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wapeddell1

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  1. I figured it out the UVS were not in the proper place in 3d Max as you can see from the highlighted RED UVS. Although, the textures were properly aligned to the mesh in 3D max, NIFSkope didn't have enough data to align it properly and my assumption is that NIFSkope was guessing where the textures should be. Once I moved the UVS to the proper place it fixed the issue. So if anyone ever experience this issue then this is how you resolved it using 3d Max. However, for other methods of rigging it may be impossible. I tried to view the UVS in NIFSkope and they wouldn't show up due to them being so far from the Checker Box, for lack of better terms.
  2. So I've tried countless methods to resolve this issue and I'm out of ideas. I've tried exporting from several different 3d maxes 2012, 2013, 2016, 2018 none worked. I tried exporting as a OBJ from max import into outfit studio then export as nif and open in nifskope but the texture issue still is there. I tried the official 3d max tools for Fallout 4 but everytime I exported the mesh wouldn't show in nifskope. This is how it supposed to look But this is what it looks like in nifskope
  3. I know I can use HDT but I'm trying to release my mod on the console as well and that's why I chose the route.
  4. So my issue is that the cape physics works in game but for some odd reason its shreds the cape into piece soon as you come out of the inventory. I've tried converting it to a BSTrishape but that just makes the physics stop working or makes the cape disappear as soon as it's equipped. NiTrishapes the physics work but the cape looks like it's been through a shredder like the images below. I'm nearly done with my mod and this is the final piece if anyone has any clue as to why it's doing this please share. I've went through the entire nif of the vanilla cape as well as a mod called flowing capes and can't seem to figure out why the cape acts up. Another thing I would like to say is even the flowing capes mod acts up too but the cape just flickers. The cape maintains it's shape. I am using Biped 45 in CK. This how the cape supposed to look. But it it ends up like this.
  5. https://www.mediafire.com/file/y81vhwhk1kurx1l/No.mp3/file https://www.mediafire.com/file/dn9o4unhmevasij/Release_me.mp3/file
  6. So I have in place a perk with a spell attach that supposed to activate when the if statement is met but it doesn't seem to work. The script compiles but the game isn't running the script. Scriptname necroplasmacheck extends ActiveMagicEffect Event OnInit() RegisterForSingleUpdate(1.0) Debug.Notification("Your Necroplasma is 9:9:9:9") EndEvent Event OnUpdate() float playersMagicka = Game.GetPlayer().GetActorValuePercentage("magicka") If ( playersMagicka < 0.5) Debug.Notification("Your Necroplasma is less than 4:9:9:9, find souls to devour.") elseif ( playersMagicka < 0.1) Debug.Notification("Your Necroplasma is less than 0:9:9:9, you're about to die Spawn.") EndIf Endevent
  7. What happens is whenever I have the app in use it doesn't display anything on the preview window. If I move the mouse it will render something but when I stop moving the mouse it stops rendering. If I click and hold the preview window it will sometimes preview something. If I click on another app for example google chrome and make creation kit not the active app then sometimes I can see something render in the preview window. However, as you can see this presents an issue when I need to work with effects in the CK. View images to get an idea of my issue. When the creation kit isn't in focus this is what happens. When I'm working in the creation kit this happens.
  8. FINALLY FIGURED IT OUT!!!!!!!!!!!!!! I'm going to paste this here just in case anyone else want to use it. You have use a Global Variable with a value of 32767. I reverse engineered a conjure chest mod. SOLVED! Scriptname summonspawnthronespell extends activemagiceffect Furniture Property FurnitureBase Auto Float Property FrontDistance Auto Float Property AngleOffset Auto Activator Property SummonFX Auto Activator Property BanishFX Auto GlobalVariable Property SearchDistance Auto Event onEffectStart(actor akcaster, actor aktarget) objectreference oldFurnitureRef = (game.findclosestreferenceoftypefromref(furniturebase, game.getplayer(), (SearchDistance.getvalue() as int))) IF oldFurnitureRef != NONE Debug.Notification("There is nothing near!") oldFurnitureRef.placeatme(banishfx) utility.wait(0.5) oldFurnitureRef.disable() oldFurnitureRef.delete() ENDIF ObjectReference FurnitureItem = Game.GetPlayer().placeatme(FurnitureBase, 1) FurnitureItem.moveto(Game.GetPlayer(), FrontDistance * Math.Sin(Game.GetPlayer().GetAngleZ()), FrontDistance * Math.Cos(Game.GetPlayer().GetAngleZ())) FurnitureItem.SetAngle(0.0,0.0,(Game.GetPlayer().GetAngleZ() + AngleOffset)) FurnitureItem.placeatme(SummonFX) EndEvent
  9. Well I'm not trying to provoke anything but the save file I use doesn't have any mods installed nor does it have this mod save either. What I usually do is make changes in the CK and the script save those changes test in game. The reason I know the script is behaving odd is because I will add things such as Debug.Notification with a comment to make sure that the script is being updated. Hence why you see that on PG 2 of this thread that I added the Debug via the script for testing purposes only.
