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MrMino

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Everything posted by MrMino

  1. If you open your climate you can see which weather your worldpsace is using. Go to weathers and locate the ones being used by your climate and in the General tab under Type (It says Fog Near by default) you can set the effect lighting color. http://www.creationkit.com/weather gives descriptions on what everything does.
  2. The easiest way would be to change the effect lighting color in the weather settings. effect lighting changes the colour of most moveable static FX (fogs, clouds, water etc.) in an exterior.
  3. Aside from that)) What was I doing wrong when animating\exporting? perhaps you didn't re-key those specific joints. Sometimes a joint needs to be key framed again otherwise you get the odd deformations you're experiencing.
  4. Did you go to quest02 and under quest stage 10 put setobjectivedisplayed(10)?
  5. The winterhold quest has the guided tour. Is this part of a scene? I have problems like this with scenes unless I split them up into smaller sequences. Try making a new scene segment just for the part where the NPC escorts you.
  6. it's just for testing out your animations to see if they work OK without having to boot up the game. So if your new custom staff walk/run animations are playing in the CK that would be a good sign it will work in game. Nonreplacer animations arn't possible. This just saves time having to delete an existing file and copy&pasting the file name every time I edit an animation. Could be a mistake in your folder path if you made it yourself? Try unpacking all the animations files from the .BSA.
  7. By nonereplacer files I meant that the CK will read any animation files placed inside the games animation folder, whatever they are named. here i'm looking at rightaimloop, which is my own file but it eventually replaces staffmagicright_chargeloop because that is the 'aiming' animation for a staff. You can see there are no weapons being held in the CK it's just for previewing the animation, but combined with a new staffmagic_chargeloop (left), ingame result.
  8. make sure to unequipped any staffs you are holding or have sheathed. your animation won't appear if you are already holding a staff, or it would appear all messed up for me otherwise. each animation has a left and a right... so staffmagicwalkrightarm will only affect the right arm when walking. The best way to test out your animation is using the ck in the actor-animation tab. it reads nonreplacer files so you don't have to rename the file everytime.
  9. Hi, Could you please help me with a script as part of a scene to make a group of NPCs suddenly appear. This is how the scene plays out: You walk into a deserted town with a friendly NPC and at some point hostile enemies appear out of nowhere, surrounding the player and attacking. I would be very grateful if you could provide any advice on how to achive this. cheers
  10. It could be done with the hkxcmd animation tool and 3dsmax to modify the player skeleton. I was able to reposition a specific skeleton bone to change whereabouts magic effects are fired from when using a staff, so it's possible if you were to reposition the back skirt bone upwards a bit in 3ds max for all running animations. Since weapon types (1 & 2 handed, staff, magic) each have their own running animations, you would have to reposition that specific skirt bone for the running animation of each weapon type. Otherwise find the leftdiagonal animation file (using the Actor animation preview tab in the CK) and replace it with the runforward animation files and see what happens.
  11. Hi there, Please excuse my ignorance but will this allow us to create new 'Anim Types' for weapons? i.e onehanded, hand2hand, staff etc? Or is this for something else? Thanks
  12. This is what I did to make a Dwarven beer fountain you drink from and will work for a shrine too. go to furniture and find DrinkUnderForgeFountainMarker. It's a big marker with no model and it plays an animation when activated - werewolfceremony, which makes the character drink from a bowl. delete werewolfceremony and replace it with isgreybeardpraying. there are a few other prayer animations but havn't tried them. place the shrine object behind the furniture activator (I didn't use a model for the furniture activator itself because I wanted the character to pray a slight distance away from the shrine). How do you create a trigger so that instead of clicking on the object to activate it, it activates as you walk up to it?
