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Nexus Mods Profile

  1. This is just an example but what i need to do is essentially if (x=1 and y=1 and z=1) OR override=1 Can't seem to work it out. I read the documentation but to be honest it confused me even more. Seems to me documentation is saying i have to do this: (x=1 or override=1) and (y=1 or override=1) and (z=1 or override=1) Is that really right? Edit: Seems that does work .. What a mess. Can close this thread..
  2. Basically i want my custom follower to say Fus Ro Dah when she shouts, which she currently doesn't. I'm ok with navigating the CK, but not sure how to start in doing this. I would just use the player female shout sounds. Any guidance would be appreciated.
  3. I found a messy solution for now, still hopeful that someone can shed some light on a better way of doing it. 1. Convert nifs to SLE version using NIF optimizer - CK exported face gen - Racemenu exported face gen - All nifs the face gens use, such as hair 2. Run through nifmerge as usual 3. Convert all back to SSE version. As i said, not pretty, but it does seem to be working.
  4. In skyrim LE you would use nifmerge but i believe this does not work for SSE. Does anyone know how to merge the .nif you get from exporting face sculpt in RaceMenu with the exported face gen from CK. (I'm trying to edit a NPC appearance)
  5. I think API is down. I'm having issues with Mod Organizer 2 too.
  6. I'm adding some rubble piles via Workshop. I noticed that if i put them on the settlement, the settlers walk over them, but the companions don't? They stop and then try find a way around, even if they are flat-ish. I hand-made some navmesh for these objects, and now companions use them. But i'm wondering if this is an unnecessary step and whether i'm doing something wrong?
  7. Adding blood as floor/wall objects was remarkably simple actually. I've done that and they look great. The problem is, i'd like to add blood to random bits of furniture. I'd have to make a static for every piece of furniture, then re-texture every single one (including the spec map). I think there's a much easier solution by manipulating these decals. The mechanics to add blood splatters to absolutely anything via these objects exist. Therefore, in theory it should be recreated It would seem impossible without the help of scripting, so i'm currently looking through the scripts to see what i can find.
  8. I'm new to CK modding, just trying to learn and currently creating a raider settlement and thought some blood would look good. When you place it in the CK it's as an arrow, and whatever objects are in its path gets covered by blood. AFAIK there is no animation associated with this, not sure how it works tbh. Was looking at other mods which implement FX options such as Fire, but i can't wrap my head around it all. The FX .nifs ive looked at are too advanced for me currently. I then wonder why noone (AFAIK) has done this yet. I could make material swaps and or create flat floor/wall tiles covered in blood, but it wouldn't look anywhere near as good as the disciples base for example. Any pointers or ideas?
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