  10. This thing is starting to really make me angry nothing I throw at it seems to stop it. Things I've tried. Event onEffectStart(actor akcaster, actor aktarget) If ( IsRunning == False ) IsRunning = True ObjectReference FurnitureItem = Game.GetPlayer().placeatme(throne, 1) Actor PlayerRef = Game.GetPlayer() ; call once and store - speeds up rest of script Float myXoffset = FrontDistance * Math.Sin(PlayerRef.GetAngleZ()) Float myYoffset = FrontDistance * Math.Cos(PlayerRef.GetAngleZ()) Float myZangle = (PlayerRef.GetAngleZ() + AngleOffset) FurnitureItem.moveto(PlayerRef,myXoffset ,myYoffset) FurnitureItem.SetAngle(0.0,0.0,myZangle) FurnitureItem.placeatme(SummonFX) RegisterForSingleUpdateGameTime(24.5) IsRunning = False EndIf endEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) Debug.Notification("We just cast a fireball!") RegisterForSingleUpdateGameTime(24.5) endEvent ^ This didn't work. Your code didn't work. Event onEffectStart(actor akcaster, actor aktarget) If ( IsRunning == False ) IsRunning = True ObjectReference FurnitureItem = Game.GetPlayer().placeatme(throne, 1) Actor PlayerRef = Game.GetPlayer() ; call once and store - speeds up rest of script Float myXoffset = FrontDistance * Math.Sin(PlayerRef.GetAngleZ()) Float myYoffset = FrontDistance * Math.Cos(PlayerRef.GetAngleZ()) Float myZangle = (PlayerRef.GetAngleZ() + AngleOffset) FurnitureItem.moveto(PlayerRef,myXoffset ,myYoffset) FurnitureItem.SetAngle(0.0,0.0,myZangle) FurnitureItem.placeatme(SummonFX) Utility.Wait(60) IsRunning = False EndIf endEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) Debug.Notification("We just cast a fireball!") RegisterForSingleUpdateGameTime(24.5) endEvent This didn't work. Event OnEffectFinish(Actor akTarget, Actor akCaster) Game.GetPlayer().UnequipSpell(ThroneSpell,2) Debug.Notification("We just cast!") endEvent ^ This didn't work.
  11. I think a good fix for duplicates is to add a cool down that last about one minute to the working spell below. I just don't know how to use registerforupdategametime you have to forgive me as I've been absent from modding Skyrim and Fallout 4 for about 5 years. If you have a solution let me know. Scriptname summonspawnthronespell extends activemagiceffect Furniture Property throne Auto Float Property FrontDistance Auto Float Property AngleOffset Auto Activator Property SummonFX Auto Activator Property BanishFX Auto Event onEffectStart(actor akcaster, actor aktarget) ObjectReference FurnitureItem = Game.GetPlayer().placeatme(throne, 1) FurnitureItem.moveto(Game.GetPlayer(), FrontDistance * Math.Sin(Game.GetPlayer().GetAngleZ()), FrontDistance * Math.Cos(Game.GetPlayer().GetAngleZ())) FurnitureItem.SetAngle(0.0,0.0,(Game.GetPlayer().GetAngleZ() + AngleOffset)) FurnitureItem.placeatme(SummonFX) EndEvent
  12. I also tried this and this doesn't work either. All these scripts compile fine in CK but in game they don't spawn the Throne at my location, that's what I mean by don't work. Scriptname summonspawnthronespell extends activemagiceffect Cell Property TheCell auto Float Property FrontDistance Auto Float Property AngleOffset Auto Activator Property SummonFX Auto Activator Property BanishFX Auto ObjectReference Property throne Auto Event onEffectStart(Actor akCaster, Actor akTarget) if (throne.getParentCell() == TheCell) throne.moveto(Game.GetPlayer(), FrontDistance * Math.Sin(Game.GetPlayer().GetAngleZ()), FrontDistance * Math.Cos(Game.GetPlayer().GetAngleZ())) throne.SetAngle(0.0,0.0,(Game.GetPlayer().GetAngleZ() + AngleOffset)) throne.placeatme(SummonFX) endif EndEvent
  13. Still not working. I did as you said and nothing spawn. Now this isn't relevant but I was messing around with the script and was able to move to the cell where the throne is when I cast the spell but even with the script below it doesn't move to me. Scriptname summonspawnthronespell extends activemagiceffect Float Property FrontDistance Auto Float Property AngleOffset Auto Activator Property SummonFX Auto Activator Property BanishFX Auto ObjectReference Property throne Auto Event onEffectStart(Actor akCaster, Actor akTarget) if (throne.GetParentCell() == Game.GetPlayer().GetParentCell()) throne.moveto(Game.GetPlayer(), FrontDistance * Math.Sin(Game.GetPlayer().GetAngleZ()), FrontDistance * Math.Cos(Game.GetPlayer().GetAngleZ())) throne.SetAngle(0.0,0.0,(Game.GetPlayer().GetAngleZ() + AngleOffset)) throne.placeatme(SummonFX) endif EndEvent
  14. See I'm able to get the chair to work with the script that makes duplicates. All I need is a way to delete those duplicates like when you conjure.
  15. That doesn't work either. When I use Object Reference the game just doesn't load the chair. When I use the code below. I'm able to spawn the chair. I want the chair to appear any where at players choice without duplicates, and it deletes when they get up. Things that work with the script below is that the chair does indeed spawn anywhere and with the aid of maxarturo script the chair deletes when you get up. The main issue is that the chair keeps making duplicates rather than delete when recasting the spell. Scriptname summonspawnthronespell extends activemagiceffect Furniture Property throne Auto Float Property FrontDistance Auto Float Property AngleOffset Auto Activator Property SummonFX Auto Activator Property BanishFX Auto Event onEffectStart(actor akcaster, actor aktarget) ObjectReference FurnitureItem = Game.GetPlayer().placeatme(throne, 1) FurnitureItem.moveto(Game.GetPlayer(), FrontDistance * Math.Sin(Game.GetPlayer().GetAngleZ()), FrontDistance * Math.Cos(Game.GetPlayer().GetAngleZ())) FurnitureItem.SetAngle(0.0,0.0,(Game.GetPlayer().GetAngleZ() + AngleOffset)) FurnitureItem.placeatme(SummonFX) EndEvent
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