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johnskyrim

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  1. Hi everyone. I've been trying to get the base down for a script and running into a bit of an issue getting it to work. I've spoken to a few people about it but I'm still no closer with a solution. What I currently have is a quest alias running on the PlayerRef and the idea is to have a script running that when OnHit is triggered, it checks for the keyword ArmorShield and then applies an EffectShader to the currently equipped shield. I want this to work globally so that it is compatible with every shield in the game, as well as any modded shield. Applying the script manually to every shield is not an option. So I guess really, the big question is; how can I get the object reference of the currently equipped shield? Thanks John
  2. In response to post #73653363. #73707298 is also a reply to the same post. I know for design functionality, a lot of sites need to have an easy transition between desktop and mobile versions. However, I really can't see there being a huge percentage of mobile users for this site and even if there are 3 mobile games that allow mods, was it worth it to change the entire site based on that?
  3. In response to post #73705423. #73712458 is also a reply to the same post. For one, you do not need to explain css terminology to me. I did not inspect source just so that I could write a smart comment. The fact remains, it is not equal VISUALLY and needs to be compensated as such. Either that or I'll just write my own Stylus override (which seems like it it will be necessary at this point) Why would I want to visit a separate page to view my notifications? It's not good design. Also to further add, it is not immediately intuitive on how to view all of your mods. Before there was simply a "Manage my mods" button, however the new update "MY MODS >" just looks like a category header.
  4. After a few days of using this, here's some feedback: - The Upload button needs equal margins on the bottom and top. It looks off right now - Notification colour is a horrible brown (on Skyrim Nexus at least) - Notifications NEED thumbnails again. This is the only thing I would actively ask for, without them it's a pain. - Notifications should not disappear on click.
  5. There was nothing wrong with the previous design. I really don't like BIG BARS following me up and down the page.
  6. If Witcher 3 had better modding tools, I'd be all over it.
  7. I've created a quick weapon mod based on the Lava Dredger from World of Warcraft, it has moving "gears". For reference, I looked at the nif files of the Dwarven Gear Swords mod and managed to get my nif animated by using the structure of: NiNode -NiTransformController --NiTransformInterpolator ---NiTransformData --NiTriShape -NiTriShape --NiTriShapeData --BSLightingShaderProperty I have tested the nif within the Creation Kit and Skyrim and it isn't displaying any errors or crashing the game. Collisions are also working. So I'm left quite confused at this stage. The animations are very simple rotations, I'm just not getting why they don't work in-game if everything else seems to be correct? Any help would be greatly appreciated. I was planning on releasing this yesterday but this problem has me stumped. It's more a barrier because I might need animated areas on a weapon in the future. - John
  8. That's what I had to end up doing, physically putting one of the enchants on the weapon nif itself and another as an effect in the CK. Such a pain in the neck having to copy over awkward particle nodes, I wish we had access to something better for using them :\
  9. Currently I am working on a weapon mod that requires two visual effects but I can't for the life of me figure out how to get them applied at the same time. I have tried many different solutions and nothing seems to work. I know there is a limitation with the engine, but I've seen actors have multiple effects, so theoretically, it should be possible somehow. This is what I've tried so far: - Merging nifs (manually copying across nodes and renaming to keep file structure the same, some failed to copy due to missing links) - Making two separate magic effects and putting them into an enchantment effect (doesnt work because only the first is read) - Using an edited casting art to apply the effect (works visually but won't align to the weapon) I noticed there are some scripts that can apply a magic effect. I've tried to play around with it, however nothing shows up at all. There is also one that allows multiple effects. It makes me wonder, would it be possible to add an extra effect through scripting? even if it's SKSE? I don't know much about scripting for Skyrim, something that can link to an additional nif? Any help on this matter would be greatly appreciated. This is pretty much a wall for this mod :X
  10. Look into retopologizing your mesh and then projecting the old details onto it :)
  11. While I do believe that mod authors should get more for their time and energy, this was the completely wrong way to go about it. All of my mods on Skyrim Nexus will remain free and will not be pulled in favor of Steam.
  12. I seem to have come across the problem that during daylight, glow maps go white and no longer display. Also, if I shoot fire at something with a glow map, it turns off until the fire spell has stopped channeling. Is there anything in the nif that I can change that will keep the glow effect persistent throughout night and day and not be altered based on outside light sources? Thanks :)
  13. I've had a small go at the vertex painting and I couldn't seem to get any good results. Some of the red painted areas wouldn't change which I thought was weird. I removed my skin and re-did the process, this time using a higher fallout and I got better results, though some areas are still distorted, it's better than it was before, so I guess it's more tweaking to be done?
  14. Hi everybody. After the success of my Deathwing Inspired Alduin Reloaded mod, I am currently working on another dragon, however this one has a completely edited mesh. I've managed to get it working in game but there is a problem: whacky polygons. Now I know the issue is down to weighting but I can't seem to figure out how to make certain areas NOT stretch within Skyrim. For example, I have some spikes along the Dragons spine and when I get the Dragon within Skyrim, they become bent and all over the place. I had originally taken the Skin Wrap (3ds Max) from the Durnehviir model and tried that. I had the same issue. The next thing I tried was using the skeleton.nif from the meshes/characters assets/dragon folder and using that skeleton: I still got polygon errors. So overall, I'm at a loss here. How can I create a properly rigged mesh without polygons bending and stretching all over the place? I've looked high and low online but haven't found anything that seems to work (or I'm missing it) Any help would be GREATLY appreciated and I'll be more than glad to mention you when the mod is released :) (ps: It's Onyxia's Lair from WoW)
  15. I too have had this problem with a custom mesh. I figure it's some sort of backfacing that is showing through. Didn't know how to eliminate it so I just quit working on that specific thing :\
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