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Posts posted by Govilku
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Gun schematics are really hard to obtain but if you can get a front and side picture of each respective part to use as a reference, then, use that reference image as a texture for a planar model to guide you for building the basic shape of the model. This is why sketches are important because front and side blueprints are rare unless it's a car and even then companies do not give out this type of info. The pen tool will be your friend. Then create the faces and modify it's shape till you feel it's realistic. Keep each part grouped separately and AVOID OBJ files when working with Nifskope. Just a nuissance to work with. .3ds format if you can. Sometimes, nifskope has issues keeping model groups seperate. In this case you gotta export each part as a different 3ds and move em into place in NifSkope. Use another gun as a reference.
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Allow me to Educate people on 2k textures. On a laptop you WILL BURN your GPU running that and will barely notice the difference from 1k. Tamriel HD 1k. It is handmade original textures that are performance friendly and you can add Paralax to them. Use a fantasy ENB with it and you will be very pleased with a completely new lookin game.
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I just want to know if this was possible because I want to add custom animations to my race mod.
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I recently installed Vampiric Thirst mod and i was as vampire already when i installed Vampiric Thirst and when i discovered that the stats saying your current blood pool is at 0% i saw it was little buggy i don't know after all i remove that and i installed Better Vampires and i saw it was simple my question is why when i installed that the mod it's saying my current blood pool is at 0% it was stuck anyone help?
Anyway i prefer Better Vampires what about you prefer?
if your already a vampire you need to go through a procedure which resets your vampire status, more importantly however, Better Vampires works alongside Vampiric Thirst (I use both) Better Vampires goes in to detail on how you do this and has features which cleans your save for you. But your problem is coming from the fact that you are already a vampire. Reset your vampire status and clean save file, then continue.
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Waaahhh dis is so awesum, i love unique mod, is the mod still developed? I saw on nexus page last updated on july.
Yea it is I had to move to another city so I went on hiatus, but now I'm working on the larger parts of the mod getting NPCs in order and setting out the story. Fixed so many bugs I'm looking to release what I've got so far this week.
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seems cool. keep on keeping on my friend.
Will do :) Thanks for your support
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All of this is very exciting! Good luck!
It's so motivating to see there's interest in this. A major update is coming soon, it's been long enough I think.
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Not sure whether the project is dead; but I'd like to say the idea and execution of this so far is brilliant and enjoyable, it really brings back the idea of becoming a Daedric Prince like in the Shivering Isles. If this is still being worked on, I'll be looking forwards to seeing how this goes and certainly recommending it to friends.
:D Thanks! I'm really trying to turn this into a AAA kind of quest mod. Something that feels like it belongs in the game. I've got some really innovative Lore-Friendly ideas I want to try out. Keep an eye out!
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The reason behind this question being that 64-bit applications have a higher memory cap. Skyrim had a hard 4gb limit so I couldnt use too many memory intensive mods without CTD.
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But where in the game does the fps drop?
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:sad: Smh whoever told you that a 8gb 480 would be better than a 780 at anything does not know there hardware. NEWER technology is always the way to go for performance from what I learned with NVIDIA cards. It's not the memory you need to worry about, it's how fast that memory works. Also the drivers and software is remarkedly better after the 600 series, With NVIDIA that is the cut off point for downgrading. To me 780 to 480 is not logical. Even 770 to 480 is a bad idea. What you SHOULD have done is 780 to 970. I don't even stutter in Fallout 4 with a bunch of mods, and hardware ambient occlusion enabled.
I have a 970 btw. Best bang for buck on the market
Actually... an 8GB RX 480 is newer technology. That card came out JUST last month on the 29th. In reports they say it's supposed to be the equivalent of a Radeon R9 390 or a Nvidia GTX 970/980 just cheaper. It's not as powerful as a 1080 (Nvidia's most recent card.) but it's close. If you had read about the card you'd find out that it actually uses a newer technology that makes the chip smaller so it produces less heat and requires less power.
LOL im an idiot i thought *you was talking about the NVIDIA card GTX 480
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Sorry for double but the price on these GTX 480s are insane. The GTX 1070 costs 20$ more and offers more than 4x the performance, with less energy consumption.
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:sad: Smh whoever told you that a 8gb 480 would be better than a 780 at anything does not know there hardware. NEWER technology is always the way to go for performance from what I learned with NVIDIA cards. It's not the memory you need to worry about, it's how fast that memory works. Also the drivers and software is remarkedly better after the 600 series, With NVIDIA that is the cut off point for downgrading. To me 780 to 480 is not logical. Even 770 to 480 is a bad idea. What you SHOULD have done is 780 to 970. I don't even stutter in Fallout 4 with a bunch of mods, and hardware ambient occlusion enabled.
