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wazwolf

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  1. Thank you! I haven't tested it yet. I pulled up other spell effects to compare and contrast. I see now how to make the player and companions not get hit. But do you know what happens if I change the 'Run On: Subject' part to either 'Player' or 'Target' or 'Combat Target'? Just curious about those, if they'll allow me more customization in other spells, or will make the effects fall apart.
  2. I want to make 2 explosion spells that only hit hostiles, to stick on a follower. Everything works except that I can't figure out how to make the spells not hit me when the follower is blowing stuff up. I simply pulled the scripts I needed from the CK, to add them to the new spells I made. It was all just patchwork stuff of already existing items. I suspect I need to alter Explosions somehow with a script, or alter these 2 spells to be like Explosions but without the friendly-fire aspect. Anyone able to help me keep friendly-fire intact with the game, and only remove it from my selected spells?
  3. Re-textures of the head and body should be easy enough, if work intensive. Someone retextured the summonable dragon to be scaly and bird-like with feathers. Truly awesome. After retexturing, your Khargoniit will look less like a head and body joined by Dr. Frankenstein and more like a seamless creature. In Oblivion, it was easy to take the 3D head out of the game, model it, and place back into game with no issues. I made half-human half-argonian creatures which looked seamless. Kinda looked like Lord Voldermort actually lol. I have not tried to find the way to do that with Skyrim, since I haven't done anything in years. I imagine you could merge the Khajiit and Argonian heads (just to see the features in juxtaposition) and set min and max extremes for the features. This way, you get rid of the Khajit and Argonian looks and make something truly unique, in the middle. And it might avoid a headache with head armor, since their new features (except horns) shouldn't pop out of existing pieces. You'll need to fix a lot of floating hair though I bet. I find this stuff not difficult to do, just time consuming to learn and look up answers to issues. I wish the wiki was full of more detailed information.
  4. It is Bethesda being lazy. ArenaNet made their races vastly different and took the time to change the armor to fit all those different models. But as long as people rush out to buy the next thing, there won't be any changes. Why bother changing something that will take more time if people only casually complain while still throwing their money at you? Just ignore them and keep on. The fact that only a handful of modders (and not a whole team, just 1-2 people doing all the work) always fix this issue in each game and redo the armors shows how Bethesda is cutting corners. Casual customers are left to patch the game that Bethesda should have fixed. We need to get unofficial patches to have a working game lol. I say just buy the game when it goes into the bargin bin type sales. If you feel the game is worth $60 fine. But if you feel it is only worth $12, wait and get it for $12. Then the bugs seems minor, since you nabbed a great game for $12 (I love steam sales). I ignored Skyrim until it fell under $20 for the whole package, learning my lesson from Oblivion. Convergent evolution (even in magic) would explain similar anatomy between man, mer, khajit, and argonian (plus the rest). But not the 5 fingers, 5 toes, and 2 breasts model. Things would be similar, not exact. It is nice to see work on the beast races, but always hard to get truly into them when they are half-assed and the mods fixing them are just a wee-bit shy of perfection.
