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Everything posted by JetSteele
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Hi, this question is more future related than anything but I thought that I would ask it now just to be safe. I am adding an MCM to my mod for specific customizing options, however eventually I would like to convert the mod into an esm file. Since the mod will then be above SkyUI (since SKYUI is an esp) does that mean that my mod won't be able to load its MCM menu because of the load order? The reason for converting it is because it is a dlc sized new lands project and I will want the final product to be in esm format.
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I may just end up doing that, better be safer than do something and have your work taken down. Anyways thanks for the help :)
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Alright thanks for the info! One last quick question: What if I re-create said scene with my own sounds and voice actors would I be able to do that or since it would use the same lines it would go against the Terms? This is more a touchy question since even though it would be a recreation technically I would make everything. Anyways I'll look over the terms and see if I could find an answer
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Hi guys, I thought it would be smart to ask this question before I incorporate anything inside my mod for fear of being reported. I have a wolverine mod and thought it would be cool to have the player black out and some sounds about 15-20 seconds from the wolverine origins movie, the tank scene to play. About his heart rate rising and the Stryker saying he could make it ext. If I would add this I would of course give credit to the movie but I wanted to know if this was allowed before I actually use the scene. Just to clarify it would be sound only no picture or clip from the movie; kind of like the player blacking out and he could only hear what is going on around him. I would appreciate it if someone could get back to me with an answer. Have a great day!
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Hi whoever reads this, Okay before I start explaining my issue let me say this: Its my first time modeling anything at all so I apologize if I sound like a total noob. Alright, I made my model and I could import it into NifSkope no problem. However I need to duplicate the mesh 2 times (making wolverine bone claws) and then collapse it so its one mesh and not a mesh with children (I think that's the term) anyways. Everything works fine if I import only the mesh with one claw but when I import the complete mesh into NifSkope I get a material error and only the original claw shows (the center one) the left and right ones don't pop up at all. Can anyone tell me what I am doing wrong? Any help would be appreciated. Have a great day!
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wow, thanks...I thought I had to right click and find some option to undo it didn't think it would be that simple. thanks again :)
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Hi sorry for the noob question but either it is so easy I can't figure it out or it can't be done in NifSkope which I doubt. I put a glow texture on a mesh and decided that I want to remove it. How do I remove a texture path from NifSkope and leave it blank? Sorry for the dumb question... have a great day!
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LE LOD Not Generating Properly...Help!
JetSteele posted a topic in Skyrim's Creation Kit and Modders
I apologize if this is the wrong thread to post this topic in. Hello Everyone, I generated LOD multiple times using both OScape and the creation kit itself. The lod works properly but the world map doesn't. On the world map there is the formation of objects that I have currently in my world space but the land and water doesn't generate no matter what I try. And incase someone asks yes I have the proper water and land levels when generating the LOD with OScape. Can someone help? Have A great day! *Edit: nvm, I figured out that the water generates only when the map is either a square or rectangle. -
Ok I hope I posted this in the right forums section, if not I apologize. I made a mod and I have a couple different files for it: - 2 different install methods (either in a packaged version or in a loose file version) - 1 optional file (isn't necessary for the mod to run but was something that some people wanted so I made it optional) I would like to make an executable that gives the user options on what to install and what not to install. So if the person wants the optional file just tick the box and he will get it. This would be to mainstream the process of downloading my mod so instead of having three files to choose from it will be all in one. However no tutorials I saw covers how to do this or which programs I would need if any. I would appreciate it if someone could explain to me how to do this, please keep in mind that I never made an exe before so to keep your explanations simple. Thank you for your time and Have a great day!
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I'm unsure of how well this can be done. I only did a handful of things in NifSkope. I duplicated an item in-game and made it dual sided so I could turn it into an artifact that floats and rotates in game. Again I never modeled before, the only experience (if you could call it that) is doing things in NifSkope. To do this you open the black star nif and copy everything and add it onto the belt nif, resize everything so it fits on the belt and adjust all the values. Again I don't know how well this is going to work out, I only did it with an item keeping it the same size (never tried to shrink an item down) so you will have to try it out and see if it works. Hope I somewhat helped you. You would have to find someone with extensive knowledge of modeling and nifskope to make it functional. The only thing I could offer is a confirmation that you could do something like this in nifskope I just don't know how well it would come out.
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Do what the others told you, those are good for getting you started. Personally I started off by making a scripting spell (I remember I didn't even know how to rotate the camera in CK, lol). I made so many mistakes along the way because I was too proud to read tutorials but eventually I learned the scripting language and everything just became so much easier to make after that. What I suggest doing is looking at the tutorials and then making sort of like a dummy mod (only for your use) to practice what the tutorials talk about. I find the best way to learn something is to use it, just don't do what I did and figure everything out on your own because it is a huge time consumer and that time could be used to make the mod instead. Also make sure you understand what your doing before moving on to the next aspect of modding or it could get overwhelming for someone new to it. Stick with modding and you will get better the more you do it, good luck on your mod. To do what you want you will need to learn about: 1- Quests: everything important in game is run by quests 2- AI Packages: How an actor acts under a certain condition 3- Condition: The variable that needs to be filled for something to happen Hope my spiel is somewhat helpful, Good Luck!
