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SpreadTheBirb

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  1. Immersive First Person adds a free look option.
  2. Does anyone know how I can trigger facial expression to play during animation? I'm working on a transformation for my pirate mod and it looks way too peaceful..your skin is supposed to be melting (or something like that..) and he looks way too okay with it at the moment. haha
  3. Transformations work by changing your player race and equipping armor/giving you a magic effect. When you transform back it executes a cleanup script that sets you back to your default race. The "revert" script should go something like this; this isn't triggering animation or anything, just setting back to your default race. Debug.Trace("WEREWOLF: Setting race " + (C00 as CompanionsHousekeepingScript).PlayerOriginalRace + " on " + Game.GetPlayer()) Game.GetPlayer().SetRace((C00 as CompanionsHousekeepingScript).PlayerOriginalRace) At least that's how it works for players, not sure how it'll handle on an NPC but you could try it. You could also check existing npc werewolves like Farkas and check his AI packages and everything and see how they make him a werewolf. (Also, those scripts I posted work for any transformation, not just werewolf. The vampire lord transformation uses the exact same cleanup script.) EDIT: Here's the "Beast Form" magic effect scripts.
  4. That's something that didn't even cross my mind. Thanks for bringing that up! I do agree the vampires, already being considered "undead", should be immune to the curse. The quest line has some parts totally relying on the curse, so I might have to change it up a bit so that it can go both ways, though I have no idea how to go about the part where you get cursed now. The curse is supposed to act as a penalty, but if you're already undead there wouldn't be much of a "Oh geez I'm cursed" moment now would there? :confused:
  5. Smooth purple means you're missing the texture. You could try creating a textureset for it and setting the textures manually and see if that fixes it
  6. Im currently working on a pirate mod with a full quest line. Hope to make it at least as long as the main questline, if not longer. So far it has a curse similar to pirates of the carribean that turns you into the undead and I'm currently working on adding a sailable ship. Its far from done, but its something to look forward to. :smile: I'll post some screenshots. EDIT: Here, take a look, let me know what you think. :smile: In the final version, the transformation will occur at night (forced) when you're cursed. It's just daylight now for testing purposes. :P
  7. I'm working on a transformation mod, and I have it change race, like I believe the werewolf does, the head remains..but the body changes, how does the werewolf/vampire lord transformation hide the PC's head? Thanks -SpreadTheBlood UPDATE: Nevermind. Figured it out. For anyone else having this issue, make sure "FaceGen Head" is unchecked in the race.
  8. Doesn't immersive armors require Spike.ESM? Not sure if it'd make a difference or not, but I'm fairly certain when you download it, it comes with the Spike.ESM. I don't see it in your load order. Not sure if it'll help or not, just something I noticed.
  9. That didn't seem to work. It made it past the black screen but crashed at the desktop. I figured out the hotkey to disable sweetfx though, so I can get through the loading screens now. It gets tedious to keep disabling it, but whatever it works. :pinch:
  10. I decided I was going to try out SweetFX, I like it, but it makes my loading screens extremely long..so, after trying to remove it (deleting all of the installed SweetFX files) my game launches and I get a black screen at the main menu, and will only launch when the d3d9 file is installed..Why am I required to have SweetFX now? haha I also don't know if its SweetFX causing me to load slow, because the Ctrl+Alt+Delete fix works for me (though annoying as hell...would like a better fix but can't find one :L). Id still like to know why my skyrim is crashing without that file though. I appreciate anyone who might have any idea. Thanks
  11. Working on a mod at the moment, and everything texture wise looks fine on the CK but in game it looks like this: http://i.imgur.com/I3pSuXV.jpg What could be causing this bug? Thanks to anyone who reads/helps. -SpreadTheBlood
  12. Ill give it a try, I'm familiar with activator primitives, that's how I have the ships wheel activate to make it driveable, but again, the ship wheel is left behind, floating as well. I need some glue or duct tape on the door and wheel :P There has to be a way to make the objects stay in the spot they're supposed to. Another way would be to just remodel the ship to have the ship wheel an door already present, but then I think my issue would be making the primitives stay in their respective area.
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