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anb2004

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Everything posted by anb2004

  1. Might want to check "Tutorial WITHOUT youtoob". Sjogga posted the script(s) for custom mounting object.
  2. You can just use follower that existed in game as base/template and when you find the one that you like (voice that you want i think) in CK just duplicate the actor then re-edit the stats, packages, inventory, facial look, combat style etc. Then add the actor into your choosen worldspace/cell to get your created follower ingame. And i guess there is many tutorial for creating NPC/Follower in skyrim nexus download, like Standalone Followers Tutorial from Zzjay.
  3. What model is it ? Obj ? and of course what is your current 3D app for rigging it. Complex or not, just make sure it has friendly polygons. If this was your first time for importing static model (in this case is structure) into skyrim, take a look for existed building/structure mesh in skyrim for comparison/guide, just extract them from .BSA and open it in nifskope. Skyrim/Adding Collision Mesh using ChunkMerge : For creating Collision. Nif Tool N1 Mesh Injector : Another great work from Anton0028 for converting an obj file into a compatible skyrim nif file.
  4. hmm..guess we're in the same boat...i'm experiencing the same thing for the past 2 days..just finished a quest with farkas (slaying dragon together) return to whiterun and entering jorvaskr for asking new job...exiting jorvaskr will always stuck with loading menu..but i do always created new save especially before entering a hold. Tested multiple times with earlier save, still no matter cell that i enter in whiterun it will always gave me stuck with loading menu on exiting the cell. Was using Review studio, so i just coc studio4 then FT to whiterun.
  5. I believe there are no crafting recipe for linen wrap (vanilla base)...you need to create your own recipe for it, on my end i set linen wrap can be tampered into leather strips. Or you may find some mod that give you recipe for crafting linen wrap
  6. Then you should listed your load order. maybe someone can identify where exactly that multiple summoning came from.. I believe it doesnt come from vanilla, glitch/bug perhaps, cant sure tho...
  7. some mod are made this by perk..so perhaps in previous save you already take the perk that unlocked the ability for summoning more than one. might wanna check the description about summoning mod that you use. and remember mod that was loaded on very first bottom on your load order is taking the role if you have another mod that alter the same thing.
  8. extract it from .bsa package, depending the file is from, is it vanilla or DLC.
  9. you mean turn it into .kf ? what blender and nif script version ? not playing the animation or gave you T-Pose ? After exported it make sure you compare with the original .kf before convert it into .hkx, especially the NiTransformData section. I believe it because blender nif script doesnt really support animation for skyrim. Or maybe you can tried the Animation Tools N1 from Anton0028. since Anton0028 creating his own script for animation with blender 2.62+, unfortunately i'm still pretty stuck with B 2.49b.
  10. You dont want to scale/transform for weighted/skinned mesh but still if you want do, then RMB - Transform - Apply. Transparency is a good way for making some part go invinsible for those who dont have any experience with 3D apps...but of course it has some flaws - Shader effect will still cover the part(s) like blood, fire, cold etc. - Some ENB lighting effect will not play well depending transparency shader threshold. Not just setting it in nifskope, you also need to tamper the diffuse/main texture with an alpha map, just simple black and white colour for certain part. Check this Tutorial Adding Transparency to Clothes and Armor, it might answer your whole problem.
  11. You might wanna look or use Training Dummie and Target from B1gBadDaddy, he already stated that, it is free for using his script in your personal mod in return crediting him in description/readme, and drop him a message for using his script.
  12. http://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/
  13. well, it is possible if you really edit uGridToLoad.. why ? if you changing the value (default is 5) into higher like 7 / 9 / 11. Then somehow you reset your ini, which also reverting back the ugridtoload to default/lower value then most likely you'll have CTD. you need to change it while ingame. But are you sure that you edited your ini before this CTD occured, might be something else tho?
  14. @VascoAH & Runphilrun try to wait certain time after you do player.addspell f71d1, then go with player.removespell f71d1.. weird it always work on my end. and make sure to check if there is a notification of the spell was removed after you do player.removespell in console. Might want to revert to previous save and try to do that again. -------------------------------- Spriggan effect and Centurion steam effect are the most frequent for me...glow eyes seems never occured to me anymore. and i never experienced the effects from any DLC... instead to type it down on console, i just write down the addspell and removespell in notepad as for batch file. put both notepad inside data folder and name them simple, i'm using FXa and FXr First notepad go with "FXa" (contain the addspell command)player.addspell F71D1player.addspell 9AA46player.addspell 9AA38player.addspell 1090f7player.addspell 30FBEplayer.addspell 4EFC1player.addspell 4BB4D Second notepad go with "FXr" (contain the removespell command)player.removespell F71D1player.removespell 9AA46player.removespell 9AA38player.removespell 1090f7player.removespell 30FBEplayer.removespell 4EFC1player.removespell 4BB4D in game i just go type "bat FXa" for adding all the spells, then type in "bat FXr" for remove all the spells and voila !. Do note, spells that i listed above are vanilla and only fix draugr glow eyes, spriggan effect and those dwarven thingys, just add the line for another effect. here a tutorial for those who want to create batch file.
