Jump to content

kamenai

Members
  • Posts

    17
  • Joined

  • Last visited

Nexus Mods Profile

About kamenai

Profile Fields

  • Country
    United States

kamenai's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hello, Nexus!! I'm trying to look for a mod that may or may not exist. I'm looking for an idle animation mod where the player is playing with a little ball of magic in the palm of their hand... or something to that effect! I recall seeing a Youtuber whose videos always had an intro that included his character using that animation, but I can't remember the Youtuber or the specific video. I'm already using Pretty Female Idles, Magiska, and YY Mystic Knight which all come with various magic user-friendly animations and none of them have the one that I'm specifically looking for. I'm still scouring Youtube for the video I saw with a hope that I might be able to help narrow down the search! But any help with this would be greatly appreciated!
  2. Hello, Nexus! I've run into a small issue with my player home. I decided to add a stable to the exterior. I have a Location, an XmarkerHeading, and the marker is linkref'd in the Location window. Yet when I fast travel to my home, my horse is next to the player rather than in the stable. The home is a no-load-doors/open worldspace home. Could that be the issue? Any help would be greatly appreciated! http://i.imgur.com/BgQBJCi.png http://i.imgur.com/x4MmkdC.png http://i.imgur.com/DzE7Jf1.jpg
  3. Hello, Nexus! I'm trying to figure out something and I'm honestly stumped on how to do it. I'm not even exactly sure if what I'm trying to do is possible, so Google hasn't been very helpful. I created a portable tea kettle mod, and included an optional file for iNeed compatibility. The mod adds bottled water to the game, but I wanted players to have the option of using the water from their waterskins to brew tea as well. However, just simply adding the filled waterskin to the recipe destroys the entire waterskin in the process. What I would like to happen instead is when the player uses the waterskin to craft tea, they receive the beverage plus an empty waterskin. All the assets are in the mod (waterskins, tea, recipes, etc). I just don't know how to make it so the player receives an empty waterskin and the tea they crafted at the same time.
  4. Have you added idle markers to the interior? In Creation Kit, they look like blue squares with a letter "I" in the center of it. They usually lay flat on the floor! Hope this helps! c:
  5. Hello, Nexus! I'm working on my mod again (what a surprise) and I'm trying to add a function to collect water from bodies of water in Skyrim. Lakes, rivers, ponds, streams, etc. What I've done so far is added a new crafting recipe to the Campfire Survival menu since my mod requires Campfire anyway. What I would like to do is add a condition to the recipe that requires the player to have the kettle in their inventory (GetItemCount ?) and also be standing in a source of water (IsSwimming ?). Not quite sure if I've done it right, because when I go into the game, there's no option to craft the Bottled Water. As it is now, I don't want the player to required empty glass bottles to craft Bottled Water. What the player is essentially doing is "filling" the kettle with water. However, I did also add a new crafting recipe to make Bottled Water if you have empty bottles in your inventory, but I don't know what condition I need to make it so the player has to be standing in water to make it. So, what conditions do I need to add to these crafting recipes to make it so the player can get Bottled Water while standing in a water source like a lake or river?
  6. Thanks for the reply! I've been playing Skyrim for a long time now, but this is definitely the strangest glitch I've ever encountered. I did some more google searching and ultimately couldn't find anything technically "wrong" with my game. The flames don't appear on any of my other character saves except this one in particular. But thankfully I'm a paranoid packrat and I have a folder of saves that I update every week. I'm just going back to a save from Jan 18th since it's the newest save I could find that doesn't have the glitch! I appreciate your insight all the same. c:
  7. Ugh. Well now I feel dumb. >___> Thank you for spotting my mistake! Works like a charm!
  8. So I'm working on my exterior worldspace cafe mod, and the final touch is to add a script to the door to make the door close a few seconds after being opened. I've made an exterior worldspace player home and found a script posted here on the forums and it worked perfectly. So I used it for this mod and it doesn't work. I activate the door in game, wait, and the door just stays open. I originally wanted it to just stay open for 3 seconds. I waited way longer than that. Then I waited a few minutes, still nothing. I've found and used several different scripts posted by other users that do the same thing, I can't get any of them to work. For reference, scripts by: djjohnjarvis, sLoPpYdOtBiGhOlE, Ghaunadaur have all failed to work. I'm at a loss because I've done this before with ease and now it doesn't work. I don't know how to script, so maybe there's something I have missed.
