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GuntherTheSpelunker

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Posts posted by GuntherTheSpelunker

  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: 1m7Yp2y.png

     

    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: 67524-7-1436047431.jpg

    What I'm wondering is how I would make said custom animation.

  2. Blender 2.49 and its associated nifscripts work fine. I use them. You can use Blender 2.7x though I have not used it successfully myself yet as a I ran into an error I couldn't fix.

     

    Blender 2.7 export: https://beyondskyrim.org/exporting-blender-2-7-skyrim/

    Blender 2.7 exporting rigged meshes: https://beyondskyrim.org/rigging-from-blender-2-7-to-skyrim/

     

    Nifskope 2.0 versions don't seem to like some of the changes needed for getting a Blender 2.49 export ready for Skyrim. Nifskope 1.2 works

    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'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?

  4. 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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