever i get my specific weapon equipped, the script will succefully detect if i am in combat or not. Now all i need is a way to apply an existing enchantment to the weapon when i'm in combat and when i am not, the enchantment is removed from the weapon. Or maybe a way to swap the meshes or apply an additional effect. http://www.creationkit.com/index.php?title=WornObject_Script But for now i find it difficult doing so and my searches have proven unfruitful. EDIT: Found a way of adding an external enchant to the weapon using this line: WeaponRequired.SetEnchantment(WeaponEnchant) But when the enchantment is applied, i have to unequip the weapon and reequip for it to show up which is troublesome. My second option is to apply a .nif mesh to the weapon or dynamically swap a mesh through scripting.
  14. Hello, I asked my question in the troubleshooting section of the forum until i realized it was the wrong section. But i will benefit from this by explaining what i intend to do. So basically what i am trying to achieve is very simple in itself: to apply an enchantment to my weapon (or attach a .nif file to my equipped weapon) when i am in combat. And when there i am not in combat anymore, the enchantment is not there anymore. I tried numerous things and searched almost everywhere. I found something that could be intersting, a script that could add an enchantment: QuoteScriptname _NewScript extends ObjectReference Enchantment Property WeaponEnchant Auto Event OnEquipped(Actor akActor) ;This can be changed to cast as Armor instead to set an armor enchantment. (GetBaseObject() as Weapon).SetEnchantment(WeaponEnchant) EndEvent Event OnUnEquipped(Actor akActor) ;This can be changed to cast as Armor instead to set an armor enchantment. (GetBaseObject() as Weapon).SetEnchantment(WeaponEnchant) EndEvent I could start with this but i need some guiding to do so. The real reason i need an enchantment is that it was the only way i found that could apply an external .nif file to the weapon. So if an enchantment is too complicated to do, maybe finding a way to directly attach a .nif file to the weapon during combat could maybe be possible? EDIT: i made a small script attached to the weapon to check if player is in combat but i get a compilation error when compiling. This is the error: HeadlessAxeHeatActivate.psc(12,0): the parameter types of function onupdate in the empty state on script headlessaxeheatactivate do not match the parent script form No output generated for HeadlessAxeHeatActivate, compilation failed. this is the script QuoteScriptname HeadlessAxeHeatActivate extends ObjectReference Actor Property PlayerRef Auto bool done=false Event OnEquipped(Actor akActor) RegisterForSingleUpdate(1) endEvent Event onUpdate(Actor akActor) if !done if akActor == PlayerRef && PlayerRef.IsInCombat() Debug.Notification("Player is in combat") Else Debug.Notification("Player is NOT combat") Endif Endif endEvent Event OnUnequipped(Actor akActor) done = true endEvent
×
×
  • Create New...