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InAComaDial999

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  1. At the upper left, click Mods, then select My Download History. You'll only see the mods you downloaded for whatever game's page you are on.
  2. Yes, same here. Been this way for the last couple of days.
  3. The old "changelogs" was better than the new "logs -> changelogs" thing. It's annoying having to click through more stuff instead of just clicking a single button, especially since the site now performs so much more slowly than before.
  4. Flat design is a horrible trend. The old design is much better, friendlier to the eyes, and easier to navigate. On the old site, you can tell exactly what is a link or button and what isn't, while the entire new site is flat and only identifies controls when you mouse over them. The new design also lacks the convenient features of the old one, like the ability to see a summary of the Hot Files mods by mousing over them. Like someone else said below, the entire thing looks like make-work for a web designer. Unneeded and unwanted.
  5. Markdf is working on porting his Skyrim Tools to SSE. This is IMO the best save cleaner for Skyrim. The main issue facing this type of tool is that SSE saves are compressed with a variant of LZ77 and nobody has quite figured out how to access them yet. Once someone comes up with a routine to decompress them, tools like this, and the savegame features in Wrye Bash, etc, will be much easier to port over.
  6. For the carriage drivers it's done in CarriageDriverScript.psc. For the horses (they are restrained as well) it is done in CarriageSystemScript.psc. Not sure where the vanilla torture victims are done. I helped out on the "Dawnstar Sanctuary Expansion" mod, in that one we attached a simple 4-line script to the additional torture victim actors: Scriptname RestrainTortureVictim extends Actor Event OnLoad() self.SetRestrained() EndEventOf course, these are meant to be permanently restrained. In your case you would need to do it in a quest script since you want to release them eventually.
  7. The function you want is indeed setrestrained. ActorReference.SetRestrained(true) to restrain them, and (false) to remove it. When they are restrained they won't move no matter what; this is used not just for shackles but for things like the drivers in the carriage system.
  8. Yes. The armor itself will work fine. Armor that fully covers up the body will work 100%. However, because the UNP and CBBE bodies have different texture mapping, visible skin may look strange depending on which parts are revealed.
  9. Outfits are a separate category in the CK, found under Items in the Object Window. Create an outfit and add the items you want to it. Then set that as your NPC's Default Outfit in the Inventory tab of the Actor window. Note that Sleep Outfit is never used, only Default Outfit is. If you change an NPC's outfit in the CK and that NPC is already in your savegame, they will probably show up naked anyway. If so, take any items they have in their inventory, then select them in console and type "resetinventory". That will apply the new outfit.
  10. N.B. if that sounds like a pain, you can always edit your mod with TES5Edit and use the "Skyrim: Copy VMAD Subrecord" script to copy all of an object's scripts to a large number of other objects. Definitely beats doing it by hand in the CK.
  11. Honestly, most modders end up making clutter completely static, or using scripts and/or collision boxes to keep them from getting pushed around. Vanilla scenes end up becoming a mess really quickly. Just go to Jorrvaskr a few times and you'll see what I mean; it looks great until someone sits at the table, and then plates start vibrating and food starts sliding around. And how many times have I walked into the Winking Skeever and seen that one silver plate and its sweetroll go catapulting across the room? Best thing to do is set the object(s) to use the defaultDisableHavokOnLoad script. Make sure to edit the script properties and set HavokOnHit to false. HavokOnHit defaults to true, which causes the reference to return to normal havok processing when bumped, which is definitely not what you want for a dinner table or similar setting. This will make your items stay where you put them, but allow them to still be picked up.
  12. Data/meshes/author-modname/ Data/textures/author-modname/ and even better if you package it into a BSA.
  13. AFT Dragon Combat Overhaul Dragon Soul Relinquishment Immersive Creatures Immersive Patrols Improved Dragon Shouts Inconsequential NPCs Interesting NPCs Lanterns of Skyrim Racemenu Relighting Skyrim Scary Nights SG Hair Pack 268 Skytest Whistle I use a lot of mods but those are the ones I really wouldn't play without any more.
  14. SKSE has the SetEnchantment function for that. There is no function to do that in vanilla, however.
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