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hellgeist

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  1. Its not OMOD compression, I've built .nifs from scratch, exactly reproducing the controller/interpolator and other effect properties that are found in vanilla animated textures such as waterfalls. It doesn't matter how perfectly you do this, F4 won't allow your 'foreign' animated texture to function in-game. It can work perfectly in the editor, just not in game. I think there may be an asset list somewhere, that manages anything on that list (has an animation) for memory management purposes, and there just may not be a way for us to see it or add our nifs to it. That is the only thing I can think of at this point, which might explain this.
  2. If there are custom meshes involved, its likely that one of them is replacing a foot/boot model, but you can't see that it is. In CK, look at the custom armor/clothing/whatever, and in the model window (bottom center) click the 'Show Hidden' checkbox. You will likely see a hidden reference appear, and it will be an item like BanditBootsAA -- that is what is making your feet disappear. The problem is caused when a mod creator duplicates a random record in the CK to convert to a custom item - but they change the race type before removing the model. If they didn't notice it, then this item will now secretly tries to replace your feet. This is the problem for many 'disappearing bodypart' issues that involve a custom race, but the posts explaining it are now gone from the internet, because hardly anyone makes custom races anymore. Hopefully this post helps someone with this problem.
  3. I use both getisaliasref and getisID. They need to be defined everywhere you can possibly define them because the quest tool has alzheimer's. May sure that getisaliasref is specified in Quest Aliases, and in Conditions for every single dialog in the quest. Check for quest modding tutorials on certain other sites, this issue is addressed.
  4. Have you modded your helmets previously, or use a mod that allows hair to show underneath helmets? In CK, if you toggled off hair and circlet for the hair-helmet, another mod could be overriding that.
  5. I navemeshed a couple cells to test, and now my enemies are attacking - navmesh was indeed required for them to path their attacks. THANK YOU! I'm all set now to conquer the rest of this mod.
  6. Hi All, I've been working on a very large new world, its a worldspace independant of Tamriel. I've been adding custom music to my regions, which is working fine, but when attempting to test combat music, I realized that enemies do not trigger combat music. They go into combat mode, drawing weapons, etc, but will not attack, and the music won't play. I've put Skyrim's default combat music in \data\music\combat, and haven't changed anything in that regard - just wanted to test that combat music actually starts, but it doesn't. It doesn't matter if I cow into the worldspace with the default Nord, or port in with an existing character from an actual savegame, combat and combat music does not initiate. I tested with the worldspace music set on Default, _None, and _Explore (my custom wilderness playlist), but none of these affect whether or not combat and combat music starts. Is there a setting that controls this for a custom worldspace? I haven't Navmeshed the world yet, and I was wondering if that is required for combat/music. Any hints or suggestes would be greatly appreciated. Thanks for reading, -H -------------- EDIT -------------- I changed fCombatMusicPlayerTargetedThreatRatio from 1 to 1000, and now combat music playes and ends properly. However, enemies still don't attack me. Still not sure what this is, whether its dependant on navmesh, or something else.
  7. Bumping this post, I've edited it to be more specific
  8. I think there needs to be a thread where this Bethesda trick is finally nailed to a wall. I understand how spells use their nifs and textures, and I can update texture references even when they are embedded in extremely deep NIFs like firesprayfx01. This is how spell colors are changed for the spell effect itself. You can change the color of the hit event too, by editing the appropriate nifs and customizing the resources for their corresponding Add-on nodes. The wall most people hit (myself included) is how to set up custom Hazard types for spells that you want to use custom hazards. For example, If I made a purple fire hazard type, I don't know how to associate that with my purple colored Flames spell. All my effects will be purple except for the fires that were ignited and continue burning - those fires will always be a natural orange fire color. I'm not sure if this is even possible, or if hazard types are hard-coded. If you have any leads, or have figured this out, please post so that can we put this info in a thread for educational purposes.
  9. I'd make a custom race, let's say the race name is 'Custom' - start with a duplicate race of the one your NPC is based on, and then create new body parts in the ArmorAddon list, where the SkinNakedCustomBody, SkinNakedCustomFeet, etc. point your custom meshes, and the selected race is your new race. Also add a new Form List for the race textures. Then in the race body tab, tell it to use SkinCustom instead of SkinNaked. I'm skipping over a lot of details involved in making custom races, but there are many good tutorials on YouTube for this, just search 'Skyrim Custom Races Tutorial' and you will find them. Here is an example: Doing this will ensure that the NPCs you create, assigned with your custom race(s), will have unique bodies not shared with any vanilla NPCs.
  10. You might have other mods interfering with this cell. I would install BOSS gui and have it fix your load order and try that first.
  11. IsharaMeradin is correct - however, which CollisionObject node you paste into your mesh is significant, as they have behaviors. For instance, I once modded a Kwama Egg in 3dsMax into a Chuzei helmet. It works great, but if I put it on the ground, the helmet rolls around like an egg, even though its not shaped like one. So, you might look at the physics of existing objects in the game, identify one that has similar physics to the shelf you are making, and then extract the corresponding Nif using BSA Browser, and then use that node to start with. Just a thought
  12. Solved It was sort of a rigging issue - my BSDismemberSkinInstance attributes were not configured correctly in Max or in NifSkope. That has to be done right, or nothing shows up, or it shows up black. I bet that is the leading reason why people can't see their custom content in Skyrim. I am now using a completely original model i made, and it works.
  13. I will check into rigging - it has nodes, it is using a hollowed out vanilla head nif, but that doesn't mean its properly attaching. I might just make it into a static object with a bounding box and see if I can kick it around in-game. If thats the case, then its rigging.
  14. I've been making a modified nif for Skyrim - this is a custom head part that I'd like to add, its basically a mask. I've exported this model from 3d Studio Max using Figment's exporter plugin, and adjusted settings in Nifskope. When I open it using CK to run it in the previewer, it shows up just fine. I open CK proper and go to add it to my mod, creating the head part. When I add the nif there, it appears in the preview as well - looks good. Once all parts are created, I add them to a duplicate race to see it on a character, and it is invisible. In character head or full body views the model doesn't show. Which CK views were accurate in terms of gameplay? I saved my mod and went into a new game to find out. The mask is invisible in game, so CK lied to me. I'm quite at my wit's end trying to make any custom items for Skyrim. Oblivion modding was a breeze compared to this, I'm really starting to think that Bethesda updates are being added to make this harder to accomplish. At any rate, has anyone experienced this problem, and if so, did you ever figure out what makes a nif invisible in-game, when CK previews can display it properly? Thanks for reading :)
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