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anb2004

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Everything posted by anb2004

  1. - Make sure it properly skinned. - Make sure shader setting in shader flag 1 & 2 are set properly. you can find the shader flags in the BSLightingShaderProperty.
  2. import one of vanilla bow...delete the mesh make your custom bow mesh and use skin modifier to rig into the bones that comes from vanilla bow. using skin modifier will not always perfectly skinning new mesh (in this case is your custom bow mesh). kind of tricky with manual weight paint or with assigning value as it was mention in the tutorial. Just make sure you didnt forget to fix the weight for the string.
  3. pardon for the late reply. do what you mentioned and it didnt worked too, already tried with new save or straight to the cell with coc MyTestCell. also check the container but i found it empty no matter i put/take the armor. but as IsharaMeradin said, i finally got something that can replaced that mannequin thing..well sort of. also decided to take a look again at weapon plaque script to see if i can do the same method. sounds tricky and of course creating that kind of script is way beyond me. always wanted to learn scripting since FO3. since dont have any experiences in programming languange at all and english isn't really my native languange i found it teribly hard to learn. but thanks for the input ;)
  4. Haha, the good news is it works.. :thumbsup: At first, CK wont recompile the script. it says player variable is not recognize from the line "player.equipItem(MyArmor)", guess that only works for console command. So after a bit poking around with the existed scripts i found some is using "Game.GetPlayer().", think it might do the trick and it was. And yes, as you mention about improvement and enchantment can go poof, it is happening after my player activate the trigger, the armor simply back to the original condition (non tempered and non enchanted), already did put the custom chest and link it with the property as a ghost container for it. I take that the activator only know the actual armor without any conditions. still i really appreciated for your big help Sjogga :dance:
  5. i see, guess the dragon tutorial are most likely. was thinking to make standalone script (basicly the same but with different armor property name and for the rest coresponding line in the script) for each part of armor and set it into each specific space (the holder). already see the weapon plague script, wow the script was quite tricky. have two more question tho. -In the script there is a "static claw" and of course "clawtoplace" (the real claw that player have in the inventory) are they basicly the same or "static claw" is another object that only represent the real claw in the claw holder. and if they are different object then i presume the "static claw" can be change into world model for armor ? -Auto equip yes auto equip, wondering if i take the armor from its holder it will also automaticly equipped by the player. is it just matter of changing the "additem" into "equipitem" (third line from below) will do trick ? thank you Sjogga..
  6. oh my, so lucky that i've decided to check this thread..thank you Allannaa :thumbsup: was looking for tutorial for how to displaying an item(s)/object(s) into some bust on wall...because i'm really bad with script.. to Sjogga is it possible to use your method of Dragon Claw Holders tutorial or Scary Dragon Priest Mask Busts but instead of Dragon claw/Dragon Priest Mask, i'm using it with armor/clothing ( yes, i know that maybe you're going to say "than what is mannequins for ?). it is because mannequin scare the hell outta me (they also buggy as hell) and i always wanted to display each part separately that look similar like this (the armor take place in the middle, the man just block the view, sorry cant get better picture to describe what i wanted to).. thanks in advance
  7. if you mean by link the faction in the properties, then yes already did... found some post regarding this, and some are mention it need more like of AddToFaction and GetFactionRank stuff. still trying to understand it tho.
  8. decided to bring this up again because the last time i just cant figure why its not working so i just drop it and admiting there is no way to create a simple working scripts from my own hand !. :wallbash: but now i'm really curious and really wanted to make this work..i know there is something more that need to add, but i just cant figure what it is. attach it to my custom armor and already hook the proper faction in properties ScriptName _anbHostileArmor Extends ObjectReference Faction Property IsGuardFaction auto Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() IsGuardFaction.SetPlayerEnemy() endif EndEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() IsGuardFaction.SetPlayerEnemy(false) endif EndEvent pretty stupid script huh, could only rely on my logic and base understanding with the lines (means not function :sweat: ) from Creation Kit references. so please bear with me and thanks in advance
  9. wait a minute...so this unused slot were added by hearthfire DLC ? the problem is, i dont have hearthfire DLC :mellow:
  10. hah, thank you for the info... i do only find "Wood" section that i use for bow, didnt really notes theres more categories that were unused....i
  11. well as far as i know you cant, i think its harcoded within the game.. not saying it impossible to make, but i take it will involve some scripting i guess.. i remember asking this same question for adding "GOLD" section. still have no luck but if anyone out there knows the trick, would love to know as well..
  12. yes i'm aware of load order, as my experience back in the day with GECK, but dunno why my plugin just wont recognize pinewood plugin as parent/master (everytime i alter with both plugin enable in CK). can see it when try to load my plugin in CK where in right tab you can see master plugin that were use and mine got nothing. weird :wacko: but thanks for helping. no as i known of, cause i always use a very unique ID name. And about pinewood plugin not a master file, i just saying it to refering it as parent or main asset not really as .esm plugin. i do can make it as one plugin by mashing up with TESVSnip but that is not really what i want it. Already tried with TESVedit as well for creating merge patch even add pinewood as parent to my plugin but still it wont work ? the weird thing is when i loaded my plugin back in CK, the cell that belong to pinewood where i put my chest was duplicated but it just a plain empty space but my chest was there. i just dont get it back in FNV/FO3 with GECK i often made this dependency between mods and they works most of the time (guess i just forgot how). Gonna try with TESVEdit again and do what you mention, really hoping it will work so thank you.. :happy:
  13. Using Blary Pinewood Cottage as my main player home, and after figuring how Automatic Item Storage (AIS) by Manilla Turtle is working, i try to apply it on some containers inside the house. it work perfectly but as i know AIS only sort items that were listed in the certain formlist (of course all are vanilla asset). now here is the thing, i've made one custom plugin that contain all weapons/armors/clothings/objects that i mash up from various mods here in nexus. and i want them can be sort as well. so i just check the pinewood plugin (master) and my custom plugin (active plugin) in CK, i simply added new chest inside the pinewood cell with new scripts and new formlist containing all weapons/armors/clothings/items ID. i save it and tested it... the chest is nowhere to be found o_O is there something missing ?...cause i've tried several time but still cant find solution to make both of these mod to "play along" need halp ! and thanks in advance..