  5. I know this should be simple, but I'm lost for now. I want to make a change to the "Fire Wolf" summon. This is the original script. It is the spell that explodes when the wolf charges after an enemy. But I'm trying to make two changes. One, I don't want it to harm friendlies, only hostiles. Two, I don't want it to blow up the caster when enemies are out of range (which is mostly moot if #1 works). Scriptname spellSummonDraugrBomb extends ACTOR EXPLOSION PROPERTY fireballExplosion AUTO EffectShader Property AtronachUnsummonDeathFXS Auto BOOL doOnce=TRUE EVENT onLoad() utility.wait(5) IF(doOnce && SELF.is3DLoaded()) SELF.placeAtMe(fireballExplosion) doOnce = FALSE utility.wait(0.1) disable() utility.wait(0.5) delete() ENDIF ENDEVENT EVENT onHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) IF(doOnce) SELF.placeAtMe(fireballExplosion) doOnce = FALSE utility.wait(0.1) disable() utility.wait(0.5) delete() ENDIF ENDEVENT EVENT onDying(actor myKiller) AtronachUnsummonDeathFXS.Play(self) ENDEVENT
  6. I had the same issues. I was messing around with the Odvar follower. Are you using the Creation Kit? Or something else like NPC Editor? (use CK) And are you trying to change her face and race with information that is in other mods? Cause if so, you have a lot of little works to do to make it work. You might need to get TES5edit then. If you need to just reference assets from another mod in order to change her (but don't need to also change those other assets), you can load the follower mod, the skyrim master, and the other mods needed for her changes in TES5edit, then add the mods she needs to use as "master" for her mod. Like for example: you need orange eyes from an eye mod, so you load it up in TES5edit along with Selene, then add master to Selene, and check the orange eye mod. This won't make the changes, it just lets the game know where to look if you do make changes. Then you load the Creation Kit, along with the orange eyes, and Selene. You set Selene as the active file, change her eyes, and save. It should work fine. But if you need to mod the orange eyes to, say, 3D orange mushrooms bursting out her skull, then you need to load only the orange eye mod in CK as active, make the changes to ridiculous 3D mushrooms, save, then load the new "orange" eyes in CK again with Selene as active. Then you change Selene, save, and it should work, with her now having the 3D mushrooms for eyes. Google/Bing for GEMS and click the second tab (I think) and look at the video explaining TES5edit. Unfortunately, I'm still new myself, and only been running into tutorials by chance, since many tend to have poor keyword searches.
  7. Unfortunately, it isn't consistent. Any loading screen causes the NPC to unequip again, going back to default. He seems to love walking around in dirty farm clothing with heavy black metal helmet, gloves, and boots. I can call him Don Quixote I guess. Odd fellow. I got a work around for now. I went into the Creation Kit and made a new outfit for him of the armor mod I wanted him to wear. Had to mod the Armor mod to make the outfit there, save it, then mod my follower mod to use the outfit, save that, then go into TESedit and set the armor mod as a master to the follower mod. Easy lol. But figuring that out took many a bings and googles. Now to just figure out how to script to avoid having to take multiple steps. Since I might want to change his gear again without needing to mod him every time. Plus I want to add a spell, but script away the self damage aspect of it.
  8. This helped me as well. Steve40, I notice all the forums threads I have open on my browser have you in them. In fact, I'm usually keeping them there using your info as reference points. I still have a question though about "Attack Data" for the races, and their default settings. How do we know what is safe to change? I want to edit a follower mod that currently does melee attacks and only 2 magic attacks. I want him to become more of a caster, as he is quite soft. I added more spells to him, but he never used them. So I went looking around. In Attack Data, there seem to be a lot of left/right melee attacks, but nothing for his two spells that he does use. He won't use anything except his default spells and not the new ones I placed on him. But in his attack data, under "attack spell", every option is called "meleespell". Maybe the author created a custom "attack spell" somewhere in Creation Kit that I haven't found? (which allows the NPC to melee often and cast when cooldown is ready? so therefor it is all just one option--meleespell?) None of the Tutorials ever touch on the Animation and Attack Data parts. I'd like to make it so he keeps his right hand with a weapon and his left randomly using spells. If I can figure out behavior priority, I'd like to reduce the randomness... Edit: uh duh. I found http://www.creationkit.com/Race#Attack_Data_Tab Of course, the main page for Attack Data was empty and redirected me to that page =P So I think Attack Data tab only applies to melee and spell effects caused by melee? Not actual casting. If this is true, I'm looking in the wrong place, but at least can make 360 degree circle attacks and cause poison strikes lol.