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Hi, For a weapon I made the level progression that it offers the player is small. I was wondering if someone could explain which stats of a weapon makes the level progression for skills like one-handed improve faster or slower. Thanks for any help you could provide on this topic.
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Hi, I am using the DweBREntrance01. I duplicated it and re-wrote the script that would allow it to go both ways, open the staircase when the switch is clicked and close it when pushed again. This is my script: import game import debug import utility bool property isOpen = false auto Conditional {set to true to start open} bool property isClose = true auto Conditional {set to true to start closed} bool property isAnimating = false auto Hidden {is the activator currently animating from one state to another?} string property openAnim = "Down" auto Hidden {animation to play when opening} string property closeAnim = "Up" auto Hidden {animation to play when closing} string property openEvent = "TransDown" auto Hidden {open event name - waits for this event before considering itself "open"} string property closeEvent = "TransUp" auto Hidden {close event name - waits for this event before considering itself "closed"} int myState = 1 ; true when static or animating ; 0 == open or opening ; 1 == closed or closing EVENT OnLoad() if (isOpen) myState = 0 endif if (isClose) myState = 1 endif endEVENT auto STATE waiting ; waiting to be activated EVENT onActivate (objectReference triggerRef) ; switch open state when activated if (isClose) SetOpen(!isOpen) endIf if (isOpen) SetClose(!isClose) endIf endEVENT endState STATE busy ; This is the state when I'm busy animating EVENT onActivate (objectReference triggerRef) trace (self + " Busy") endEVENT endSTATE function SetOpen(bool abOpen = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; open isAnimating = true if !isOpen gotoState ("busy") trace(self + " Opening") playAnimationandWait(openAnim, openEvent) ; Animate Open endif trace(self + " Opened") isOpen = true gotoState("waiting") isAnimating = false endFunction function SetClose(bool abClose = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; close isAnimating = true if !isClose gotoState ("busy") trace(self + " Closing") playAnimationandWait(closeAnim, closeEvent) ; Animate Close endif trace(self + " Closed") isClose = true gotoState("waiting") isAnimating = false endFunction The stairs open but when I push the switch again they don't close. Just a little background on what I'm doing with the stairs. I have this switch that opens and closes the stairs then I have 4 other switches that when pushed change what activates and what de-activates. So one switch changes the room to an alchemy lab, another to a smithing forge, a third one to an enchanting room and a final one to a weaponry room. However I want that the room only changes when the stairs are closed. So its sort of like a changing room, everytime the door closes another room is behind the door. Except the changes are controlled by leavers. I would appreciate it if someone can help point me in the right direction on where I'm going wrong, any help would be greatly appreciated. Sorry for the wall of text.
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I uploaded my Adamantium mod about 12 hours ago and Nexus is still scanning it for viruses, is this a bug in Nexus (I uploaded 2 versions at the same time)? Should I reupload the mod again?
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Best way to see which section crashes the scene would be to put Debug.Messagebox all over the scene (beginning, before actions, after actions, ending phase, start next phase and so on). This (seems like overkill but) allows you to see at what point the scene fails (right away at start or later on when she has to start walking) if it stops at the walking then it would have to do with the marker. If it stops before even beginning then it has to do that all the conditions weren't met. My bar scene that I was talking about in my earlier post, when I first did it; it never began because one of my references for the scene failed to fill (I had Keerava as an actor but she was busy with another scene playing so my quest scene crashed). Once you know which part it is it's quick to fix. So do the message box test and see where exactly it stops working...I could help more once I know the point where the problem occurs.
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Ok well this isn't a problem yet but...you also have a walking issue, you need to duplicate the walk to x-marker for all the phases of your scene or else your actor will start walking around after the 1st phase. I did something a little different then you: I sat at a bar stool and then the NPC had to sit next to me. But if I didn't place the sit on barstool on all the phases then he would get up after the first phase is done. So place your x-marker walk to, on all phases so Delphine will stay still throughout the conversation. Ok now to your current issue, the alias is obviously filled because if she wasn't then the quest wouldn't begin at all. 1 question, is it a forced ref. or one of the other options? for characters I suggest using forced ref. and placing one in the world with unique ticked so there is only space for one of them in the game. It seems that the x-marker isn't being read properly. Make sure the marker is a forcedref. (I use this option the most for scenes as it is the one that works most often) and that it has conditions like (YOURQUEST OBJECTIVE == NUMBER) next make sure the dialogue is set to only your new actor and the quest objective (so your actor won't say it whenever and other actors won't say it). Finally make an idle package at your x-marker which your actor only uses while at that objective of that current quest (as a condition). Check all this out and get back to me, I have other suggestions that could get your scene started. I worked with scenes before and I know they can be a pain (one thing done wrong and the whole scene doesn't work).
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How to get a script to play a sound effect in a script fragment?
