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Zimmermjaz

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  1. I've recently experimented with merging weapon meshes in nifskope. It seems to work perfectly except for one issue: when I drop the weapon in-game, it goes flying away from the player. It looks like the dropped weapon is spawning on the player's position when dropped (instead of spawning slightly in front of the character), and then goes flying because the player and weapon meshes are conflicting in the same space. Does anyone know what's causing the issue and how I can fix it?
  2. Hello all! I'm looking for a mesh artist who would be willing to create a mesh for me. I would use the created mesh in a mod of mine, and of course credit the artist fully for their work. Here are the details: I'm the author of a mod called "Aeonbarr - A Unique and Summonable Horse", and I'm currently in the process of updating it. I'm hoping to add some additional features to the mod, which involves a customizable horse (so far you can customize things like size, color and ethereal effects). With that in mind, I'd like to add an option to add a unicorn horn. I am aware of Holugar's unicorn mod; however, this mod uses a completely new mesh for the body of the horse. What I'm hoping for is a unicorn horn that would fit onto the body of the vanilla horse mesh. If anyone is interested, do send me a message on the Nexus and I'll be very happy to hear from you! Many thanks, Zimmermjaz
  3. I actually found a way to do exactly what I wanted, thought I'd post it here in case anyone else is trying to do something similar. Turns out there's a script command that allows you to identify features added by other mods. The command is: Game.GetFormFromFile() So, to obtain the exposure global from Frostfall, I wrote the following as a test for a spell: Event OnEffectStart(Actor akTarget, Actor akCaster) GlobalVariable HeatGlobal = Game.GetFormFromFile(0x00183D, "Chesko_Frostfall.esp") as GlobalVariableIf HeatGlobal == NoneDebug.Notification("Global not found.")ElseHeatGlobal.SetValue(HeatGlobal.GetValueInt() + 100)Endif EndEvent
  4. I'm trying to create a sword that gives off heat. The idea is that if you have Frostfall, having the sword in your inventory would warm you up. The only way I can think to achieve this would be for the mod to interact with elements in the Frostfall mod (like globals and stuff). So, question: does anyone know if it is possible to make a mod that recognises elements from other mods when installed?
  5. Hello, I'm currently working on a mod that requires a unique mesh. I'd prefer to keep the exact nature of this mesh file a surprise for the Nexus, so I won't post here exactly what it is. All I'll say is that the mesh file I require is around the size of a fairly large dagger/a short spear. I have no experience in manipulating mesh files and so I'd prefer to rely on the talents of someone else. If you're interested in creating this mesh file for me, I will of course not argue with you over who owns the mesh...it will be your work and you can use it as you like. I'll also make sure you receive full credit for your work in the mod's description. If this sounds like a project that you might like to get into, please send me a message and I'll get back to you. Many thanks, Zim
  6. this to me sounds like a very simple "Absorb Spell" effect. This effect is used by things like the Atronach perk and the Dragonskin power. All you need to do is make a Lesser Power that grants the user 100% spell absorption for X seconds. You can add a condition that only allows the user to gain the effects of this power when wielding the sword.
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