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Everything posted by dalsio
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Do not put mods/downloads into your Vortex install directory!
dalsio replied to Tannin42's topic in Vortex Support
Hey, I know I'm late to the discussion but I read a lot of people talking about how installing Vortex to other drives besides C can cause problems. I know there's a lot of people who use a very small SSD for their OS and a few important programs and a HDD for the rest of their data (like me), and even though Vortex isn't a particularly large install it's not necessarily trivial. It isn't a problem for me because I play games and specifically Nexus moddable games quite often so I'm happy to give a bit of my precious SSD space to it, but some people might not be as in to modding games or may not use their computer for games quite as much, so they really have to make hard decisions about whether to install a mod manager to their OS drive or a program/game they use more often. I can just imagine that there are quite a few people out there who would like to use Vortex but not so much that they can dedicate space on their C drive to do so and thus would like to install it somewhere else. I suppose this is why you allow a custom install directory which is great, I just want to encourage Tannin to continue supporting this behavior and improve the stability of that use case, if possible. -
LE Outfits, How should they be done?
dalsio replied to Xerperious's topic in Skyrim's Creation Kit and Modders
Note that I am fairly inexperienced when it comes to 3d modelling so take what I say with that in mind. Still, I'll share what I know. I use Blender so I don't know what tools are available to 3DSMax users but Blender has a uv unwrapping projection called smart projection that, when using the right settings, can get you pretty darn close with your UVMap which saves a lot of time. I don't know if 3DS has this, but I would check and see and if not, you can probably import the mesh into blender, unwrap it, and export the UVMap back to 3DS or just export the whole mesh straight to .nif. Also, I know that there is some UVMapping software out there, but I've never tried them so I don't know if they're any good. The nipple cones are a bit odd, not necessarily because nipple cones are odd in general, but simply because they don't fit the tone of the outfit. The outfit seems to covey modesty, sophistication, elegance, and serenity but the cones and even the back cone suggest roughness, barbarism, aggression and sexuality. I would take the cones off the nipples and back as but you can put a sort of "button" on the back to serve as a termination point for the straps, and have another one in the front in the center of the chest for the other termination point. Also, if you want more flare in the chest area, you can add a bow to the front Sailor Moon style. Another way to take with the straps is to make them go all the way around into the armpits and either go back up terminating into the button, or wrap around the waist. Also, you can remove the button altogether and connect the straps, making them a single strap that goes around the back which is somewhat rather elegant, flowing, and traditional to chineses and japanese clothing. I also recommend adding borders to some of the ends like at the wrists and the hips, and flaring the sleeves out a bit more at the end. This is just me, but the breasts are a bit too spread out, flat, and defined for my tastes, as if they have zero support and are just naked breasts. I mean, it doesn't need to be a quadruple push-up wonder-bra or a extra-tight corset, but even the blouse alone should at least slightly lift, constrain, and obfuscate the breasts. But again, that's just me and my preferences. I suggest using higher polygon counts any time there are curves, when something is separated from the body like the collar or the sleeves, and when something is especially prominent or eye-catching like the breasts. The straps fit all three categories and thus should probably have one of the highest polys-per-inch in the whole outfit. Inevitable, it doesn't matter what body you make it for because a person can convert it for use with any other body type with Bodyslide and Outfit Studio. Still, you can do some things to make it easier for someone to do the conversions or even provide your own UUNP/CBBE Bodyslide files to make it doubly easy. -
Worst comes to worst, you can always get the formID of the horse when the player activates your cave door, disable the horse, and re-create it as a new objectreference on the other side.
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LE Need someone to help me
dalsio replied to SpecticleCozart's topic in Skyrim's Creation Kit and Modders
I'm a bit late to the party but if you still need to know (and are still reading this thread) a weapon's enchantment amount controls how much it can be enchanted by the player. So, you can only enchant an iron weapon with so much power on your own, if you want a stronger enchantment you need both a stronger soulgem as well as a weapon with a higher enchantment amount. Think of it as enchanting potential. It will not have any effect on enchantments given to it by the editor. -
[LE] Quick Questions, Quick Answers
dalsio replied to Elias555's topic in Skyrim's Creation Kit and Modders
Yes, you will need to modify the navmesh. -
Suggested lighting mods for players with vision problems?
dalsio replied to osmiacyril's topic in Skyrim's Skyrim LE
An ENB doesn't necessarily have a noticeable performance impact. It simply refers to a program that modifies the visuals of the game after the game produces them but before they are rendered to your monitor. While it it usually used for graphical enhancements, it can do a variety of things depending on the addons, settings, or presets but by itself you wouldn't see any change whatsoever. Further, simple changes to lighting or colors wouldn't have much of a performance impact as long as no other visual-enhancements were attempted.- 6 replies
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LE Invisible armour not working in Mod Organizer?
