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Frozzled

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Everything posted by Frozzled

  1. Encountered the same problem almost a week back - very irritating indeed!
  2. I'm having an issue with a quest I'm creating, in that the log entries are not showing. The quest actually starts, aliases filled etc. as soon as I run SetStage(1) on it, but the player isn't informed and nothing appears in the quest log. The quest stages do have log entries associated with them, and running SQV <QuestID> in-game does show them correctly. Does anyone have any insight as to why this might be the case?
  3. Based on your suggestion, I've managed to fix the problem! Applying this script to the item in question will cause the object to re-enable itself when it leaves a container: Scriptname FrozzledPositionFix extends ObjectReference Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if !akNewContainer Utility.Wait(0.001) Disable(false) Enable(false) endif EndEvent The only downside appears to be that it will flicker once as soon as it does it. Unfortunately, changing it to DisableNoWait, or even just calling Enable on an already-enabled object will not work. I don't know if there's another way of achieving the same thing, but this will certainly do for now - it's probably only noticeable if you're looking for it.
  4. Pretty much everything in the editor can have a script associated with it, but I'm not sure how one would go about attaching scripts to dynamically-created objects (quest-instantiated objects aside). This seems to partly work. From what I can gather, once the item is dropped from the inventory, it does not update its position. However, if the object is disabled and re-enabled, coordinate updates start occurring. Interestingly, it does not affect the first time it's called - as in, disable/enable doesn't appear to update the coordinates immediately, just starts the process of doing so.
  5. Scriptname FloatTestScript extends ActiveMagicEffect ObjectReference Property orb Auto Event OnEffectStart(Actor akTarget, Actor akCaster) orb.SetMotionType(orb.Motion_Keyframed) orb.TranslateTo(orb.GetPositionX(), orb.GetPositionY(), orb.GetPositionZ() + 100, 0, 0, 0, 50) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) orb.SetMotionType(orb.Motion_Dynamic, true) EndEvent That's linked to a concentrate-self spell, with the orb being linked to an item in a scene.
  6. Just gave that a whirl, but unfortunately doesn't work. It places the new object at the old position. The problem is getting the coordinates in the first place. Noted for when I get that part working, however! Nice buckets, by the way ;)
  7. I'm having a bit of an issue with getting an ObjectReference's position (and functions which depend on it, like GetDistance). Basically, whenever I do a check on this MiscObject's position, it reports it as being where it was last placed. For example, if I pick up the item and then drop it again, the position will be correct. However, when I kick it around a bit and check its position again, it still says it's where I dropped it. Turning off Havok for the object dynamically correctly stops it in place, but still reports bad position data with that, too. Does anyone know of a way to force an update, or otherwise return the correct position data?
  8. Hi everyone, I'm part-way through creating a new set of armour, and would like to get some opinions - both positive and negative. So far, only the main component is modeled, so there are no boots, no gauntlets, and no cape. Texturing and bump mapping is not fully finished, although the main problem in that regard is getting them from Mudbox to the game correctly. http://ninjabay.org/files/b1ccb402.jpg Screenshots from porting it in to Skyrim: 'tis my first mod, so advice is welcome also!
  9. Cherry, why is it that the Smoothing modifier makes a difference? I know that it rectifies the vertex count and order, rectifying the blend issue - I just don't understand why it has this effect! P.S. My first armour mod is near completion! Should be done by the weekend, with luck! (Texturing has been such a pain)
  10. You'll be able to export an OBJ from Blender, and import that in to Max for bone weight assignment. I'm not sure how it fares with the standard skeletons, but with CHSBHC, Cherry provided a 3ds Max file with the skeleton within which could be applied directly to another mesh due to the bone-defined weighting. I don't know if the standard skeleton imports have this, or whether the weight has been pre-baked to the vertices.
  11. Have you installed the NifTools plugin linked on the first post? (http://www.mediafire.com/?d2gjf3vvbys74xi)
  12. 'tis a very selfish attitude. Advise, inform, do not demand. Not from a site that has provided a free service to the gaming community for many years.
  13. My apologies if I belittled your post in any way! When I first read it, it went over my head - I then discovered the technique on my own, only realising that it was the same after re-reading it.
  14. What is it that the BSDismemberment modifier actually does? Just part splitting? Related - if you happen to have a list of IDs for the various different components, that might be useful (not for me at the moment, but for anyone else reading this thread). What do you mean by a 3rd default copy? I'm assuming you mean either a 50% morph or the default character mesh (but if the latter, it'd have a different vertex count making a direct morph impossible I presume), but unsure! Creating the model and UV map hasn't been an issue (using a mixture of ZBrush and Lightwave), though I am having difficulties with the actual texturing. Do you have any recommendations for ways to texture by brushing on the model itself? Worst case would be drawing on the texture file itself, but I can imagine that being hell for seams, so would rather not if I can avoid it.
  15. Thanks for the tutorial, Cherry! I have a tip, in exchange for an answer to a question! In regards to morphing _0 to _1, I found a fairly neat way of doing it (in 2012, at least). Add both _0 and _1 to the scene, and select _0. Add the "Morph" modifier, and select _1 as the morph target. Select _1, right click and hide the object. Select _0 again, and there's a list of channels for that modifier, and the first should now be 0%. If you turn it up to 100%, it should do exactly as Skyrim does with the weight slider. Turn it back down to 0% after briefly testing that it works. Now import the armour model. Edit the mesh so that it fits snug against the body. When done, deselect the selection mode (e.g. vertex selection of Editable Mesh) so that it doesn't interfere with the next steps. Add the "Skin Wrap" modifier, and select _0 for its target (add button, click body). At this point, it may think for a while to process things. Select _0 again, and the morph modifier, sliding it up to 100%. Now toggle back to the armour - you should find that things have changed, though it may not look right. Tweak the falloff, distance influence, and if needed check Blend to Base Mesh. Your armour should now scale appropriately with the body! Should be able to export at 0% and 100% accordingly with very little extra effort. And now for my question - admittedly I have no desire to really modify existing armour, only to create new. How does your tutorial change if you don't have an original armour NIF? I'd like to create my own models, textures, and ideally specular maps too (no idea how the latter are handled). That said, I'm hoping the CK has stuff to handle this when it comes out.
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