-
Posts
81 -
Joined
-
Last visited
Everything posted by z4x
-
Rather than 1000 downloads make it 1000 endorsements. :)
-
Not huge fan of these changes, navigation top bar is barely visible, notifications have no thumbnails, mod tracking is moved (couldn't even find where). I really liked that the site theme was blue for Skyrim, green for Fallout4 etc, now it's all gone and looks like mobile webpage.
-
More games in Donation Points store and minor changes
z4x replied to Dark0ne's topic in Site Updates
Good decision with one key per account! It will result in less tiny pseudo mods uploaded on separate pages for the sole purpose of DP farming and selling SkyrimSE keys. -
Does anyone know if it's possible to add more Top-Level dialogue topics to vanilla NPCs that have their 4-dialogue scenes defined already? And have my new topic infos to be displayed alongside the vanilla ones in Skyrim style? Especially using XDI mod: https://www.nexusmods.com/fallout4/mods/27216? which unlocks more lines? Example: 1. (vanilla) How do you feel about us? 2. (vanilla) That's all for now. 3. (vanilla) We should go our separate ways. 4. (vanilla) Thoughts? 5. (new) Some custom dialogue
-
These are mostly cosmetic mods, why they had to update Skyrim.exe (thus breaking SKSE) for that?
- 12 replies
-
- sse
- creation club
-
(and 1 more)
Tagged with:
-
It's true for Fallout's version (F4SE), but SKSE is like 10-20 times bigger and can take much longer to update.
-
OnPackageStart/End/Change Events Never Called
z4x replied to CriusX's topic in Fallout 4's Creation Kit and Modders
OnPackageChange() OnPackageStart() OnPackageEnd()These 3 events are bugged for me as well, definitely it's not something on your end. But I was testing them on RefAlias too so possibly they only work on Actor script (in Skyrim they worked fine on everything btw). -
SSE Is OnUnequipped event still bugged in SE?
z4x replied to z4x's topic in Skyrim's Creation Kit and Modders
The only thing needed is to attach this script to any armor in CK, equip it on follower then re-enter Whiterun: ScriptName OnUnequippedTest extends ObjectReference Event OnUnequipped(Actor akActor) Debug.Trace("OnUnequipped is fixed!") endEvent If "OnUnequipped is fixed!" gets printed in log, its fixed. Would check it myself, but I don't have the whole modding setup for SE (still deciding if its worth to switch). -
SSE Is OnUnequipped event still bugged in SE?
z4x posted a topic in Skyrim's Creation Kit and Modders
Does anyone know if non-player actors are still unequipping items when changing cells (OnUnload) without sending OnUnequipped event? It has been fixed in Fallout4, I'm curious about Special Edition? -
Its much better, it shows more mods on main page and it doesn't look like 2005 site, finally.
-
Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.
-
"In light of recent changes to the official Bethesda forums" I noticed there is something wrong with official forums - mods section is dead, but what happened exactly? (been semi-afk for several months...)
-
Since most lighing mods are focusing on interiors, and my problem is disgusting exterior lighting, im looking for mod that changes it eventually. My main problem is lack of "environment lighting" that makes parts character (the ones not directed at sun) pure black. Something similar to this screenshot: - http://home.arcor.de/skalpadda/scrn/skyrim_1.jpg The only known to me thing that fixes it is ENB (bloom, smart shadowing and environment lighting), but its kinda overkill for my PC. Is there any alternative? (I tried every single .ini shadow related option as well as premade templates - nothing fixes that specific issue)
-
Thanks, exactly what I needed. Would give you +rep but havent found such function :(
-
If I add some guy to friends then I see he added me back (in his profile activity tab). Does it mean that he was online or could it be done automaticly? like some auto-accept friends feature? Sorry for dumb question, but its kinda important for me ;)
-
[wip/recruitment] The Changing Seasons of Skyrim
z4x replied to snapmoderator's topic in Skyrim's Skyrim LE
Did you guys find the way to dynamically switch textures? or you are starting from back side? :) Not sure if something like SetNthTexturePath is still part of the plan, but dont you think that loading default vanilla texture sets THEN loading the custom ones multiplied by number of WorldObjects / statics , twice on every cell change, is gonna be a bit too much? :) -
Bump! http://www.creationkit.com/OnLocationChange_-_Actor - adding this just in case :)
-
http://www.creationkit.com/ActiveMagicEffect_Script Wiki says: Does it mean that I could use Actor script Events inside ActiveMagicEffect script and they would be triggered by Actor whom said effect is attached to? Lets say I cast "Mind Control" on some random mob, he gets MagicEffect script on him - then I want something to happen everytime he changes location: OnLocationChange Would it work?
-
Thats an interesting idea. Curious if existing racials updates regularly or they needs New Game or not meeting certain NPCs before? Too bad there isnt "racials" for each gender tho. Would be easier to recognize. :)
-
Because I dont want the magic effects attached script to start running when I meet them, but earlier. Manual editing isnt solution either since I would like it to affect modded NPCs as well. :( In other hand, do NPCs even exists before players meets them for the first time? Or they are just static ActorBase templates?
-
Is it even possible? If so then how would you do it guys? So far I've found only this method - http://www.creationkit.com/Dynamically_Attaching_Scripts - of detecting NPCs via cloak effect. But what if I havent met an NPC in game yet? I would like it to apply to every NPC that meets certain conditions (like gender / race especially). Thanks.
-
Will unplayable box really make it invisible when equipped? I read its just invisible in inventory. How would you make unequip event read is something is equipped at all? It wouldnt trigger. Or im wrong?
-
How would you do it guys? Im trying to add spell effect that prevents any armor from being equipped on certain slot. akActor.UnequipItemSlot(32) - doesnt prevent re-equipping akActor.equipitem(Armor, true, true) - it could work but needs some other armor, which I dont have. I've been thinking of some invisible armor without actual model that could fill that role, but not even sure how to do it? Do I just leave mesh field empty? Or is there some better method?
-
Hey, there was some mod that makes you lose blood when you are wounded and leave pools of blood behind you - I forgot the name -.-