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GuntherTheSpelunker

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  1. I am trying to modify (for my own person use) a gauntlet from this mod: https://www.nexusmods.com/skyrim/mods/67524 Specifically, this gauntlet: What I am trying to do is create a new model in which the above gauntlet is mirrored for dual-wielding. However, it seems to use a custom animation to a. spin the barrels, b. attach to the hands, and c. wrap the fingers around the grip, as seen in this image: What I'm wondering is how I would make said custom animation.
  2. I appreciate it. Do you know which version of Nifscope would work best? (going by the dates, I'm starting with 1.0.21. Fingers-crossed.)
  3. I am trying to edit a set of gauntlets through Blender using this guide: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 However, I am finding it quite hard to follow, and it seems a number of parts are out of date. Are there any resources on this subject that are more up to date? Or should I track down the versions of Blender and Nifscope used in the tutorial?
  4. I'm trying to create a mod that would allow the player to barter with any vendor they encounter directly from their home. However, where I'm struggling is in making its functionality dynamic. Let me explain: The simplest method that I know of would be to hard-code each vendor. For instance: Lets say I have an activator in Breezehome. This activator has a function listing every vendor in the game, but will only ShowBarterMenu for those whom the player has 'activated.' The player can 'activate' a vendor by using a custom spell on them. Simple, right? Well, it would be quite tedious for me to list every vendor, and it would still exclude custom ones. So, what I'm trying to do, instead, is use a container as a list. To add vendors to the list, the player can use a spell that gets its targets name, creates a new item with that name, and adds that item to the list-container. The activator can then check the container, and ShowBarterMenu for each item listed. What I want to know is if this is possible. And, if so, how?
  5. I'm editing this mod: http://www.nexusmods.com/fallout4/mods/15228/? Currently, you can't see out the windows, because there's nothing to see. I'm trying to add an Exterior LOD Worldpsace for each of the locations to which the ship can travel. However, I need the activator that's used to move the ship to edit the Worldspace Offset.
  6. Is it possible to script an activator to edit the settings of a cell?
  7. So, I'm trying to get a view out of the windows for the interior cell that came with this mod: http://www.nexusmods.com/fallout4/mods/15228/? Initial results have placed the ship here: http://imgur.com/a/iNiVu How can I change the position of the exterior LOD to not have the ship be buried in the ground? Note: The Exterior LOD Worldspace offset settings seem to have to no effect, as the ship is in the same place no matter where I set the values.
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