  15. Have you try to load the previous save or other. then try to load the save that you want.. On my end sometime loading/continue last save gave me CTD, so i just load another save which i know its working then i simply load again with save that gave me CTD, works all the time
  16. I take that you were using 32 bit OS..win 7 32bit from your listed DX system info... My best suggestion is try to run the game completely fresh without any plugin, skse and stuff..just fresh from installation..and if you still having CTD and pink texture then i guess you have the same problem that i had once.. My system can run skyrim perfect with/without mod high detail but i just cant figure why about the frequent CTD. but after trying the trick from LMahesa FIX for CTDs / Missing Textures : 32bit Large Memory Access the frequent CTD was finally gone. Hope it can work for your end as well.
  17. I try to bring up something like GECK Model Biped List function, for wearing an armor will also equipping certain/multiple armor part and unequipped when it was overridden. In my case, i've made custom body armor (slot 32 full body) and sleeve for it (slot 34 forearm), both are separate armor/ID, then i attach a simple script on body armor for calling the sleeve to be wear when the body armor is equipped. the script ScriptName _BipedArmor extends ObjectReference armor property sleeve auto Event OnEquipped(Actor akActor) akActor.Equipitem(sleeve, false, true] EndEvent Event OnUnEquipped(Actor akActor) akActor.UnEquipitem(sleeve, false, true] EndEvent Sleeve will unequip if overridden by wearing any gauntlets (that use slot 34) but body armor still on use, worked as i expected. The one that i dont know is how to make that sleeve to come up again after removing/unequip the gauntlets, well of course without re-equiping the body armor :confused: any help will be appreciated.. thanks.
  18. I prefer Skyrim Speeds it comes with small application where you can easily modify movement speed for NPC,Horse,Werewolf even bow drawn.. for console, you can just use bat file with simple name, and ingame open your console and write down "bat x" (x is the name of your file) ..how ? just create .txt that contain simple command such as : player.setgs fJumpHeightMin X ( X is the amount that you want, 100 is default) player.setav speedmult X ( X is the amount that you want, 100 is default) do note, there is a difference between .setgs, .setav or .modav. setgs is for temporary, .setav/modav is likely will stick into your save from what i remember. edit : ups forgot to mention one thing. you need to put that text file in your data folder.
  19. @WaffleSalot wonder i didnt find that in the first place..will give it a try as soon as i get back..thanks a bunch :biggrin: @Monogami wow thank you, surely i'll have a look to your scripts.. :biggrin: funny this is just my workaround to make that unarmed combat can go with attack sound. since i got a dead end how to make unarmed with attack sound, so i decided to fool it by equipping a "ghost" weapons.
  20. as title said... my purpose here is to make an invinsible one handed weapon with unarmed animation and by single press/hotkey it will automaticly equipped on both hand.. could only find Weapon Function GetEquippedWeapon(bool abLeftHand), but i guess it only use for recognizing the weapon that currently use on left hand.. any help will be appreciated. thanks
  21. i think it also embedded in the nif file(for the object), and definitely you'll need to use nifskope...i think its only changing the current material name for your object intp another type and was supported by Skyrim Havok Material. Check this tutorial, helped me a lot for creating collision for customs object that i made, it also listed a complete list of skyrim havok material.
  22. really hoping someone can give a tutorial for modifying existed leveled list the safe way, so it can also play well with other mod that alter the same thing... script/non script will do.. thank you
  23. Made this How do you make dependency between two mod couple weeks ago. where i have a player home mod and weapons/armors/items mod. and i want to apply Manilla Turtle auto sorting for sorting out all the stuffs that i set by triggering containers from the player home mod. i do already make them both work by mashing them up into one plugin with TES5Edit, how it is done is pretty close as this one. it work but of course there are some part that wont show up in game because the object has same ID which i can easily fix it. the thing is i really wanted for both mod stay as standalone plugin, and i want another plugin to make the auto sorting to work maybe something like merged patch between two mod where the auto sorting configuration is. so i was wondering is it possible by doing your method ? thanks
  24. hmm dont know about that, IMO all the walls comes with collision..if you can do minor work with nifskope then it would be easy.. - extract the nif file of the wall that you want. copy branch the wall nitrishape/nitristrips. - find smallest object/item that has collision. take ring (world model/static model) as example, remove the ring nitrishape/nitristrips then go paste branch your wall into it. save and import it into CK.
  25. is there a mod for more frequent or more spawn of dragon ? level 48 and so far i've collected 12 soul afaik...lets say i'm avoiding the main quest, and kept away from several places that occupied by dragon (well i wanted to, but sometimes i cant absord their soul).. thanks..
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