  13. Hi, How do you prevent dragons from passing through the floor and through objects during flight? They land on the ground and engage combat, but during flight they are sometimes passing through objects and the ground plane, flying underneath me. They are all linked to their own perch ref. Also I'm trying to make an activator that when used, activates an explosion a distance away. I've tried taking the catapult explosin and making it a parent/child to a pull chain so it acts like a kind of detonator, but nothing happens. My alternative has been to create a furniture marker that casts a spell that has an invisible projectile that then explodes when it hits an object infront of it. But why can't I parent some activators to one another whereas other are able to be parented to things like an activation lever? Cheers
  14. Animations wouldn't work for me when exported from 3dsmax 2012. no data in nifskope. Turn only these on: mesh: -generate strips -collapse transforms -zero transforms Skin modifier: -Export skin -enable multiple -generate partition Miscellaneous: untick everything export: untick everything
  15. OK You don't need to add notes to a human or npc animation. I think the plugin maker only used monsters, that's why he says to include notes. But for human animations the start and end notes are there already when selecting the Root bone. You can move the notes if you want to shorten or increase the length of the animation sequence.
  16. Are you animating the skeleton or are you adding animations then animating the skeleton? I have got new animations working.
  17. Hi, I am also trying to understand how to do this. non replacer animation files that have been placed in the games animation folder do atleast appear under the actor-preset menu animation tab where you can see it played within the geck on a character model. I just don't know how to go about creating a new 'animation set' for them In anticipation for the CK I spent last night creating a new set of animations for a pistol which replaces staffs but would like to have an entirely new set of animations for it. cheers
  18. The magic effect is part of the character skeleton. Magic spells are a bone that follows the hands and the staff is the same but it's quite a distance from the hands. I think what you will want to do is increase the charge time of the spell and change the 'prerelease' magic animations (preready, precharge) to something else that looks more like a 'charging up' animation go gameplay-animation to view animations. Let me know if you figure out how to eliminate the charge time for 1 tap shots. cheers
  19. Hi there. Matth85 has listed some good techniques and tools you should try. For the most part I don't think much modelling knowledge is required if you rely entirely on the games models and textures and create from what the game provides. keep it simple and just learn the procedure for getting stuff into the game first. By using the game files provided half of the job is already done for you and the process is more akin to assembling a boxed toy car. If I were to create something from scratch with no previous experience It'd probably take a month to produce anything before it even gets into the game. For blender, a useful thing to do is import a game model and go into edit mode (or it might be called vertex mode?), hold the L key and you can select individual parts of a mesh, dismantling the object. Start off simple by combining different parts of two armour or npc models. goodluck,
  20. Thanks for your both responses. Yes I meant the 1024x1024 vanilla game textures not 1098. So i should limit the amount of textures to 2 or 3 on an armour model. An armor I have uses four different 1024 game textures. I have the body skin texture, most of it uses the sphere centurion texture, the thighs is dwarven armor and the boots (they're part of the armour itself) use the steam centurion texture. Looks like I'll have to halve the size of the boot texture. Thanks for your help.
  21. thank you for the response. I have made several armors and have not been skimping on details. wrong thread, but I was also wondering about textures and would appreciate any advice. What is a reasonable limit to the amount of different 1098x1098 vanilla game textures you should apply to a single armour model. I see most vanilla armours use 2 texture sets (1 for skin). Is there a limit I should stick to? cheers
  22. I managed to get the top parts of the dwarven guantlets hidden in first person when I made an armor. check out the first person screenshot: http://skyrim.nexusmods.com/downloads/file.php?id=4819 I set the top half to 38. Problem is that there will now be an invisible section of wrist when wearing most armors in first person with the gauntlets and you will need to compensate the upper section of the gauntlets with the wrists of the armor model I made.
  23. Is there any way to have boots attached to an armor model to prevent you wearing standalone boots - like how some robes also cause a helmet to be removed. I need the boots of the armor model to prevent you from wearing other boots. how can I achieve that? Useful stuff here. Cheers
  24. I get that a lot from using skin wrap or sometimes when two skin-wrapped objects overlap eachother. Painting over those bad spots without blend weights fixes it. Do you get weird vertices pop out in the shadows when facing sunlight? You can identify where they are one the body through the shadows and paint over them. You have to be outdoors though. I'm using 3ds 2012, have people had similar problems in other versions?
  25. Hi, Good to see you've been succesful in animating armour. I have tried to animate a piece of an armour mesh using nitransforms but I'm a nifnoob and can't get it to work. Could you please explain what you did. It is animated in Nifskope but the object does not move in game. The pic is how I have it setup. Thanks
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