dalsio replied to Bearcode's topic in Skyrim's Creation Kit and Modders
When using the "help" command in the console, it goes by the name not the Editor ID. So for you, "help nude" would bring up the "Nude Body" armor. Also you should know that if you wanted to (doesn't have much of a point now that you've already made a new one) but there already is an ArmorAddon in vanilla that uses the base body mesh. Look for "NakedTorso" and it will come up. Also note that if you want the armor to look right, you will need to use different addons for different races, especially Argonians and Khajiit, since right now your armor displays human torsos with nord/imperial/breton skin textures. -
LE Invisible armour not working in Mod Organizer?
dalsio replied to Bearcode's topic in Skyrim's Creation Kit and Modders
Just set the mod to use the vanilla body mesh. Any body mods would overwrite it, and your mod would use theirs instead. Either extract it from the BSA in it's proper folder structure or use TES5Edit to manually set the file path to Actors\Character\Character Assets\Malebody_1.nif and Actors\Character\Character Assets\Femalebody_1.nif Also note that you cannot tell the CK to use a file outside of the Data folder in your skyrim directory. -
LE Come laugh at the noob trying to script :)
dalsio replied to nate12357's topic in Skyrim's Creation Kit and Modders
There's many vanilla dungeons that do not level with the player. Plus there are mods that specifically de-level the enemies to make it more like Morrowind or other RPG's and many mods that add dungeons have fixed or limited-range leveled enemies. -
LE Come laugh at the noob trying to script :)
dalsio replied to nate12357's topic in Skyrim's Creation Kit and Modders
There's a number of ways to get all the NPCs in an area. With SKSE this is the most straight-forward: Cell currentCell ;represents the cell, however you set it int totalRefs = currentCell.GetNumRefs(43) ;gets all the references of form type 43 (npc) int i = 0 ;the iterator while i<totalRefs ObjectReference target = GetNthRef(i) ... ;do stuff here with the target i+=1 endWhile This will iterate through all NPC's in the cell, allowing you to sequentially operate on them however you like. It can be attached to the cell or you can attach it elsewhere and get the cell some other way (property, event, etc.). Another way is to have an invisible magic effect on the player that has a large area that "marks" all nearby actors for use in a script. This has some limitations but can be useful in certain cases. -
LE Invisible armour not working in Mod Organizer?
dalsio replied to Bearcode's topic in Skyrim's Creation Kit and Modders
How exactly are you setting the model? Are you using TES5Edit or the CK? Are you trying to access a dir that doesn't exist? Make sure you are running the CK in administrator mode. Also note that you cannot select vanilla meshes while they are in a BSA (the way they are by default). If you don't have a body replacer installed (in which case you would simply select the meshes provided by the body replacer), you'll have to extract them from the "Skyrim - Meshes.bsa". I use BSABrowser for this, but you can use whatever you like. If you need further instructions on how to do this, you can google BSA packing/unpacking or just let me know (if you're willing to wait for my reply). -
LE Can you remove a linked ref via script
dalsio replied to palingard's topic in Skyrim's Creation Kit and Modders
I'm not familiar with Fallout4 scripting. If you tell me what you're trying to do, I can tell you how to do it in Skyrim. -
LE Using a Banned Mod Author's Assets
dalsio replied to IronDusk33's topic in Skyrim's Creation Kit and Modders
If you have your mod require that his/hers be installed (ie. you aren't including any of their assets in your mod, only references to them) then you have no need for their permission. That being said, you might be able to contact them on the official Bethesda forums. I don't know if this is the same Dragonis0 but it's worth a shot. Their Profile Page -
LE Invisible armour not working in Mod Organizer?
dalsio replied to Bearcode's topic in Skyrim's Creation Kit and Modders
To create an "invisible" armor just point the ArmorAddons to the body meshes (the male biped model to the male body and the female biped model to the female body). You'll basically be "equipping" the base body mesh, making you appear naked. -
LE Come laugh at the noob trying to script :)
dalsio replied to nate12357's topic in Skyrim's Creation Kit and Modders
Yes, that would work, assuming you use SKSE. I suggest making sure that the cast actor has a level >0, as a GetLevel() of 0 means that it isn't an actor. -
LE First Follower Mod Help
dalsio replied to LyriumCommander's topic in Skyrim's Creation Kit and Modders
Your relationship has no parent set (it's set to a null reference). Reset the parent to your NPC. Note that you also have made the NPC a part of the player faction. This is not necessary for him to be a follower, nor is it a good idea. -
LE How Do You Make Catapults
dalsio replied to MrXJunky's topic in Skyrim's Creation Kit and Modders
They require activation (by an NPC, the player or a script) to work. You can attach to it a simple script that activates the item every few seconds. If you don't know how to do that, I encourage you to learn and I can help you if you get stuck. Otherwise, I can write you a full script to use with instructions on how to use it if you so desire. -
LE First Follower Mod Help
dalsio replied to LyriumCommander's topic in Skyrim's Creation Kit and Modders
