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sp0ckrates

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Everything posted by sp0ckrates

  1. In response to post #34912295. A beta version of the CK was released, but only to the first 1,000 or so who opted in: https://community.bethesda.net/thread/7221
  2. LittleBaron's solution also worked for 3DS Max with the 2013 NIF plugin.
  3. This discussion had the solution for me, using 3DS Max 2014: http://forums.nexusmods.com/index.php?/topic/67306-3ds-max-9-nif-export-problem/
  4. Just started working with 3DS Max 2014 and the 2013 NIF plugin. Seems to be working well, so far.
  5. So I figured it out. If anyone reading this wants help, please post a comment at my Steam Workshop profile page: http://steamcommunity.com/id/sp0ckrates/
  6. I found this: http://www.creationkit.com/Dynamically_Attaching_Scripts So I might be able to use it to add an always-on cloak spell to the player, which adds a constant effect spell to nearby NPCs, which uses a script with an OnHit event. The script could then fire if the NPC with the spell is hit by a Nord and the random percent condition is met, causing the NPC to drop her weapon and fall to the ground.
  7. Thanks for the reply, CDCooley. Yes, I believe you are right. I did find this discussion: http://forums.bethsoft.com/topic/1349649-dynamically-attaching-scripts-to-actors-near-the-player/ It explains how to use a quest to apply a script to any NPC the player gets near. But when I tested it, it didn't work. For no message displayed when I hit NPCs.
  8. Is there a place to go to keep checking for an announcement on when the new creation kit will be released for Fallout 4 will be released?
  9. Hi. So I hope someone knows how to add a perk to a race. I'd be willing to share any scripts or meshes or textures with the one who helps me out. I have more than 50 mods on the Steam Skyrim workshop. My question: Is there any way to add a perk to all NPCs of a certain race? If it can't be done with normal Papyrus script or the Creation Kit alone, can it be accomplished with a script extender? Why I want to add a perk to a race: I have a collection of mods calked Amazing Race Tweaks, which adds new powers to each race. I'm releasing a new edition of each of the mods, which gives the same powers to NPCs, but I want to make changes to the race only. What the issue is: I'm trying to add an ability spell to the Nord race that applies a perk, which in turn applies a spell that fires when the Nord NPC strikes another actor. the spell applies the perk to the player, but fails to apply the perk to the NPCs. I confirmed this by adding the perk to a Nord NPC character and observing that the spell fires when the character strikes another actor. I then removed the perk from the NPC and the spell did not fire. Since it does not work for the NPC if the perk is not added to the character, I'm thinking the spell (which is added to the Nord race) is not applying the perk to the NPCs, as it does for the player. Again, I'd be willing to give one of my scripts, models or textures to someone who helps me out. Thanks in advance.
  10. The Amazing Race Tweaks! Khajiit mod intentionally changes the jump height game setting, as the developer did not wish to require users to install SKSE. This mod sets the jump height back to normal: http://steamcommunity.com/sharedfiles/filedetails/?id=299005595
  11. Is there any pay to prevent a power from casting if a condition is not met? I'm having difficulty preventing a greater power from casting if the player is not wearing the required clothing item. What happens if the item is not equipped is the power is triggered with no effect. If the player then equips the required item and tries again, a notification says powers can only be used once a day.
  12. Gnat is better, in my opinion. Much like older versions of 3DS Max, but free. http://www.turbosquid.com/gmax
  13. Found the answer here: http://forums.nexusmods.com/index.php?/topic/1681518-spell-cooldowns/
  14. Hi. I'm making another mod that adds new lesser powers to a player race. I'd like to know if there is any way to make a player wait 5 minutes, or one game hour, or something like that after using a lesser power before he can use it again. I'm no stranger to adding scripts, if that's what it takes. If that isn't doable, is there a simple way to at least prevent a player from reusing a lesser power while it is still active? Thanks in advance. :)
  15. I know there is a way to check that the NPC doesn't have any weapon equipped. Just cannot remember. I'm developing a mod that gives Uthgerd the ability to turn into a werewolf. Works great, but she turns during the brawl to get her as a follower! Adding code to the script that checks if she is unarmed should fix it. Thanks in advance. :)
  16. If you do want to know, look me up at the Steam workshop. I got it working the mod Lycans vs Vampires. Just leave a comment there.
  17. I know the fix for the grey face "bug" is to export the meshes and textures using the Creation Kit. So I've done that by selecting Actors, selecting the characters whose faces I have changed, and pressing CTRL + F4. But when I do that, I get several exports for both meshes and textures. For example, the textures export to: Skyrim\data\textures\actors\character\facegendata\facetint\my_mod.espand Skyrim\data\textures\actors\character\facegendata\facetint\skyrim.esm My questions, which I hope someone will answer: Should I include any .TGA files with my mod? Should I include the .DDS files in the Skyrim.esm folder with my mod?Thanks in advance for any answers. :)
  18. Anyone have any other ideas? I've tried changing Farkas' armor in quest C01 from steel to Wolf armor, but that does not fix it. After he turns into a werewolf and turns back in the quest Proving Honor, he still wears the steel armor.
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