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gizmologist

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Everything posted by gizmologist

  1. This would be fairly easy if the string is a separate TriShape. Just give the associated BSLightingShaderProperty an emit color. If it's all one TriShape, you'll need to make a glow map, which is basically a texture with the glowy parts white and the non-glowy parts black (though you can use greyscale to vary the glow, too). You'll need to set the Shader Type to Glow Shader, check the Glow Map and Own Emit shader flags, and uncheck any Environment Map shader flags (can't have both envmap and glowmap), give it an emit color, and attach a glow map. It's all done in the BSLightingShaderProperty, except for the glow map, which is in the associated BSShaderTextureset. The glow map is the third texture down from the top. There's got to be a tutorial out there somewhere.
  2. Looks like the Wayward Magic Effect Bug. This thread may help: http://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/
  3. There is the Female Facial Animation mod: http://skyrim.nexusmods.com/mods/35303//? There is also the PC Player Expression Guide, but I can't find a link to it. Search mods on "expression" and you'll find a couple of interesting things. EDIT: the PC Player Expression Guide was here, but it's gone now... http://skyrim.nexusmods.com/mods/32940/? My understanding is that the update to 1.9 nerfed most of the expression commands.
  4. I think what you're looking for is a "Constructible Object" under "Items". Look in the CK for examples. It's pretty straight-forward.
  5. A quick tutorial on making a mesh glow using NifSkope: The Short Version: 1. Check the SLSF1_Own_Emit and (optional) SLSF2_Glow_Map shader flags, UNcheck the SLSF1_Environnment_Mapping and SLSF2_EnvMap_Light_Fade shader flags, and select an Emissive Color. 2. (Optional) add a glow map as the THIRD texture in the associated texture set. The Long Version: 0. MAKE A BACKUP COPY OF THE MESH YOU INTEND TO MODIFY. 1. Fire up NifSkope and load your mesh. 2. Find the NiTriShape you want to glow. The easy way is to click on the object in the preview window, and it will automatically highlight in the block list. 3. Click on the little triangle next to the NiTriShape to show the associated blocks. One of them is a BSLIghtingShaderProperty. 4. Click on the BSLightingShaderProperty. 5. In the Block Details window, do the following: 5a. Double click on the Skyrim Shader Type value, click the little down arrow on the right side of the textbox that appears, and SELECT "Glow Shader". Click somewhere outside the dropdown menu to close it. 5b. Same proceedure, open the Shader Flags 1, and UNCHECK SLSF1_Environnment_Mapping. (If it is already unchecked, that's fine.) 5c. While Shader Flags 1 is still open, CHECK SLSF1_Own_Emit. 5d. (Skip this step if you are not using a glow map - see below). Open Shader Flags 2, and CHECK SLSF2_Glow_Map. 5e. While Shader Flags 2 is still open, and UNCHECK SLSF2_EnvMap_Light_Fade. 6. Double click on the Emissive Color value and select a color for the mesh to glow. You can either click on the little color wheel and use the neato interface, or on the numbers and enter the RGB values (0 means none, 1 means max, so yellow would be 1.000, 1.000, 0.000). 7. If you're not using a glow map - meaning the entire NiTriShape you selected will glow - then you're done. Save and try it out. 8. If you ARE using a glow map, click on the little triangle next to the BSLightingShaderProperty in the block list window. A BSShaderTextureSet should appear underneath it. 9. Select the BSShaderTextureSet so you can see it in the block details window. 10. Click on the little arrow nest to Textures in the block details window. It will show you a list of nine textures, some of which are probably blank. THE THIRD ONE DOWN is the glow map. Note that the very topmost line, directly under the nine, isn't a texture entry at all, so don't lose count. 11. Double click on the third texture value and enter the path (starting with "textures\") to your glow map. Click outside the text box to close it. 12. You're done. Save and try it out. NOTE: The Skyrim engine apparently can't deal with enviroment maps and glow maps on the same trishape. There are tricks around this, however - see the Daedric Armor nif for an example. NOTE: The meshes will NOT glow in NifSkope, so don't worry about it. (Unless I've set up NifSkope wrong, which is always possible...) They WILL glow in the Creation Kit (though the transparency sometimes doesn't work, so don't worry about that, either) and in-game. NOTE: The brighness of the glow can be controlled by the Emissive Multiple entry in the BSLightingShaderProperty. 0 is no glow at all, 1 is a rather normal glow, but you can go a lot higher than that. It won't light up the room or anything, since it's not really a light source, but it can look pretty radioactive. Experiment. NOTE: How to make a glow map is a totally separate question, much more akin to texturing. It is basically a texture that controls the level of glow, rather than the color. (Though I'm not 100% sure it can't effect the color - I've never used it that way). Pick a few vanilla textures that end in "_g.dds" for examples.
  6. Cloaks of Skyrim also includes a "daedric cloak". It has the high collar like in the old vampire movies. In fact, if you look at my avatar, that's my character wearing it.
  7. Well, it appears that glowmaps don't work on eyes. I can get them to work anywhere else I've tried, but not eyes. Perhaps this is why Bethesda went with the ugly black sclera (the "whites of the eyes") - being black, the emissive color is muted. But that doesn't explain why the Black.dds glowmap works on Serana's eyes to suppress the glow after she is cured... more experimentation is required!