There's a few problems, though not all of them affect the follower dialog. Still, I highly recommend fixing them, as they could lead to future errors. For reference, the changes are a lot easier to do with TES5Edit, with the exception of the Relationship name. For the follower dialog: Disposition does need to be set at 75 or above. Realize though, that for some reason if you set the disposition and switch tabs it can reset it to 35. Recommend to set disposition to 75, click okay, then save or use TES5Edit to make the change. You have added a condition to the Follower Quest Topic that requires the actor to match a specific ID. This removes the dialog topic for any actor not matching that ID but since the reference is Null, no actor can match the ID. Thus, you've essentially disabled the quest topic. Recommend deleting the entire "Quest" record group from the plugin with TES5Edit. Other Errors: You have, for whatever reason, deleted the original Follower Dialog Topic and replaced it with a new, seemingly identical, one. This is both unnecessary, and can lead to serious compatibility problems with other mods. Recommend deleting the entire "Dialog Topic" record group from the plugin with TES5Edit. There is no name for the actor relationship to the NPC. While not technically required, it makes it difficult to work with when the relationship has no name. Recommend adding a name in the editor. -
LE First Follower Mod Help
dalsio replied to LyriumCommander's topic in Skyrim's Creation Kit and Modders
I can take a look at it. First I'll let you know that when you delete something in the editor, it will always show up as a *D. When you close the editor and reload the plugin, the actor should no longer be present. -
LE Help with Hexidecimals
dalsio replied to maniczombie's topic in Skyrim's Creation Kit and Modders
Do you mean to say you yourself are trying to compare the numbers, or you're trying to do so in scripts? Meaning, are you asking for help converting a base-10 number to a base-16 number yourself, for your own reference, or to compare an int to a hex in a script? -
[LE] Force custom npc to wield torch
dalsio replied to csbx's topic in Skyrim's Creation Kit and Modders
Awesome! Yea, your npc was probably unequipping it because their AI package told them to. When dealing with vanilla functions, I recommend bookmarking this: http://www.creationkit.com/index.php?title=Category:Script_Objects This is a list of all the categories that functions are under, what parameters they take, and what each of them does. Under the Actor section, you'll find anything that has to do specifically with actors. Note that it's in a tree under ObjectReference, which is in a big list of things that are all under the Form section. That means that Actor extends the ObjectReference script which extends the Form script, so any functions available for the Form script are also available for the ObjectReference script and the functions of both of them are available to the Actor script. Near the top of the Actor section is EquipItem. Under the "syntax" section is it's code showing what parameters it can take. "akItem" isn't set, so it doesn't have a default value (and thus is required). "abPreventRemoval = false" lets you know that it defaults to false and you already know what it does. Lastly "abSilent" also defaults to false and it causes there to be no notification message when it is equipped (only matters for the PC, of course). -
LE dust cloud fx for spawning creature
dalsio replied to csbx's topic in Skyrim's Creation Kit and Modders
You could consider portals opening. Conjuration, daedra, and oblivion portals are deeply intertwined and is the standard way of "summoning" beings/items from another realm. Take a look at any summoning spell or bound item spell for reference. Otherwise, if you're set on a cloud sort of thing, I would consider a few options: Spriggan spawning and other spriggan effects, recolored for your purposes. Dust effect when a dragon lands. Recoloring a flame or ice effect, especially those tied to the master destruction spells. Look at the effects added by a magic mod like midas magic to see if there's one that suits you. You can either add that mod as a requirement, or get permission from the mod author to include their effects in your mod (if it isn't a vanilla effect, that is). -
[LE] Force custom npc to wield torch
dalsio replied to csbx's topic in Skyrim's Creation Kit and Modders
You can do it in a few ways. One of them is to mess with AI packages to get them to pull out a torch in certain circumstances but for your purposes, a much simpler script-based solution is probably better. Add the torch to their inventory in the editor, and then in a script tied to either the actor or the quest, whichever works best, use the EquipItem(item, true) function. This function causes the actor (npc) to search their inventory for a form "item" and equip it. The second parameter, set to true, prevents the actor from unequipping it themselves (IE outside of a script). Then, when you want them to put the torch away, use UnequipItem(item, false) which works the same way but in reverse. Note that this time the second parameter is false, as setting that to true would prevent the actor from equipping that item themselves. If you don't know scripting or how to do all that, I encourage you to try and learn and I'm more than willing to help you. Still, if you simply want some code with instructions on how to use it, let me know and I can whip something up for you. -
[LE] Adding custom armor to standalone follower
dalsio replied to kayden87's topic in Skyrim's Creation Kit and Modders
That would work just fine, as I said. That would make the follower dependent on the mod, though. If you're saying you specifically want to integrate the armor mod into your own, you can do it in the editor (i forgot last time, sorry). It isn't as simple as loading the plugins, making yours the active one, and adding the armor to the follower though. You'll have to do that and then individually duplicate each part and sub-parts (armors/weapons, custom armor addons of the armors, any custom texture sets for the armor addons, custom enchants tied to the armors/weapons) of the armors/weapons into your new mod as a duplicate and then reconstruct them, linking each "piece" back to the armor/weapon in it's appropriate place. It's a whole lot easier with TES5Edit.