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Everything posted by Kohdi
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LE Triggering ImpButton animation - how to?
Kohdi replied to Kohdi's topic in Skyrim's Creation Kit and Modders
So far I have based my script on the Dwemer button, but its "Trigger01" event doesn't work with the Imperial button. If something does start to work (or someone can open the file in some other program to find the trigger names) I'll let you know. -
LE Triggering ImpButton animation - how to?
Kohdi replied to Kohdi's topic in Skyrim's Creation Kit and Modders
Yes, that's the frustrating part - NifSkope shows a perfectly functional in and out animation, but I haven't had any luck finding the trigger event names through its provided information. -
LE Triggering ImpButton animation - how to?
Kohdi replied to Kohdi's topic in Skyrim's Creation Kit and Modders
Yes, it is an activator with the usual TrapLever script attached as well as a custom one I made to try to trigger the animation. In case that's my problem, here it is - Scriptname KohdiButtonPushScript extends ObjectReference Activator Property Button Auto Auto STATE Waiting EVENT onActivate (ObjectReference Button) BlockActivation(true) PlayAnimationAndWait("push","done") BlockActivation(false) endEVENT endState A similar script seems to be attached to all animated levers/chains/etc. regardless of what they activate. It's the "push"/"done" part that I think the problem stems from, theoretically the mesh contains the proper names of the event triggers and I just can't access that. -
LE Triggering ImpButton animation - how to?
Kohdi replied to Kohdi's topic in Skyrim's Creation Kit and Modders
I know this is an old topic, but this problem is still confounding me. I could desperately use the help of someone who knows how these animated objects work, as all my attempts have failed. Again, all replies are appreciated. -
I think what you'll need to do is add the actor to the quest script you're using as an Actor Property, then to trigger the event your line should read ActorProperty.SetLevel(number) Most (if not all) console commands have their Papyrus equivalents, you just need to phrase it correctly. Hope this helps!
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LE Triggering ImpButton animation - how to?
Kohdi posted a topic in Skyrim's Creation Kit and Modders
Hello all, I've been working on a mod which features several Imperial fort button activators, found at meshes/dungeons/imperial/door/ImpButton01.nif . In the game they never push inwards as a button should, but after inspecting the mesh I can see it has a fully functional "pushing" animation, just no vanilla script to trigger it. Unfortunately I can't do more than tell that it has an animation within NifSkope, while to make a new script work I need to know the animation event name (asAnimation), which I assume is accessible only in an expanded format in Blender, 3DS Max, etc. I've tried "activate", "trigger" (01, 02, etc), and "button", none of which worked. If someone with the capabilities to find this information could let me know what the event trigger name(s) is, I would appreciate it very much. Thanks in advance! -
Hello all, I'm hoping someone here might be able to help me - I'd like to simulate a kind of "hologram" in an upcoming mod, and I think the best way to do this is by having a simple square (two triangles, with matching UV map) made like an old-style LOD mesh, so that it is always facing the camera no matter the orientation. I would like it constrained to rotate only around the vertical (z) axis, like an LOD tree, if possible. Thanks in advance to anyone who can help, or point me toward an in-game resource that I could repurpose. EDIT - Nevermind, was able to patch together a working frankenstein mesh from a static magic effect. Problem solved.
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LE Corner of Landscape Cell Torn/Broken
Kohdi replied to Kohdi's topic in Skyrim's Creation Kit and Modders
I could really use some help with this, if anyone has any information please don't hesitate to share. The break is larger than I first noticed, I've traced it along a good part of that landscape cell, and what's worse, a new one has opened up a few cells away. I have no idea what's causing this, but someone must.- 3 replies
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- landscape
- worldspace
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Well, the problem seems to have fixed itself. It may have something to do with unchecking the "small World" box in the worldspace dialogue, but I can't be sure. It may help someone else with the same problem, though.
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Hello all, I'm working on a new worldspace about the size and style of Bloated Man's Grotto, but I'm finding that the rendering distance on objects is much shorter than in Tamriel, causing everything from landscape to trees to mountains to fade out at about a third of the way across the worldspace. I'd like to make everything visible all at once, both for reviewing and for the player's enjoyment. Any suggestions on how to do this?
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Geez, I forgot about Narfi. Talking to him and finishing his questline nearly brought a manly tear to the Dovahkiin's eye. On my first playthrough I joined the Dark Brotherhood and killed him before talking to him, so I figured his sister had run away and contracted his assassination, making it just a bit worse to be his killer. Unless that's not really her in the river...
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Hello all, I'm working on a new worldspace, and so far mostly good, but I've run into a little issue when editing the height/texture through the Landscape dialogue. The corner of one cell of the landscape has become a bit wrinkled with respect to the land around it, and using the CK tools doesn't have any effect on the break. Here's a pic of the area - http://img845.imageshack.us/img845/497/landscapetear.jpg I can texture and place objects all around it just fine, but it persists in both the CK and the game. I built the landscape from the ground up so there was no faulty heightmap which generated it, something happened in the engine itself. Does anyone know what has caused this tear, and how I can fix it? All replies are appreciated!
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- landscape
- worldspace
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Thanks for the advice, I've deleted the exterior navmeshes via TES5Edit (I kept the new interior meshes for now) but I am unable to fix up new ones because of an exterior-loading bug I've been having in the CK (see here). Once that's sorted out I'll be able to tell if this has worked or not.