I have a 970 btw. Best bang for buck on the market
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yea just use Gyazo (google it)
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BUMP I got the exact same issue :sad:
but for skyrim CK,
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99.9% of the time this type of problem leads to an incorrectly rigged model. Their is an invisible skeleton for every character model which tells the game how to model will bend and deform. I havn't gotten in to this area of modding so I can just tell you that tutorials on this are everywhere. Also 1st person hand models are unique models apart from the 3rd person character. You can just get the CK to point to a default hand model that the game uses. Check through the FormList in the ck and type "parts" or something. These are just a few ideas I would have to fix your mod.
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Hey there! While I don't have that exact idea, I do actually have a Daedra Mod, it essentially let's you play as a Daedra and one of your Powers is to summon a boosted set of Daedric Armor (Without the helmet). But's deep in the "work in progress" stage and I actually am implementing upgradable tiers of Daedric Armor and each upgrade changes the glow color you see on the armor. Check it out if you want:
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LOOOL I just realized I kept the OnEffectFinish thing in when i meant to delete it. Gonna test this
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Post a screenshot of the aliases.
How did you get them to stop initializing at the start of the game?
The aliases:
akCaster Alias Properties
akTarget Alias Properties
I changed the code for the Aliases for Event OnInit() to Event OnStoryScript(Keyword akKeyword, Location akLocation, ObjectReference akRef1, ObjectReference akRef2, \
int aiValue1, int aiValue2)The code for the Magic Effect:Scriptname DAEPossessScript extends activemagiceffect {Script for the Possession ability of the Daedric Princess.} Keyword Property STARTPOSSESSION Auto GlobalVariable Property ISDAEDRAPOSSESED Auto GlobalVariable Property ISDAEDRAGHOST Auto Spell Property FamiliarVisuals Auto ImageSpaceModifier Property EtherealIMOD Auto ReferenceAlias Property Alias_akTarget Auto ReferenceAlias Property Alias_akCaster Auto Event OnEffectStart(Actor akTarget, Actor akCaster) STARTPOSSESSION.SendStoryEvent(akref1=akCaster,akref2=akTarget) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget = Alias_akTarget.GetActorReference() akCaster = Alias_akCaster.GetActorReference() if(ISDAEDRAGHOST.GetValueInt()==0&&ISDAEDRAPOSSESED.GetValueInt()==0) akCaster.SetAlpha(1,true) utility.wait(1) akcaster.SetGhost(False) akcaster.RemoveSpell(FamiliarVisuals) akcaster.DispelAllSpells() EtherealIMOD.Remove() ISDAEDRAGHOST.SetValueInt(0) endif EndEvent
The Script for The akCaster Alias
Scriptname DAEPOSSCRIPTCASTER extends ReferenceAlias {The Caster Side of the effects for the Daedra Possesion Spell} Actor Property PlayerRef Auto ReferenceAlias Property Alias_akCaster Auto GlobalVariable Property ISDAEDRAPOSSESED Auto GlobalVariable Property ISDAEDRAGHOST Auto ImageSpaceModifier Property EtherealIMOD Auto Spell Property FamiliarVisuals Auto Keyword Property STARTPOSSESSION Auto Event OnStoryScript(Keyword akKeyword, Location akLocation, ObjectReference akRef1, ObjectReference akRef2, \ int aiValue1, int aiValue2) Actor akCaster = Alias_akCaster.GetActorReference() akRef1 = akCaster EtherealIMOD.ApplyCrossFade(3.0) akCaster.SetAlpha(0.1, true) utility.wait(2) akCaster.SetAlpha(0, true) utility.wait(1) akCaster.SetGhost(True) akCaster.SetAlpha(0.5, true) akCaster.AddSpell(FamiliarVisuals, false) ISDAEDRAGHOST.SetValueInt(1) akCaster.SetPlayerControls(False) EtherealIMOD.Remove() if(ISDAEDRAPOSSESED.GetValueInt()) akCaster.SetAlpha(1,true) utility.wait(1) akCaster.SetGhost(False) akCaster.RemoveSpell(FamiliarVisuals) akCaster.DispelAllSpells() akCaster.SetPlayerControls(True) akCaster.EnableAI(true) Game.SetCameraTarget(akCaster) EtherealIMOD.Remove() ISDAEDRAGHOST.SetValueInt(0) ISDAEDRAPOSSESED.SetValueInt(0) endif EndEvent
The Script attached to the akTarget Alias:
Scriptname DAEPOSALIASTARGSCRIPT extends ReferenceAlias {Script Effects for the Possession Spell} GlobalVariable Property ISDAEDRAPOSSESED Auto ReferenceAlias Property Alias_akTarget Auto {Alias to the akTarget of the spell} Event OnStoryScript(Keyword akKeyword, Location akLocation, ObjectReference akRef1, ObjectReference akRef2, \ int aiValue1, int aiValue2) Actor akTarget=Alias_akTarget.GetActorReference() akRef2 = akTarget Game.SetCameraTarget(Alias_akTarget.GetActorReference()) akTarget.SetPlayerControls(True) akTarget.EnableAI(True) ISDAEDRAPOSSESED.SetValueInt(1) EndEvent
Story Manager Setup:
When I hit an actor with the spell, nothing happens. I checked to see if the quest was running in the console and it wasn't. Hrmm.
