Jump to content

clintmich

Premium Member
  • Posts

    156
  • Joined

  • Last visited

Everything posted by clintmich

  1. I find photoshop is buggy with textures sometimes. I use Gimp without a hitch. Try that.
  2. I'll just get straight to the point. I have created a new skeleton race and created a companion. The companion works as he should in game. He will follow and steal without a problem. But the problem seems to be combat. I cannot get my new companion to attack when my player attacks. The companion draws his weapon/has spells ready, but he just stands there allowing himself to be attacked without attacking back. I can set him to defend without a problem with a shield though. I just wish he would swing a sword. If you have a solution to this issue please respond. Thanks you.
  3. I guess its time to re-install and re-visit my NWN2. Its been too long! Good job on adding this great game to the Nexus Sites!
  4. Does the lip sync function even work in the creation kit? I haven't tried it yet, but I know that with previous bethesda CKs the lip sync function didn't work. The reason for this is, they used third party software for their lip files. So they couldn't release the lip software with the previous cks.
  5. Well, when I used "Form Property Gold001 auto" it still compiled and the script saved with no problem. A Pick Object dropdown window became available in the properties section. But all that was in the dropdown was 2 selections. CommandingActorPersistanceForm and PapyrusPersistanceForm. I'm unsure what these functions even do.
  6. SOLVED!!!!!!!!! Ok I got the script working. Instead of using the line you suggested "Form Property Gold001 auto" , I used "MiscObject Property Gold001 auto" then I was able to select Gold001(in the Pick Object dropdown window) in the properties section. Heres my working script: ============================================ Scriptname aGenieGoldScript extends ObjectReference MiscObject Property Gold001 auto Event OnActivate(ObjectReference akActionRef) game.getplayer().additem(gold001,50) Debug.messagebox("SKYRIMS UNIQUE TREASURES You have found a unique lamp. You rub the lamp expecting to see a genie appear, but instead you have been granted some gold coins!") endEvent ============================================ Thanks tunaisafish for pointing me in the right direction to solve this issue.Cheers and Kudos
  7. Ok I added that line. The script compiled and I was able to save. But the script still isn't working in game. I pick up the object, and nothing happens. It should add 50 gold to the player. But I get nadda. I'm sure theres something stupid I'm missing.
  8. Hey clintster I found this tutorial here. Hope this is what you are looking for.
  9. I have created an item that when you pick it up it is supposed to add 50 gold to your inventory. I know how to make simple scripts for oblivion and FNV, but papyrus is giving me some issues. Here is the script I have, but it just won't compile. ============================================== Scriptname aGenieGoldScript extends ObjectReference Event OnActivate(ObjectReference akActionRef) game.getplayer().additem(gold001,50) endEvent ============================================== If anyone can tell me what is wrong and help me get it working it would be much appreciated. Thanks
  10. I'm having the exact same issue with NPC edits. I looked for a solution as well and was at a loss. Looking forward to seeing a reply here with some answers. Thanks for starting this thread.
  11. I just wanted to give a little feedback about viewing Nexus sites on a mobile smartphone. I have a Blackberry Bold, and I seem to be getting some overlapping of button icons. The Login and Register buttons totally cover the link to open up other Nexus sites. And the Chat button is under the password window. I have attached a screenshot so you can see exactly what I mean. http://static.skyrim.nexusmods.com/imageshare/images/1520317-1328918261.jpg
  12. Yes I have made a dagger. It clips into the armor a little bit, but I haven't noticed it sinking.
  13. Yip that's exactly what I'm experiencing. I did further testing with numerous different vanilla weapons, and they all behave the same. It's obviously a vanilla problem.Thanks for the confirmation. Cheers
  14. I've added numerous new weapons in game. And during my testing process I've noticed that when a sword is equipped on the left hand there is no sheathing or un-sheathing animation. The right hand animations works fine. I've tested a few vanilla weapons in game to see if there is a difference. And there isn't. Vanilla weapons are also missing left hand sheathing animation. Is this a vanilla problem? Or has something gone wrong with my game? Please advise if you can so I can move forward with my testing process. Thanks
  15. I have a couple mods already on the go. The first is a port of my Assassins Arsenal mod from FNV. I have already got a few weapons in-game, but are currently just replacers. I'm just waiting on the CK to make them stand-alone. Also a quest will be created as close to the FNV questline while trying to be somewhat lore friendly to the Skyrim world. Here's a screen of the Galaxy Double Edge Sword http://skyrim.nexusmods.com/imageshare/images/1520317-1327338759.jpg Also I've been working on a huge collectible mod. In this mod I will be adding hundreds of new items to find, collect, and display in your player homes. It will be much like my FNV mod Unique Items & Collectibles. This is my latest model I just recently completed. Texture still needs to be refined a bit. http://skyrim.nexusmods.com/imageshare/images/1520317-1327955227.jpg
  16. Ok its fixed now!!!!!! I unequiped the sword ingame then re-equiped , then saved. reloaded the game and the animations work fine! woo hoo! Thanks Zion9876 for taking the time to help me out. I thought nobody would ever post a response. Cheers!! :thumbsup:
  17. Ok I figured it out. I didn't have the children set. my bad. The sword is now in game. http://static.skyrimnexus.com/imageshare/images/1520317-1327336725.jpg But now I have a whole different issue. The animations for sheathing and unsheathing are gone. Do you know what that problem could be?
  18. Oh yea I see that. Im trying to paste over it but it won't.It just adds a new BSlightingShaderProperty.
  19. Ya I already replaced it I thought. I'll re-copy the branch and paste it again to make sure. EDIT: I replaced the bslightingshaderproperty again. And I still get the same result. I might also add, this sword is not a modified skyrim nif. I created it from scratch. It was originally in a mod I made for FNV.( I get models into that game no problem ) I followed the steps in this tutorial. I'm thinking that since the weapon wasnt originally from skyrim this tutorial wont work for me. There must be something I'm missing to get this port to work. Any other suggestions is greatly appreciated. Thanks
  20. I've been trying to get a new weapon model in game. The mesh shows up, but I'm getting a purple texture(the normal map)show up and not the actual texture. I've checked my texture paths in Nifscope,and they seem fine. If you have an answer to this problem please help. Heres a screen of the sword in game. and a screen of my texture paths in Nifscope. http://static.skyrimnexus.com/imageshare/images/1520317-1327087246.jpg http://static.skyrimnexus.com/imageshare/images/1520317-1327087486.jpg Thanks!
  21. Patiently awaiting the Creation Kit
  22. All Nexus sites were working fine for me all day. Now, boom! nothing is working properly.
  23. pintocat, well it seems to be working so far. Commenters are being very reserved. I'm actually quite surprised! :ninja: And have received an additional Kudos for taking users preferences into consideration. It's all in the approach :biggrin:
×
×
  • Create New...