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Hello all, Recently I've been experiencing a very annoying bug in the Creation Kit. Whenever I try to load an exterior cell (Tamriel worldspace) in any mod, the program stops responding and crashes. I have been able to load interiors just fine, and some out-of-the-way and less detailed exteriors like the border gate at Pale Pass, but anything more taxing just refuses to load. The strange part is that the game itself is running fine, even a little better than usual, so it's not giving me any hints at what might be causing this crash. Are there any known bugs in recent mods that would cause this, or something I'm overlooking? Additional details can be given if needed. Thanks for any and all replies!
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Hello again, Forgive the late question. I've got a mod that I started a long time ago (Reachwind Eyrie), and as such, it has a navmesh which was made before the patches of last year. Is it possible to update these old navmeshes to the new form somehow? I get error messages for every edited cell whenever I open the CK because the "navmeshes need to be refinalized," but no amount of re-finalization fixes the issue. Also, somewhat relatedly, does anyone know where the Warnings section of the CK is? I get a message that one of my cells contains errors, and to check Warnings for details, but no indication is given of where or what Warnings is. Any help is appreciated!
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Hello all, I'm working on a script which uses the Wait utility to pause the script effects for a half hour. I'm wondering, however, if the time being counted is kept track of when, for example, a game is saved and then quit. Will the script resume where it was stopped, or should I factor in a new section for such an event? I ask because my script occasionally bugs and over-compensates for what I'm telling it to do, and I think it may be related to this kind of situation. Thanks for any replies.
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Hello all, I've got an idea for a two-handed weapon belt which I would like to incorporate into an upcoming mod, but sadly I have no ability to model the belt myself. The model would be very simple, consisting of a leather strap which goes over the right shoulder and attaches to a belt worn a bit above the waistline. Ideally this would be fit to both the male and female body (male only is fine at the modeler's discresion), close enough to be worn without armor but given enough space to accomodate clothes or light armor underneath. To illustrate this, I've made a mockup on my character - http://img40.imageshack.us/img40/420/beltmockupm.jpg If anyone with clothing/armor modeling experience would like to help me out here, I would be very thankful. I can do all the texture work and implementing it into the game, all I would need is the mesh with a workable UV map. Thank you for any offers/suggestions!
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Hello all, I'm currently looking for a simple mod which gives the player an over-the-shoulder strap with which to secure two-handed weapons realistically. I know the Bandoliers mod has something similar, as do the Witcher resources, but what I'm thinking about is a plain belt of leather not too thick or adorned with pouches, bags, books, or vials, preferably fitted to a bare-chested body (possibly with another file to fit over average armor) and equipped via a spare armor slot. Essentially, something like the satchels in the Bandoliers mod, but without the satchel, and only crossing the right shoulder. If anyone knows of a mod which does this, or if someone wants to tackle the project, I would be more than happy to offer advice, moral support, and great appreciation at its completion. Edit - I might suggest, if someone is up to making this, that the bottom of the shoulder strap connects to a belt around the torso to keep the load on the shoulder stable. Details are everything, you know. Thanks for any and all replies!
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LE Help from a weapon mesh editor?
Kohdi replied to Kohdi's topic in Skyrim's Creation Kit and Modders
Many thanks, I'll email the files right away! -
Hey all, I've been working on a mod similar to my three-part series for Oblivion surrounding the Ka Po'tun of Akavir, and for this one I would like to include a sword with a blade broken about 2/3 its length from the hilt. Unfortunately I have no ability at mesh editing, and so I am asking for the gracious help of one of my fellow modders. If someone wishes to give it a try I can send you the sword and its textures, and you will forever be immortalized in the credits of the finished mod. Again, this is just a request to help me snap part of a sword blade off. Thank you for any and all replies!
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Thanks for the replies, it's looking like SkyBirds will be a good mod to test without. A pity, as I've grown pretty fond of it. I'm also seriously considering starting a new game, but I'll do everything I can to this one before making the move. As for dirty edits in mods, I meant what I said before about my own being clean, each have been gone over in TESVedit and are as good as they come. SkyBirds mentions that its dirty edits are necessary to how it operates, so that one's supposedly safe as well (see above, of course). I'll also look into that link between FNIS and AP, though I use them so seldom (I know how that must sound, but it's the truth) that their effect would be minimal if anything. With all respect, gamefever, I enjoy playing Skyrim both for the visuals and for the interactive story and mechanics, and because of the differences in troubleshooting/compatibility I recognize that it will sometimes be difficult to reconcile the two. I will not, however, limit myself because one problem has got me down. I'll be away from Skyrim for the next few days, but I'll take this advice into account when I can get back to business and report my results.
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Here's another try - Okay, that worked. The two mods with compatibility patches have been updated, and the two redundant mods have been removed.
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Okay, got the log, but I can't post it to the forum without it becoming a mess of formatting. Luckily it's very easy to read, and there are several mods I've marked to delete or update. Thanks for turning me on to this program, I'll let you know how the game runs after fixing.
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That's what I was afraid of. I'm currently installing BOSS, and I'll post its log once it's been run.<br>
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It embarrasses me to ask, but where would I find my BOSS log? I haven't tried a new savegame, only because it's such a pain to recreate a character with my preferred stats from scratch, though as the problem continues I have been giving it some thought. My present character is fairly new, however, or rather I've done little with it, it's more just for walking around and doing the occasional dungeon raid.