JetSteele replied to a topic in Skyrim's Skyrim LE
well to play sounds I usually do it this way: mySound.Play() sometimes it doesn't compile like this so another way that always works for me is this (100% works): mySound.Play(Game.GetPlayer()) if you want to play the sound on the player if you want to play it on another actor then you have to make an actor property and in the () put the property: Actor Property myActor Auto mySound.Play(myActor) hope it helps. -
yep, makes sense. And thanks for the reply, I'll start working on it.
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It is possible I have done it when messing around with CK (never released it though, and I own all dlc's). All you need to do is recreate the asset inside CK under a esp without loading up the dlc. So grab a bunch of paper and re-copy all the info on your asset and then re-create it in CK. So if its a Vale-Sabercat anything with that ID copy down on paper each and every variable, script, mesh, package, texture and then only use the original mesh and textures (rename the mesh and textures so it doesn't screw up the dlc and re-build any scripts under a different name) and voila got the asset into CK without needing dlc. Oh and your new creature make sure the id is a little different. I do it this way: ESPNAME_CREATURENAME Hope this helped, if you need a more indepth tutorial on how to do it just pm me. P.S. If your going to do this and release the esp to people,make sure to credit Bethesda for the mesh and texture inside your mod credits for copyright reasons. Also don't do this for quests or big things, that goes against copyright. The only reason you would be allowed to do that is because of animals (since they are already in game and the mesh comes from the base game and the dlc only re-textures them; example vale-sabercat). If you do this for say something that is added from dragonborn specifically like miraak armor THEN it goes against copyright and your not allowed to do it.
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Hi, I just thought of something. For a mod of mine, I have claws that are armor and when you swing they use the sound of punching. If I duplicate unarmed and change the id to say Adamantium_Unarmed and change the sounds to that of sword swinging sounds and then add to my claws script that when the claws are equipped to equip the mods unarmed so the new sounds will play. Is this possible? Would this be a fix to the sounds? do I also have to unequip the normal unarmed also? I would appreciate feedback to let me know if you believe it would work before I attempt to implement it. Thank you for your time P.S. I have permission to use the claws in my mod by the original mod author
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Hi guys, In my wolverine mod (Adamantium) the claws (got permission to use the claws from its creator) I use are an armor and I would like to replace the sound of the punching (bare hands) to a sword sound. I know this can be done by editing the Havoc Variables (read up on it a while back), so I do something along the lines of: if the Adamantium claws armor piece is equipped then sword sound plays on bare hands fighting animation and if claws are not equipped then the normal punching sound plays. I found vague info on Havoc Variables but I can't find something solid on how to actually edit them. Can someone help me (even if its just to point me in the right direction is fine)?
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To who may read this: Ok, after breaking my head on this I finally got the spell to work the way I wanted it to. I have one last issue, the animation for the meditation doesn't play at all. Fix one issue and gain another (takes a deep breath), if someone can help me to get the animation of meditating to play let me know. Sorry for the wall of text I still didn't figure out how to use the spoiler tags. Here are the new scripts: Magic Effect Scriptname AdamantiumScript_MeditationEnter extends ActiveMagicEffect ObjectReference Property MeditateMarker Auto ObjectReference Property MeditateTeleportLocation Auto Event OnEffectStart(Actor akTarget, Actor akCaster) if (akTarget == Game.GetPlayer()) ((akTarget as Actor).PlaceAtMe(MeditateMarker, 1, true, false)) MeditateMarker.Is3DLoaded() MeditateMarker.Activate((akTarget as Actor), false) endIf endEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) CleanUp() EndEvent Function CleanUp() MeditateMarker.Disable(True) Utility.Wait(1.0) MeditateMarker.MoveTo(MeditateTeleportLocation) MeditateMarker.Enable() endFunction Furniture Scriptname AdamantiumScript_MeditateMarker extends ObjectReference Spell Property Meditate Auto ReferenceAlias [] Property PlayerMeditate Auto Actor Property Meditator Auto Hidden Bool Property Busy = false Auto Hidden Conditional Bool Property MeditatePlayer = true Auto Hidden Conditional Int Counter = 0 Event OnActivate(ObjectReference akActionRef) if ((akActionRef as Actor).GetSitState () >= 3) if ((akActionRef as Actor) == Game.GetPlayer()) GetUp() endIf endIf endEvent Function GetUp() if !Busy Busy = true Counter = PlayerMeditate.Length While Counter > 0 Counter -= 1 if PlayerMeditate[Counter].GetActorRef() Meditator = PlayerMeditate[Counter].GetActorRef() PlayerMeditate[Counter].Clear() Meditator.EvaluatePackage() Meditator = None endif endWhile Busy = false endif EndFunction
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hi thanks for the info I got the objective working :) I have one last question for whoever can answer it. I would like to use the dwemer repository (the cube from septimus). I want to make another one. One that opens when a button is pushed and closed when another is pushed. However I don't find the activate script of the cube. The closest I got was the script in the quest but that doesn't have an activate for the repository. If anyone knows how to make a script to make the front of the repository open I would highly appreciate any help anyone can give me.