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I got it to stop initializing start game but I can't get the alias' to fill with the Target and Caster of the spell..
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But the quest doesn't actually start until it receives the keyword from when the magic effect starts. But for some reason these things run at the beginning of the game.
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Alright so I've been working on a spell where the player "possesses" another npc and the camera and player controls are switched to that NPC through the story manager. It is broken down into 3 scripts:
**akTarget and akCaster were added to a Script Event Quest, then a Story Manager Node thingy-ma-bob was added to "Listen" for the Keyword to be sent. However when I start the game, I notice the Image Space Modifier activates on my Character as soon as it loads, which means the scripts are activating without waiting for the keyword.
Both aliases had the "optional" condition checked but their scripts still activate prematurely.
The Magic Effect (Fire and Forget):
Scriptname DAEPossessScript extends activemagiceffect {Script for the Possession ability of the Daedric Princess.} Keyword Property STARTPOSSESSION Auto GlobalVariable Property ISDAEDRAPOSSESED Auto GlobalVariable Property ISDAEDRAGHOST Auto Spell Property FamiliarVisuals Auto ImageSpaceModifier Property EtherealIMOD Auto ReferenceAlias Property Alias_akTarget Auto ReferenceAlias Property Alias_akCaster Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget = Alias_akTarget.GetActorReference() akCaster = Alias_akCaster.GetActorReference() STARTPOSSESSION.SendStoryEvent(akref1=akCaster,akref2=akTarget) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget = Alias_akTarget.GetActorReference() akCaster = Alias_akCaster.GetActorReference() if(ISDAEDRAGHOST.GetValueInt()==0&&ISDAEDRAPOSSESED.GetValueInt()==0) akCaster.SetAlpha(1,true) utility.wait(1) akcaster.SetGhost(False) akcaster.RemoveSpell(FamiliarVisuals) akcaster.DispelAllSpells() EtherealIMOD.Remove() ISDAEDRAGHOST.SetValueInt(0) endif EndEvent
The akTarget Alias' attached Script
GlobalVariable Property ISDAEDRAPOSSESED Auto ReferenceAlias Property Alias_akTarget Auto {Alias to the akTarget of the spell} Event OnInit() Actor akTarget=Alias_akTarget.GetActorReference() Game.SetCameraTarget(Alias_akTarget.GetActorReference()) akTarget.SetPlayerControls(True) akTarget.EnableAI(True) ISDAEDRAPOSSESED.SetValueInt(1) EndEvent
The akCaster Alias' attached Script
Scriptname DAEPOSSCRIPTCASTER extends ReferenceAlias {The Caster Side of the effects for the Daedra Possesion Spell} Actor Property PlayerRef Auto ReferenceAlias Property Alias_akCaster Auto GlobalVariable Property ISDAEDRAPOSSESED Auto GlobalVariable Property ISDAEDRAGHOST Auto ImageSpaceModifier Property EtherealIMOD Auto Spell Property FamiliarVisuals Auto Event OnInit() Actor akCaster = Alias_akCaster.GetActorReference() EtherealIMOD.ApplyCrossFade(3.0) akCaster.SetAlpha(0.1, true) utility.wait(2) akCaster.SetAlpha(0, true) utility.wait(1) akCaster.SetGhost(True) akCaster.SetAlpha(0.5, true) akCaster.AddSpell(FamiliarVisuals, false) ISDAEDRAGHOST.SetValueInt(1) akCaster.SetPlayerControls(False) EtherealIMOD.Remove() if(ISDAEDRAPOSSESED.GetValueInt()) akCaster.SetAlpha(1,true) utility.wait(1) akCaster.SetGhost(False) akCaster.RemoveSpell(FamiliarVisuals) akCaster.DispelAllSpells() akCaster.SetPlayerControls(True) akCaster.EnableAI(true) Game.SetCameraTarget(akCaster) EtherealIMOD.Remove() ISDAEDRAGHOST.SetValueInt(0) ISDAEDRAPOSSESED.SetValueInt(0) endif EndEvent
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Remember hitting skyrim's hard 3.8gb memory limit and uninstalling all those Overhaul mods? Well Imagine running the biggest mods your machine can handle without a memory cap of 3.8 gb... Honestly this should have came sooner.
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Script lag is a CPU/RAM issue from my experience, you gotta let go of a mod that is using up a lot of scripts
You have Civil War with OBIS installed. NPC generators will make your game very hefty and I always see people with these sort of issues with mods like them. Their great and all but that if you don't like lag don't use them.
[Scripting Trouble] Making an Imagespace take effect when entering triggerbox and removing it when exiting it
in Skyrim LE
Posted
I CANNOT figure out why this won't compile everything looks good and this should be real simple.
The player enters the triggerbox, image space applies, they exit, image space modifer removes itself. Simple right?!