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Everything posted by KraGeRzR
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Just another bump - hopefully more people see this and perhaps respond with something relevant. I'm surprised that there's so little knowledge about this stuff on the nexus...
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Just found this thread after some time. I wonder if it's still open. Anyway: I checked out the Sawmill scripts in the CK, to check how they run animations, since I was checking them for info on another thing - and found out some interesting details. The script in question is ResourceObjectSawmillScript.psc, and uses stuff like this: Event OnLoad() RegisterForAnimationEvent(self, "DestructionComplete") ; sabotage complete -- *** ALL children scripts of ResourceObjectScript MUST register for this animation RegisterForAnimationEvent(self, "MillLogChuteIdle") ; log is loaded, ready to cut RegisterForAnimationEvent(self, "MillLogIdleReset") ; log cutting animation complete RegisterForAnimationEvent(self, "MillLogPileLoadStart") ; log loading animation started endEvent
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How to make custom texture mods work with HighRes Texture Pack
KraGeRzR replied to SlackerLX's topic in Skyrim's Skyrim LE
Here OP: http://forums.nexusmods.com/index.php?/topic/555176-bethesda-hd-pack-override/ That thread needs sticky. Simplest way of doing it possible. -
I tried to build about 20 high level mods, but no one knows anything about how to do them, so I'm stuck. :( So instead I'm just trying to build a drop torch mod so in combat or when mining you still have light.
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As an extension of this, how do I define a new key in the game, like Middle Mouse Button, and run a script for it when pressed?
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Yes - containers are safe by default unless the Respawn option is checked.
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Since there's a new issue posted every few moments, some questions get dropped back multiple pages in a few hours, and are never answered. My suggestion - ask all questions and post all answers in this thread, and I'll keep it updated with replies to those questions as they come on in. Post in here with any more questions, and they should be added to the list and answered shortly. For now I have URLs to other threads - hopefully we can phase them out as most of the questions get asked and resolved in here. I'll begin: Q How can I use my favorite texture mods and the new Bethesda high rez texturs? A Rennn http://forums.nexusmods.com/index.php?/topic/560389-how-can-i-use-my-favorite-texture-mods-and-the-new-bethesda-high-rez-texture-pack-at-the-same-time/#entry4545289 || Me http://forums.nexusmods.com/index.php?/topic/560389-how-can-i-use-my-favorite-texture-mods-and-the-new-bethesda-high-rez-texture-pack-at-the-same-time/#entry4545314 ============================== Q Simple Creation Kit Problem A JDFan http://forums.nexusmods.com/index.php?/topic/560391-simple-creation-kit-problem/#entry4545758 ============================== Q Editing Werewolf settings. Duration as Werewolf etc A MofoMojo http://forums.nexusmods.com/index.php?/topic/560444-editing-werewolf-settings-duration-as-werewolf-etc/#entry4545733 ============================== Q Scripting: Moving the player A Need Answers ============================== Q Fill Soul Gem Command? A Need Answers ============================== Q Changing Lift Weight Restrictions A Need Answers ============================== Q How to get event when a book is read A Need Answers ============================== Q Something about animation modding A Need Answers ============================== Q Fill Soul Gem Command? A Need Answers ============================== Q Multiple "Enable Parent" at once? A Need Answers
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My question was - do you get "Bad allocation" when exporting in other formats? If not try checking your export settings for the .kf
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I ran into a similar problem modding Fallout New Vegas. I'm interested in finding the answer to this as well.
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Excellent
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Editing Werewolf settings. Duration as Werewolf etc.
KraGeRzR replied to ObLars's topic in Skyrim's Skyrim LE
Aha - I was still hunting for that... lol @ forgetting to check script properties. Regarding the jump height - I still have no clue - I would love to find this out myself. -
Have you tried exporting into a different format?
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I meant begin the entire plugin from scratch. However, since it's just a plugin, I recommend making sure it's back to defaults, and just being more careful in the future. I wouldn't worry.
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Editing Werewolf settings. Duration as Werewolf etc.
KraGeRzR replied to ObLars's topic in Skyrim's Skyrim LE
Looks like it's defined in a script - at least the time spent as werewolf part is. The script in question is the one linked to PlayerWerewolfQuest, and it's called PlayerWerewolfChangeScript. -
It's impossible to alter the master file in the CK, if that's what you're concerned about. You'll need to rebuild the plugin file you have set as Active Or you could just make sure it's back to default and don't worry about it since it's just a plugin.
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Watching this thread... I plan to do something similar with Lanterns - make usable lanterns that you can fill with Dwarven Oil or Soul Gems or Horker Fat.
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Sounds like a bug that's going around in the Creation Kit at the moment.
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Thanks for the tip. That's going to make quite a few things quicker.
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Scriptname ChickenDispenser extends ObjectReference Event OnActivate(ObjectReference akActionRef) Game.GetPlayer().AddItem(FoodChicken, 1, true) endEvent FoodChicken is the editor ID in the CK - FoodChickenCooked for cooked. Change the "1" to whatever amount you want. Not sure if this works myself, since I'm a noob as well.
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All the good mods will probably take a long time to build. Since the Creation Kit came out this month - 6 months and we might begin to see some quality mods... I'm working on a lot myself.
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I've figured this one out, more or less. I took a look at the mod for Oblivion and scavenged the scripts used to drop a lit torch in order to get an idea of what direction to go. Happens to be quite a lot simpler than I thought.