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JetSteele

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Everything posted by JetSteele

  1. Hi, just wanted to give you an update on how this is coming along, I'm almost finished the mod all that's left is for me is to polish it and then I'll post the link here once its online.
  2. yeah it doesn't change anything for you, it will add a humanoid wolf form for you to play with; if you don't care about vampires then you could just ignore the vampire overhaul as it doesn't change anything unless you are a vampire.
  3. yep, you got the gist of it. Glad you like the idea :)
  4. Its not that difficult to pull off. The more complex side of it would be to rip apart the companions script to find the exact point about werewolves. If you look at my mod Mutant Powers, you will see that the angelic powers run on a similar system you need to make your idea work. To get my mod to work I ripped apart the vampire script to find the exact segment I needed to make the angel transformation and then added that to a fire and forget script and voila transformation without needing the quest script. Same thing here, if you find that exact point where the transformation happens in the character then your home free. See even though the werewolf form is insanely tied into the companions questline. If you find all the requirements the wolf form needs then you could make it work by calling those requirements to save on a potion drink or whatever you want to attach it to. My angelic form takes about 5 scripts to run alone, as I said in the beginning its not complicated just a long process (a long process that fires in about a second). The longest part of the transformations is to figure out what part of the original script is needed. Personally, I am actually planning out a mod that I want to overhaul the supernatural species of Skyrim. I find that you shouldn't be able to tell their supernatural unless they want you to know. So I planned on doing a disguised form (which hides there supernatural face) and a true form (self explanatory) and for werewolves they also have their full on wolf form. Basically taking what I did with the angel transformation and making the supernatural species work the same way (kind of like teen wolf and vampire diaries/the originals transformations). So if you could hold off for a little I'm going to make it, I'll post back once its finished. *Edit: It won't replace the werewolf form though so its going to be a form before going full on wolf. I just re-read your posts so I wanted to clarify, in the mod I'm planning it would be a "teen wolf" werewolf transformation then you could kick it up a notch and go full on wolf. Also you would have wolf powers as a human werewolf in my mod. The only thing is that I'll be working with both werewolf and vampires in one mod so if you want this overhaul you would also be getting the other one, since I wanted to overhaul both species.
  5. oh wow, didn't even cross my mind to do that. Thanks a lot :)
  6. Thanks for clarifying :) , I'll watch DarkFox127's videos to get a better understanding. Thanks again!
  7. Hey guys, I was wondering if I could play multiple AI packages on an NPC at the same time. I have a shop owner AI Package that I need playing at all hours of the day and I want an AI package to play stating that the NPC leans on the wall at the lean on wall marker (forgot the official name). Can 2 AI packages play at the same time or is an NPC restricted to 1 only?
  8. Hey guys, this may seem like a strange request but I require someone to help me in making a MaleHead_0 nif file. I made a skin texture out of ice however if I left the face as a head part the specular and normal maps didn't apply. Therefore I needed to change the head into an arma (just like hands and feet). This allowed me to make my custom face and body work properly, However the face doesn't scale with the body now because I don't have an _0 file, Body parts is probably my worst skill (I'm not great at making body parts), so I was wondering if someone could scale the normal malehead nif to fit on a _0 vanilla body. This will allow me to scale the head with the body allowing the head to fit on the body without floating above it as it is doing now. The more you scale away from 1 the more the head floats above the body, you will get credit for helping me with this of course. Like I said strange request but since I need a specular map its the only way to make the face look like ice. Any help would be appreciated.
  9. I would like to expand a little on this request: Allow the vampire lords to get a lesser power which allows them to toggle the Ariel's bow weather effect on command and dispel it on command as well. Maybe add the spell to the VL skill tree? I would try my hand at making this but I'm too busy at the moment...hope someone else picks this up. If not then once I have some free time I'll try my hand at making this.
  10. Ok I made some progress, to have the maps appear I needed to add the head like I would hands and feet. However the tips of the ears are missing from the model so it looks like his brains were blown out by a gun or something. And if I also add the face head part then the texture and the head are clipping. Any recommendations on getting the ears or do I have to model a new head?
  11. I linked a bigger photo for those who need to see the head texture clearer.
  12. I am making an x-men mutations mod, the next power I am working on adding into the mod is Iceman. I have the custom skin textures working properly however the head texture applies with only its color; the specular map and normal maps do not show up at all. Does anyone know why this is happening? Here is a photo of the new body textures for the transformation (sorry for the horrible pic quality, limit is 250kb)... *Edit: Here is a link to a bigger photo encase you need it: http://www.nexusmods.com/skyrim/Images/483124/
  13. Thanks for all your help! I fixed it and now everything works properly :) , thanks again!
  14. the body becomes invisible and a flat sheet of the texture's color covers most of the screen when your character is in view (in the camera's view). When the character is out of view then the screen looks normal.
  15. PROBLEM SOLVED Hi, I have a custom body for a transformation and the body works perfectly at the intervals 0 and 1, however on anyother interval the body explodes across the screen and I have no idea what could be causing this to happen. Can anyone offer any assistance for this?