  9. Reading through this thread has been a tremendous help. I'm glad this exists. Did you ever figure it out Dkraz? I'm currently about to dive in myself and try to change the races starting attributes/skills/abilities. I was hoping it would just be altering values of already existing abilities, but seems I'll need to look into scripting. About to read Maverick's links. If you found anything useful, please post. =)
  10. So if I remove their outfit, and give them a new piece of clothing, they walk around naked. In combat, they might equip it, then go back to being naked. Is there any script to force an NPC to stay in their new clothing/gear? I notice a voiced follower mod with a black Khajit in a jail cell is naked, so he must obviously remember to wear gear we give him. Or he is scripted to disappear and is replaced by the same looking NPC with same name but now clothed.... Please, any ideas or pointing me in a direction? Seems there are scripts that force followers to change into outfits based on the cell, like if the cell is "home". I run UFO and will happily switch to AFT or another if need be, but UFO seems to be the most compatible with mods, even though it isn't supported anymore.
  11. Any other suggestions? I use UFO and the outfit always reverts when combat ends. Highly annoying to have my rich follower wearing his old begger outfit.... then suddenly back into his regal caster gear. Staying true to his roots I guess? I can use the Creation Kit, but that is highly game breaking if wanting to change outfits on a regular basis. Is there a command to delete the game outfit, force the NPC to equip the new outfit, AND have the NPC not take their clothes off upon a new load screen? I can remove it, force equip, but no way to force the new gear to be considered an outfit...
  12. Ac3s, got the same error. Not the opposite part, but "triangle 115, edge 2 should be linked to triangle 116, edge 0, but it is not". I looked at the area in the Creation Kit but can't make much sense of it yet. I'm playing around modding my mods lol, but so far only changing NPCs. The terrain seems a bit more scary, since I was hoping the error in question of these "triangles" would jump out at me. My mod doing this is Eagle's Nest, a home mod. The author has it in his description he intends to fix it at some point, but it seems others are crashing and I don't want to take the risk if I'm able to "link" these areas "easily".
  13. I don't think he does animations and scripts. I think it was only armors. My post is poorly written, since it is so broad. Mainly, I'd love Sif. Secondly, I request the mushroom monsters. Third, I request anything that might inspire a potential author. The rest of the post was just examples and ideas to inspire. I'm highly interested in playing around myself and trying to make a nice mod, but for the sake of time, it'd be better for anyone with know-how and interest to go running wild, however they saw fit. It'd take me a long time, since I'm barely scratching the surface and don't know anything about programming or making custom models and animations and scripting events. But couldn't hurt to ask the guy, especially if he already might have interest.
  14. Noticing mods like Pikachu as a pet and such, and wondering if someone might want to take a stab at Dark Souls monsters as creatures in Skyrim. Seems there are many nods to other games, with some being direct rip-offs. Fair Use can cover the nods. I'm particularly interested in the lore-friendly aspects of how the creatures look and can fit in. And also like the fact that someone would take creative liberties to change the looks too. (for instance, Knight of Thorns armor mod for Skyrim is a nice hint toward Dark Souls, but a little too direct as the dimensions are thin. Hard to picture a Skyrim skull fitting inside such a helmet) I could picture the giant mushroom monsters from Dark Souls as archmage-type casters. The fungi equivalent to a spriggan with a humorous look. Serious but comical. Fat evil mushrooms. I can see them as monsters, an NPC, a summon, and a companion. Waddling the whole time. But the main thought I was hopping a modder could go for was the giant Wolf with the sword. His name is Sif, and he holds the sword in his mouth. It would be nice to see if a modder was interested in combining that idea with Amaterasu from Okami and making something darkly Skyrim original. Thoughts?
  15. Oh thank you so much. This is perfect. I can't wait to try. This way, I can select any NPC and make a file for it.... nice! For the armor issue, thanks as well. I was indecisive. My original attempt to make a mod to change a mod caused conflicts, and at one point I spawned two of the NPC. The original was 100% intact (voice and scripts) but had my new changed hair color (but default hair) and would never change his farm shirt. The clone had the changed looks, was mute and dumb, naked, but would wear anything I gave him. lol. My brain was having trouble wrapping around why it split in half like that. Now I'm directly altering the mod. No more conflicts.
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