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Elsys656

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  1. I could attach the collisions to a mesh and make the mesh invisible would that work better? Although I'm not sure how to set up a shader property for that.
  2. So I have modified static collisions and gotten them behaving properly but for some reason I cannot get invisible collision working and have resorted to using primitives which given the mesh that it's supposed to interact with causes gaps where there should not be. I'm trying to get the below file to work as a custom collision the mesh itself is invisible what am I missing here compressed shape looks good and the collision shows up in ck but it doesn't do anything. Tried using the unidentified layer the static layer and the transparent layer none of which helped. Maybe mat settings currently its set to glass or wood. Normals appear correct in the original mesh facing outward there's a small extrusion in the middle.
  3. auto sanitize in nifskope is going to break the nif so you'll need to copy trishapes shader properties to a properly formed nif later for import but it will fix other issues so you still should do it just remember to copy the result over to another nif otherwise it probably wont import. If its a sword copy to a sword nif etc. Update tangent spaces in spells too on the final nif but remember to uncheck auto sanitize on your save of the fixed nif. Nifskope 2.0 dont know if this happens with the 1.0 versions.
  4. Skyrim Already fixed this issue now to tweak vertex colors so they look proper in game turns out I had a couple extra transition properties that were already defined in my main file removed those then set the translations to the proper nodes also cloned the project file and skeleton and had them point to my behavior then changed the behavior index in the nif result is working at least programatically visually I have a need to change a couple things. Sorry about the wrong forum by the way I realized my mistake when I re-clicked forum and it redirected to skyrim.
  5. Made a behavior file to call gamebryoanimation didn't add new events attached to existing events and redirected but skyrim crashes I'm assuming because default crossbows don't have my controller nodes. I'm looking for a way to play bound bow effects on a crossbow ie. Just created a new translation based on an old one that redirects to state 1 after attaching my gamebryo play commands how can I attach my behavior to my custom weapon or is there a way to do this easier? Since I cant get a reference to play the animations via script before the draw event occurs? My new crossbowbehavior.hkx old crossbowbehavior.hkx
  6. Well that didn't exactly go as planned the action script doesn't show under the script element of the timeline well part of it does but not all it compiles but I cant see anything in the player and the swf has no properties attached to it. Is this all stuff I'm supposed to add back into the fla? Although cs4 wont install extensions on my flash install and I think that's the main issue that is causing it to fail.
  7. Dawned on me that I should just use the action script for the dialog my mod uses and change the base component to a slider from skyui via pulling the ai off github. Ill give that a shot however if anybody wants to chime in with things I should be aware of or whatever you can still chime in if you want.
  8. https://forums.nexusmods.com/index.php?/topic/641976-armor-0-and-1-nifcreation-kit-issue/ did a search and this came up. Also that is friggin sweet!
  9. Currently using SkyUILib but working with numeric values seems like a slider would be more appropriate, I've changed a dialog to call a text dialog where it's to input a number which changes some values later in the conversation everything works as intended. However because of the text input box issues with the number pad I thought since the value is numeric anyway a slider would be better. My only problem is I have never even modified the vanilla interface in this way and while I have the skyui actionscript files and fla's I don't have the foggiest how everything ties together as far as just creating a generic slider with a title and range accept and cancel buttons. Even the wait menu would be just fine for my purposes so long as one could change the title of the menu and of course have the file treated as a separate dialog so it doesn't get called up as the wait menu.
  10. id imagine you'd make a weapon dummy for each weapon script the living hell outta it you'd need to set a variable that's probably based in a series of switch statements one for each weapon comparing the dummy id with a variable you'd set in a switch statement to set the current state of your weapon. Or separate scripts for all then a weapon for each of the dummy's different "Forms" complete with different enchants etc. Plus you'd need to map all those to a specific case in the statement so you could eventually power down to the base version or whatever after x attack. Probably would just work by switching equipped items with said form of item via the switch statement. Meaning that you could never enchant them because your enchantments would be gone when you spawned in the other forms for various states. That is if papyrus or one of the other scripting languages have the proper facilities for such reference tracking and so forth. Depending on how close to the weapon you want to make this mod you may be spending quite some time making animations and spell effects as well as the uv maps for each form and associated texturing. Seems like it would be really fun though not lore friendly at all but a fun easter-egg sort of weapon set. Could probably use Reikeg models to do the Tensaiga resurrection power. Shrink em down and turn em green then spawn em over dead things in 3's or so probably a ton of eaten cpu cycles doing that though unless you had an associated spell that let you see the "imps".
  11. http://www.nexusmods.com/skyrim/mods/49140/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D49140%26preview%3D&pUp=1 link to mod still has one bug honestly can't believe I missed it until it was packed up and uploaded nearly just decided to continue uploading anyway at least till later when I'll be fixing it. Isn't actually something you'd pay attention to in first person which is why I missed it lol.
  12. Should have something for you by this afternoon, just a matter of splitting out my content till I hear weather or not it's cool to do a fork. Seriously considering some other goodies too as optional separate files but we'll see.
  13. I use Auto Magic Scaling 1.2 makes magic a ton more enjoyable gotta set the ini right though otherwise it can be overpowered got it set to .60 which is an overall 60% increase based on level of skill and player level it scales things so its not pointless when your enemy has a crap-ton of health at level 90 in legendary. Only 1 thing that its kinda lacking is if you have it active on restoration school it makes your gear ridiculously good I think that's due to the restoration loop bug though so I guess if you have a fix for it you can enable that and it shouldn't? Also have the alteration spell levitate and it seems like its a good idea to get unlock if your going pure magic. Made playing a Mage very enjoyable didn't seem too weak but wasn't blow everything down instantly either also didn't really change a whole ton about the mage playstyle either.
  14. Also just a quick note something I noticed as I have jojo's crossbow's n bolts as well all those bolts are off center to the right by .2 or so not noticeable at all on his models however you put em on mine which is lined up to 0 on the x axis for the symmetry modifier and it's really obvious from there. Going to go through each nif and center them appropriately shoudn't take any time really just went o.O when I saw it.
  15. Yep that was it for the bolts not appearing did a little nifskope magic to transform my bones up and my mesh down so they were on target as far as positioning then applied transformation other than some clipping that occured due to the model itself (Which even happens on the default crossbow anyway so I don't feel bad) Major issue is fixed now just for the bolts and weather or not folks agree it should be wider or no? Edit: Fixed UV's on the bolt quiver as well as alpha's showing improperly so forth its all good now :D
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