  16. I have a new unarmed weapon that I set to use the 1handed impact set as well as the 1handed swing miss set. The sounds play on the swing miss with both hands. However the impact set doesn't play on the left hand and the dmg of the weapon doesn't calculate on the left hand either (left hand swings as a regular unarmed). I tried a couple things to fix this: 1- made a left hand and a right hand variant. 2- made a "both hands" variant. 3- tried a 2handed impact set which didn't work either 4- tried werewolf impact which didn't work too. All these things were tried but I couldn't get the left hand to calculate the proper dmg and the impact sounds never played. Does anyone have any advice that might fix my problem? Thanks in advance.
  17. I made an mcm that is becoming more advanced as I'm learning how to script it. I have a menu system in my mod that disables the mod completely and everything works properly except a secondary menu string doesn't go from Adamantium Claws to No Claws. So my question: How do I reset the menu string back to default for my MCM if disabling the mod? Its a dumb visual bug because the menu (internally) does reset and this is just a small visual annoyance for me that I would like to fix. I appreciate any help you could give me.
  18. Just to be clear before I start explaining my issue, the model is perfect and I have no issues with that. My problem is bringing the model into Skyrim, The items seems the right size but if you drop said item into the world the item is huge. And when I say huge I mean that the item takes up the cell huge its like an item fit for Godzilla. How can I fix this? I brought down the size in the nif but it is also bringing down the size inside the menu system. Help? Sorry if I sound like a total noob... Edit: nvm, I figured it out and scaled the item down. I made the item too big in max so it was gargantuan in size inside the game. Scaling it down in max fixed that.
  19. yes, I changed all the file extensions properly. I should have clarified, my issue is that once the conversion is finished the last 2 quests in the story don't launch. Its as if an alias fails to fill which doesn't make sense as when it was an esp everything filled properly. *Edit: even when attempting to launch the quest by console command setstage nothing happens.
  20. Hi, so I tried converting my mod into an esm and I ran into a snag. Just to clear it up, I know how to convert as I have done it before without issue. I play through my quest before conversion and everything works, it launches properly and the reference alias' all launch without a hitch. After conversion however the last two missions don't launch at all, it acts as though the alias' don't fill can someone help... P.S. I looked in CK and everything is setup properly. *Edit: should I re-create my SEQ as an esm? also I use TesVEdit to convert.
  21. It finally works!!! No more bugs :) , thank you so much I've been racking my brain on which condition would fix that issue for the past 2 weeks. Thanks :)
  22. IsWeaponOut == 1 means that the player has no weapon equipped but has his fists raised. Because of my script I overlayed a custom unarmed over the original that only equips when the weapon is out and the unarmed is counted as a weapon by the game. For that reason I need the IsWeaponOut == 2 or else the claws will come out and go in over and over until I sheath my hands. That's smart never thought about that, I'll try GetWeaponAnimType and let you know if it works :)
  23. Do you have a SEQ file, sometimes dialogue doesn't run properly without one of those for your mod. So if you don't have one I recommend generating one. 1- CK Properties 2- Set Launch Options 3- Type In: -GenerateSEQ:pluginname.esp 4- Launch CK 5- Wait For CK to Close 6- Find SEQ File in Skyrim Folder 7- Create SEQ folder in Data and paste the SEQ inside the folder 8- If Creating A BSA Include the SEQ file 9- Go back to CK Properties and remove the line -GenerateSEQ:pluginname.esp from Launch Options DONE! dialogue should work now, hope this helped :)
  24. A mouthful of a title for a pretty simple problem. In my Adamantium mod I added sounds to the claws a while back but had to change the way the claws worked to have everything work properly. Now I found a new method (using trial and error) that has the potential to make the claws work as they used to. Problem? There is a bug that when unsheathing any weapon the claws come out and the weapon disappears until the claws are sheathed. In other words the player can't equip another weapon when he has the claws equipped. These are the main conditions: IsWeaponOut = 1 or IsWeaponOut = 2 or The fix is to add in a condition that recognizes that the claws only come out when the claws weapon is equipped (I have a hidden weapon that equips when the claws come out which is how the sounds are added and why the claws allow the player to level up as if he is using a weapon). I tried a couple different configurations: IsWeaponOut = 1 or IsWeaponOut = 2 and GetEquipped Claws_Unarmed = 1 and ----------- IsWeaponOut = 1 or IsWeaponOut = 2 or GetEquipped Claws_Unarmed = 1 and ----------- IsWeaponOut = 1 or GetEquipped Claws_Unarmed = 1 and IsWeaponOut = 2 and ---------- IsWeaponOut = 1 or GetEquipped Claws_Unarmed = 1 or IsWeaponOut = 2 and each configuration I tried up until now did not work, either claws stopped coming out or they remained out and didn't go back in. Does anyone have any suggestions on how to fix this bug that occurs? Here is how the claws work: When the effect activates the claws come out and an unarmed weapon attaches to the player and when the claws go back in the unarmed weapon unequips. I want the claws to work by coming out on command and staying out until the player sheaths his weapon, it works perfectly except for that bug that occurs because of the IsWeaponOut = 2 condition. Is there another condition that I could add with the IsWeaponOut 2 that will stop the claws from coming out when a weapon is drawn?
  25. alright thanks for answering my question :)
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