  9. The ground near my player home is on fire. It isn't happening on other characters, but It's happening on my main character's save. I have older saves that go back about a week and the fire is still there. It's not a bug with the house (Wind Path), I think, because I did a clean uninstall and the fire persists even without the home there. I've tried selecting it with console commands but I can't. I've opened up the house in CK and there's no fire there. I've used savegame cleaner to see if I had any scripts that might've been the culprit, but didn't find anything. This isn't game breaking, but it is definitely annoying that my porch is on fire. Standing in the fire does nothing to my character. It just looks like a visual effect (I don't use ENBs). I've tried using TCL to go under the ground to see if somehow I placed a firepit or something under the house, but there was nothing there and nothing for me to select with the console window. If there's a way to "douse" fires or a some other resource that will let me select an environmental effect like this and delete it that would be great (Jaxonz Positioner wouldn't let me select it). c: http://i.imgur.com/nreuoVE.jpg
  10. Oh wow, thank you so much! I knew I must've missed something simple... Just tested it in game and it's exactly what I needed! You're the best! http://i.imgur.com/VQyd1iD.jpg
  11. I'm working on an updated model for my Kettles mod. The portable kettle doesn't exactly sit too well on the ground, so I decided to add a "stand" for it so the kettle doesn't sit directly on the ground/floor. I'm using the teapot from Stroti's kitchen resources and the cave lamp static object as the stand. I followed this guide because I'm still very new to modding and editing Nif files is insanely foreign to me. I've gone back and forth multiple times, thinking I may had missed a step. But in every outcome, the final product ends up crashing CK when I try to apply the new mesh. If anyone would be willing to take a look at my file and see where I've gone wrong, I'd be very thankful! Nif file: https://drive.google.com/open?id=0B3zLlKZkrQjfZXUxU0taekhLcTA
  12. Thank you SO much for this! I had just about given up on this project. Just for clarification though: when you said "point to each of the boats", I do that by going the to script's properties > edit value > pick object reference in render window, right? And yeah, I am 100% completely new to scripting. But yesterday I figured out how to set a door to automatically close after 3secs, so I got that going for me! c:
  13. Hello, Nexus! I'm working on a no-load-doors cabin home which is mostly complete now! What I'm trying to do now is add a row boat outside of the cabin (since the cabin sits on a pond) that the player can activate and then fast travel to one of these places: Morthal, Solitude, Dawnstar, or Windhelm. And then I'd like to add the option to travel back to the cabin via the ferrymen at those same ports. Unfortunately, I'm a novice when it comes to modding. Everything I've done so far has been with the aid of forum or video tutorials. My guess is that I need to put a red trigger box (or activator box??) around the boat and tack some kind of script on to it, but I don't know where to go from there. I use the mod Better Fast Travel which adds more carriage and ferry options to Skyrim, so I tried to kind of "reverse engineer" that to see how they did it, but I wasn't able to figure it out. I also looked at the row boat that transports the player to and from Castle Volikar and there is some kind of script on it, but I wasn't able to open the source to see how it works. What I have managed to do, however, is make it so the player can actually sit down in the boat. There is a map marker for the cabin and it works as intended. If anyone could help me out, that would be great! To note, the cabin in the screenshot is actually one of two resources by trinityfang! Check it out!
  14. Is there some kind of brown retexture for the Northgirl Armor? I keep seeing pictures of people who have brown colored pieces and yet I've been unable to find the sources. Is this just a result of their ENBs or was there a retexture released that I'm apparently overlooking? And if there is, I'd love to have the files for it. :c Please and thank you. Pictures for reference.
  15. Hello! I'm looking for the bow that this character has equipped. The character comes from the mod The Follower Twins Mair and Noar. Thanks for the help!
×
×
  • Create New...