Jump to content

GeminiVoid

Members
  • Posts

    7
  • Joined

  • Last visited

Nexus Mods Profile

About GeminiVoid

Profile Fields

  • Country
    United States

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

GeminiVoid's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. Edit: I figured out what I was doing wrong, I had not copied everything over correctly for the 1st person model which was in turn causing the scabbard to be invisible. Hello everyone! Today I created a new sword in Blender for a mod I've been developing. Everything is working just fine with the model, except for the pesky scabbard!! For context, I used the Elven scabbard for mine, so I just copied the BSTriShape from the elven model to mine. I'll admit, I'm fairly new to making weapons in Skyrim so maybe I'm missing something here. No matter what I do I just can't seem to get it to show up, the sword just sits on the players hip without the scabbard. Any advice would be welcome!
  2. Thanks for that! Ended up dealing with that very thing and had to fix it
  3. Thanks for the reply! I finally figured it out a little while back. I had not ticked the skinned flag on the main NiNodes of my mesh, which was in turn preventing me from actually applying any bone weights to it in OS. Leaving this here in case some poor soul needs it in the future
  4. Update for anyone interested: I managed to attach my BSSkin::Instance to the BSTriShapes of my model, and copied all the values to mine from the stimpak, so now everything is exactly the same for mine. This is my first time attempting anything like this, so I'm not sure what I'm doing wrong. But my model does not have this sphere around it like the stimpak does. This is the only part which seems to have not carried over for me
  5. Hey everyone! I'm currently working on a stimpak replacer, I have my models and everything but I'm running into trouble in Nifskope. I'm attempting to paste my BsTrishape into the AnimObjectStimpackSkinned model My model is 8 on the branch (ignore the bad placement for now as I'm just trying to make this work) and the skininstance of the stimpak I replaced is at the bottom. I'm attempting to attach it to my BSTriShape, but have been unable to do so. Any advice on how to go about doing this?
  6. Thanks for this! I'm going to look over this and make an attempt at it tonight. Much appreciated
  7. Hello everyone! I've been attempting to write a script for FO4 over the last few days, the intention of which is to make the player take damage when passing through the markers that spawn crows (to simulate them attacking the player). My issue is. I'd like the script to track how many birds are currently spawned with the marker, and if the number is 0 the player would not take damage when passing through. Scripting is not my specialty, I can write some fairly basic scripts but that's it, as I spend most of my time making models and textures. Here is the script I currently have compiled: Scriptname _CrowDMG extends ObjectReference Sound Property TriggerSound auto Hazard Property DamageHazard Auto Activator Property BirdBase Auto Const ObjectReference Property MyHazard Auto Hidden int Property BirdCount = 0 Auto {How many birds are in the zone.} ;================================================== ; State Block ;================================================== Auto state Active Event OnTriggerEnter(ObjectReference akActionRef) debug.Trace(self + ": Entered by >> " + akActionRef) ;If BirdBase.>=5 TriggerSound.play(self) MyHazard = placeatme(DamageHazard) ;elsif BirdBase.<1 GotoState("") EndEvent EndState State DoNothing ;do nothing EndState The script works for applying the damage values to the player and everything, but it does not prevent damage when the crows are gone. Any help would be much appreciated, I've hit a bit of a wall here and would hate to give up on this project. Thanks in advance!
×
×
  • Create New...