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Posts posted by Anikma
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http://i.imgur.com/hfQcORG.pngNew Armours and Banners.
Update Time:
It's been a while I know and to be honest I also know that this mod hasn't exactly been talk of the town but not that I really care. All those who have shown their support I thank you so much as you have no idea how much it motivates me to continue working.
At this point in time I reckon I'm about 60% complete. The entire exterior worldspace is finished and I'm making good progress into the main quest. At the moment I have 462 lines of dialogue, which isn't much at all. ATM I have no voice actors and am not really looking for any just yet, I'll probably be waiting until towards the end before I get started on that.
To all the veteran modders out there, especially ones with similar projects to mine, I want to ask you how you stay committed to modding. I find myself opening the CK less and less with it falling from the yesterday category, to this week then today when it finally fell outside of this month that I finally bucked up and opened it again. It also doesn't help that basically everyone who WAS helping me has left or simply vanished.
So don't forget to leave your suggestions and comments below. If you want to help then please get in touch but ONLY if you think you can properly commit. Thanks and happy modding everyone.
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Will this be the apple mod? Hooray!
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As far as I understand it if you do not have permission from the original author, and the music is NOT listed in the public domain then you CANNOT upload it. I don't understand what you mean by "its only and esp" if you didn't package the music along with it then how can it play?
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Alright the way I would do it is to have a large trigger box around the entire bottom floor with an OnTriggerEnter event to enable the bottom floor and disable the top and an OnTriggerLeave to do the reverse. Unless I've missed something I believe that would be the easiest way.
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So if I understand correctly you want to have the
Lights on the bottom floor deactivated when the player accesses the top? And that you want it to be triggered upon the opening of a door?
This kinda going over my head :(
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I thought only 4 Dynamic lights can be on at any one time?
So basically you want to have a light switch? What type of activator is it, what script are you using?
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Sound cool! I like the idea of the skill requirements for books. Maybe you could have some sort of reading skill as well :P
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Haha, I thought the Interfaction Relations window was for setting the relationships between the members of that faction. Ok, I'll try that. Seems pretty fool proof.
But, is there a way to add every faction at once? There are a LOT of factions, and adding them one at a time will take forever. I know I don't literally need them to hate everything, but there are many that I don't even know what they are, so I'll probably end up adding most of them anyway. I'm sure I'll just have to bite the bullet and do it, but I thought I'd ask.
I've never tried it but MAYBE you can control + click multiple factions for selection (it's unlikely). No you don't need to add EVERY faction, just major factions such as creature faction, undead faction, hostile factions (eg bandits) and town factions.
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I would have used a custom faction which absolutely hates everything else in the world.
Just a quick note: The creation kit can be incredibly strange at times, I spent a solid 6 hours trying to get a quest to start only to find it miraculously working the next day. Always test from a clean save, sometimes I've found that starting a new game with your mod loaded helps as well.
Then again there may actually be something wrong here but I'm afraid I'm stumped.
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You could try having the apple add the victim to a faction which is hostile to every other major combat faction. Yes it's tedious but I see no reason why it shouldn't work as I use this method to control the aggression of NPCs myself.
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Did you use Oscape to generate your LOD, did you follow any specific tutorials?
It's a very tricky process that took me days to nail correctly. The creation kit LOD generator is broken, you need to use Oscape, you also need to have your textures and meshes set up in the right folder as well as set the diffuses for the worldspace.
, it's the one I used and it should be fine as long as you follow it word-for-word. -
Remember you also need to reference PlayerREF as an actor property.
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1) I can't find the name of the sound file as I'm typing this from my phone but the script command you would use is MySound.Play() I'll have a look for the sound file when I get home.
2) Not sure about this, again I'll have a look when I can.
3) To execute a delay in a script use Utility.Wait(x) with x been the number of seconds to wait.
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Here is the wiki page about functions.
You can add an OnEquip event to apply the eating effect, just have the script remove the apple and play the eating sound and it will almost be exactly the same as if it was food. I would just go with the miscitem man :P
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Also I believe that if the player had other apples in their inventory they would stack and break the script. Just do the miscitem.All object references can have scripts, so if it's a particular apple you can attach it to the specific apple's reference. But that means the apple needs to be placed in the world somewhere that it can then be picked up. It's probably easier and better to just make a misc. item that has the apple mesh (which can also prevent the player from accidentally eating it).
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Oh, I see. Stupid mistake thinking the containers had to have object references attached to them. But i can't seem to attach a script to my item :/ The dropdown menu is empty and the [...] button does nothing. It's an apple, if that helps. Is there something I'm missing?
Yeah certain items such as food can't have scripts attached to them, make a miscitem with the apple model and use that instead.
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BTW I'm not sure if there is a way you can directly apply a magic effect via script, you need to make it into a spell and use SpellName.Cast(akNewContainer) Correct me if i'm wrong :P
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I'll have a better look at it when I get home, but you would have the script attached to the item as it is the one changing containers.
Oh and both the actors and players inventory counts as a container.
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Couldn't you use a OnContainerChanged event to cast the magic effect when the item changes inventories?
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If your looking to get into modding then I would seriously suggest learning the creation kit, many people won't have much use for an animator, especially one who doesn't know how to animate for Skyrim. A good place to learn the basics would be the creation kit wiki, there are also many other tutorials on YouTube etc, which I'm sure you can find yourself.
Good luck with all your modding endeavors!
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why not just show the local map as a widget just like A Matter of Time does with the clock? Customazible, simple, and only shows the terrain and gives you a fixed sense of direction (instead of walking in circles for a while before noticing because of obstacles that don't let you quite follow the compass)
Why not just not necro 2 year old threads?
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Here's some armour: http://www.nexusmods.com/skyrim/mods/18114/?
I don't think that it's because everyone hates it, maybe it's just because it wouldn't really fit into skyrim (at least in my opinion). Most likely they would have disbanded after the White Gold Concordat along with the outlawing of Tiber Septim anyway.
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Easily? No.
It would require a good knowledge of animation and even then you would be hampered by the limitations of the game engine. Oblivion had a few mods that let you climb walls and stuff but that's about as far as I know.
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All scripts go in the script folder. If you don't want it to overwrite a vanilla one use a BSA for which there are countless tutorials on Google.
Regardless you should always use a BSA for your mods as it makes uninstalling MUCH easier.
Suhriem WIP - New official Thread now with Videos!
in Skyrim LE
Posted
Thanks, it really means a lot :)