  8. Thanks, Oubliette (which is the coolest username I've seen in a long time)! Turns out my problem was that the eyesfemalevampire.nif (from Dawnguard) in my data folder wasn't vanilla, but apparently from some mod or another, which had changed the emissive color to black. In the process of trying to figure this out, I went back to the very first mod I ever made for Skyrim, which was supposed to make Daedric arrows have glowing red fins. I could never get it to work - it CTDed every time an arrow needed to be rendered. This time around I figured out what I was doing wrong!
  9. Interestingly, there is a texture set in Dawnguard called DLC1SeranaHumanEyes, which has a glow map entry with the value Black.dds. This makes me think that the glow isn't due to a texture. Is it from the game engine itself, but it can be overcome by a black texture?
  10. Why do vampire eyes glow? I'm trying to make my own vampire eyes that glow, so I turned to vanilla Skyrim for an example. The vampire eyes seem to use the EyesMaleHumanVampire texture set, which has an entry for a glow map, but the entry is blank. So where does the glow come from? I've got a mod that provides new vampire eye textures, but none of them glow. Only the vanilla vampire eyes ... what am I missing?
  11. Anybody know of a UNP BBP version of Nocturnal's Robes?
  12. This is a great idea! Wow, that would be hard to pull off. The idea about the NPC noticing the item is gone and assuming the player took it is pretty cool, but how else would the item disappear? NPCs don't buy stuff, or seem to pick up random junk. The only way for it to disappear would be if the player managed to steal it without being noticed. I can't think of a way to do this without attaching a script to EVERY item in the game...
  13. Did you install any animation mods recently? If you installed FNIS, you need to run the FNIS GenerateFNISforUsers.exe. Even if you didn't install FNIS, installing it may straighten everything out. FNIS is here: http://skyrim.nexusmods.com/mods/11811//? I've had something similar happen to NPCs, who I disable and enable to fix. Never had it happen to the player character, however. I'd be pretty wary of disabling the player character, though - sounds like a great way to crash Skyrim. (Though I may now go try it, just to see...)
  14. Only certain voice types have the follower dialogue. I don't know of a list of voice types I can link to, but if you open the CK there is a formlist called (I think) FollowerVoiceTypes that lists them. This mod may be of help: http://skyrim.nexusmods.com/mods/36913//? Edit: Oops! Just re-read your post. That probably won't help at all. What may help is using RECYCLEACTOR on him, but that may screw him up even worse, too, so use it as a last ditch effort and don't save until you're sure he's okay. Also, try RESETAI. And the 30-day wait trick.
  15. Cool idea. Perhaps it could be worked into this mod: http://skyrim.nexusmods.com/mods/21256//?
  16. This would be an awesome mod - though I'd include an option to keep the Thrall for yourself, at your player home. I don't think it should be too easy to make a Thrall, for balance. Maybe a spell that only worked 20% of the time? Maybe a high powered spell that only worked on low-level NPCs.
  17. I had the impression Qarl was still around. I can't remember where I saw his work, though.
  18. Possible with SKSE. http://www.creationkit.com/SetName_-_Form
  19. You might try opening the console, clicking on the naked NPC, and typing RECYCLEACTOR. If the NPC is important, this might nerf a quest or something by resetting them to the original state. Don't save until you know everything is okay. Another way is to open the console, click on the NPC, and type in SHOWINVENTORY. This will list all the stuff they've got, and you should be able to see if they have clothes. If they don't, use ADDITEM to give them some clothes.
  20. The easy way is to go to the weapons section, find the weapon you want a static version of, double-click on it, highlight the path and filename of the nif in the MODEL section of the window, and press ctrl-C to copy. Make sure you hit CANCEL and not OK, or you'll make a dirty edit. Then go to the statics secion, right click just about anywhere and select NEW. Click the EDIT button next to the model textbox to open the Model Data window, and then click the EDIT button next to the Model File Name text box. When it comes up looking for what file to load, just paste the complete path and filename into the filename box. As long as you include the path, the file doesn't actually need to exist on the disk. Hit OK, hit OK again, give your new static weapon a name in the ID text box, and hit OK yet again.
  21. That mod is similar to what I have in mind, bgibbs01, but not quite. It's not as configurable as I had in mind. After a great deal of futzing around, I've come up with something that works, though it's not quite the same as the original idea. It's a container that contains magic gems, which you take out and put in whatever container you want to sort that type of item to - ie, put the Armor gem in a chest, the Ingredients gem in a barrel near the alchemy table, etc. This is done in game, by the player, and if the player changes his mind, all he needs to do is move the gem to another container. The only scripts are on the main sorting container, and one on each gem. Because the gems spawn in the container, the player can place the sorting chest (at the moment, it's actually a dwemer urn) via the console and get full functionality without resorting to the creation kit to link items or set properties. I'm testing it now, and if it works out, I'll release it.
  22. Now that I've messed with it, I realize there is a very good reason why the Black Books remain quest items forever. If you were to drop one, you wouldn't be able to pick it up without getting sent to Apocrypha.
  23. Wow. Script-fight! My advice - DO NOT use the Stone of Storall on a sorting chest, or any other container with a script. Use it on a normal container. It sounds like the two scripts starting handing your inventory back and forth, hot-potato style. Either that or it was working fine, but you had a million items and thus got a million "fuse connection" dialog boxes (whatever that means), and it would have eventually finished if you'd clicked "yes" a million times (which would probably take longer than just dumping the stuff from your inventory by hand). Very interesting, either way. I think I'll go take a look at that mod.
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