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Kualan

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    Skyrim, Star Wars: The Old Republic

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  1. Sounds like you need to add some lines into an .ini file to let the CK access the DLC files. This is a fairly straightforward process: 1. Go into your Skyrim directory and find SkyrimEditor.ini 2. Scroll down to the [Archive] section 3. Where it says SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, you can add the other DLCs which will look like: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa 4. Save and open up the CK. 5. You should now be able to access the mod with a Dawnguard dependency.
  2. Yeah, 2.49b is the only version of Blender that can export into NIF. Hard drive space shouldn't be an issue - a typical tree mesh should be no more than a few 100kb. If your .nif file is considerably larger than that then you'll probably run into optimisation issues anyway.
  3. Thank you both! I think a perk may be the way to go, seems like a solid method.
  4. Hi there, hope the CK wizards here can help me puzzle this one out. I'm working on a mod and part of it involves creating some new enemies for the player to fight. The trouble is, I want these enemies to be practically invincible unless the player is using a certain type of weapon. So if I want Ice Zombie to only be killable with, say, ebony weapons - how would I go about doing that in the CK? I've been playing around with weapon stats and item keywords, but I can't figure it out. I feel like all the "ingredients" to the solution are there, I just need help with the method. Any assistance would greatly appreciated! Kualan
  5. Hi there, had to leave a message here as I think your inbox is full. I'm the maker of the Game Of Thrones Adaptation Mod - I was wondering if I might seek your permission to use your Rapier blades in the next update? I don't know if you're familiar with Game Of Thrones but I believe they would be perfect swords for characters like Syrio Forel and Trystane Martell. Full credit would be given of course. Regards, Kualan
  6. Hey, how is the GoT mod coming? I have some mod experience and would like to help on it if I could. I am very familiar with GoT lore and have read the books and watched the tv show. I'm super excited about the mod and would like to help if I could.
    1. LordSn0w

      LordSn0w

      Your inbox is full, but could you PM me?
  7. I'll be including Karl Tanner in the next version of my Game of Thrones Adaptation Mod.
  8. Hi! I'm the maker of the Game of Thrones Adaptation Mod: http://www.nexusmods.com/skyrim/mods/20925/? I was wondering if I could ask for your permission to use one of the meshes from your Helmets pack (the Knight one) in the next update of my mod? With full credit of course. Regards, Kualan
    1. ghosu

      ghosu

      Hello, yes you can. greetings
  9. I had to do this for my Game of Thrones Adaptation Mod to stop Hadvar/Ralof jumping from Kingsguard/Stark armour to vanilla gear, here's how I did it: For Hadvar; In the Creation Kit, go to Quests. Look up CW02A. Open it up, then click the 'Scripts' tab. Highlight QF_MQ103A_0002D75C and select Properties. A list will open up. Towards the bottom will be a Property named HadvarOutfit. Select it, and you will be able to change his outfit to anything in the OTFT category of the CK. For Ralof: The exact same as Hadvar, except you look under CW02B instead.
  10. Got a feeling your inbox is full so hope you don't mind me messaging you here about a PM I sent; would I be able to seek your permission to use your Contractor Armour in the next update to my Game of Thrones Adaptation mod? With full credit. http://www.nexusmods.com/skyrim/mods/20925/?
  11. Thanks, but I'm still something of a noob to scripting so might need some help. I found the NPC's reference in the cell list, opened the Scripts tab and created a new script. I chose 'ObjectReference' as the extends script, then pasted "Function SetHeadTracking(bool abEnable = true) native" as the source of the script, then successfully save/compile it. I get the feeling I haven't got the syntax right (total scripting novice here!) as it doesn't seem to have made a difference in-game? Any help would be appreciated.
  12. Alternatively, just a way to force an NPC to always look in one direction (such as fixing their target on an XMarker or something) would work.
  13. Hi folks, have a query for you. In my mod I want to be able to place several NPCs as stationary guards, men stood still and staring straight ahead - ignoring the player and all other NPCs around them unless a combat situation erupts. The main breaker of immersion for creating these NPCs is that the headtracking that is enabled for them by default means they're constantly staring at either me - the player - or other NPCs, rather than straight ahead as intended. Does anyone know how to disable targeting/headtracking for individual NPCs, whilst still keeping them responsive to the outbreak of hostile situations?
  14. Whenever I update my mod with new armours/textures/whatever, I have to package the new additions into a new .bsa file. As of v4.3, I have four .bsa files that users must download, and as such have to include four .esps in the download. HOWEVER, only one of these .esps is the main one, containing any actual edits to the game. The other three are 'blank' .esps that only exist to have the same name as the .bsas I want the modified .esp to access during the game. So I have GoTAdaptation.esp, this is the file that has been updated since v1 to v4.3 with continuing changes, updates, etc. When I first uploaded it, I included a GoTAdaptation.bsa file. Fairly straightforward. Everytime I had added stuff in an update - to avoid having to package the whole lot every time - I simply create a .bsa containing the new stuff. GoTAdaptationv4.bsa for example. But how to get GoTAdaptation.esp to access this .bsa in addition to the main GoTAdaptation.bsa? Go into the CK, open a new file, immediately save it under the name of your new .bsa file (so in the above case, it would be GoTAdaptationv4.esp) and exit. Even though this new .esp is blank, by having the same file name as the additional .bsa you want your mod to use, your mod can access it so long as both it and the 'blank' .esp are activated in your Data Files. So in your case if you create a blank .esp entitled 'My Mod - Textures.esp', your main mod's .esp will be able to access the identically-titled .bsa file when you launch your game.
  15. Those are some excellent tips LP1, thanks very much. I'll definitely be putting them to use.
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