  14. Dang, totally forgot about this thread, fool me. try to find the trick around the web, i do found some blender modelling article mentioning how to create the non proportional UV map (even tho i losted that page duh !) and it is pretty same thing as werne said. so thank you Werne :thumbsup: @ziitch quite tricky, but surely i'll give it a try. never use blender texture paint mode before but thanks for helping me out.
  15. just wondering how to make non propotional uv map with blender ? i've made several custom sword for my skyrim, and i usually set the uv map 1024x1024/2048x2084 which i think its kinda waste, because surely i can wrapped it much more fit for rectangular uv map (i.e 1024x512 or more ) especially for sword that basicly long object that can go stretch by unwrapping project from view... will be really appreciated if someone knows the trick. thanks in advance..
  16. of course that is the simple way, but i guess you did'nt really read my post do you ? especially this line.. oh man, didnt really asked for you to created the script for me..really makes me feel so demanding. so thank you Ekcs to teach this stupid newbie. not just gonna test the script right away, surely i need to understand how it work to help me lean more about scripting.. thank you Ekcss...i owe you one :thumbsup:
  17. Thank you for replying Eckss. yes, i would have made it with script but unfortunately i really dont know how :wallbash: ... thats why i just modified an existed simple script (silverswordscript) and link it to my custom unarmed damage perk... spend some time searching the nexus, trying to find mods that maybe have this similar effect so i can take closer look how it can be done, and so far i got none :(
  18. I've created simple gauntlet with some knuckle head on edge. Of course you can take conclusion that it will deliver more unarmed damage than regular gauntlet or without having any enchantment on it. So i try to add this "ghost" damage thing via a script, that adding a simple perk when equiping the gauntlet. Here are the problem, i cant seems to find a good function to add how much/percentage damage for unarmed combat at entry point. i've tried several function but it always end up over powered in game and it also affecting weapons damage as well, even tho i set it with unarmeddamage. I'm using Mod Attack Damage as enty point. Function that has value of Unarmeddamage -Add Actor Value Mult -Multiple 1 + Actor Value Mult -Multiple Actor Value Mult -Set Actor Value Mult which one i should go ? so can anyone help me, all i want is simple adding an unarmed damage to the gauntlet just like Glove of Pugilist. instead i'm doing it by adding a perk not an enchantment. quite confusing because this isn't really my teritory of modding, but i am trying to learn. so please bear with me any help would be appreciated. thanks in advance
  19. XI. Try to avoid using an image as a description thingys....especially when author did "NOT" included any of simple readme within the file...yes i am a person that appreciated a file that mostly named with "Readme" no matter how simple that mod is, just a simple text document will do.
  20. Have you check the vertex group of your obj mesh ? if there is any, just delete it all.. or maybe there is a mesh with weight that you set hidden.. Alt-H to unhide everything. in object/edit mode.
  21. Hope TS wont mind.. yup, i confirmed that this also happening with me. never got that "we know" mysterious note from courier even tho i tried everything like load previous save, console commnad etc. so i decided to take a shortcut by visiting the abandoned shack and do some B&E with magic word in console to let me go inside..luckily astrid and three victims was already inside. talking to astrid only give me "sister", but when i kill one of the victim, suddenly the quest "With Friends Like These" is completed, even tho i dont have that quest yet. so what exactly i want to ask, does anyone here try the same thing ? and will there is a side effect by doing this, lets say it can lead to another "buggy" quest ? thanks
  22. yes, i'm aware of that i just thought there is a way to know about the coordinates within the game. thats why i'm asking is there some console command to get it...and yes after doing some researching i found that clicking some item/object in world/cell will have ID that can be use to track down where it placed in tamriel world space with CK.. thanks for the link LargeStyle, definitely helpfull. :wink: wow, oh man thank you so much for that. Finding world space location is always been a difficult to find unlike finding cell..and you just make it easier, so thank you once again Acid :thumbsup:. definitely gonna throw you kudos and hope everyone will do too. yeah i think it might be that, coz never tried using that before. X and Y maybe was the actual number/coordinate to match it in CK Cellview. thanks for the info DreamKingMods :yes:
  23. Just created simple hideouts (5 exactly, with new cell) and now i just need to place some hidden entrance (the door marker) around skyrim...i've located several good spots for them while playing, but i do have some problem to find the spot exactly in CK. i've tried tracked it down from nearest town/known place. only could find 3 of them, the 2 is bit difficult coz its kinda middle of nowhere. i remember in FO3/FNV there is someone mention about console command to know exactly world spaces coordinates, coz i know the world spaces numbering/coordinates in CK is meant for something. any help will be appreciated. thanks
  24. hah, thank you acid.. i'll see if i can pull it off. got the recipes, now i just need to cook it properly in CK. Doing scripts always end up terribly for me, so hoping this will works right :blush: thank you.
  25. Hai I'm trying to find a way to make an armor/clothing(s) that make NPC's with choosen factions become hostile towards the user of the armor, just to making things much more interesting. because i found a bit weird walking around citys with wearing DB armor, even tho i've been seen wear it while conducting several murders and being witnessed by several people but i do managed to escape. will be great if this can also works as an enchantment. i know this must be involving a script(s), but i really know none about scripting so i was hoping someone can give me some help here, or maybe something to start with. thank you..
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