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Levionte

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Everything posted by Levionte

  1. And make sure to fill your property with auto-fill if you've named it the same, or otherwise manually. Then your script would say something like NewProperty.Enable() - obviously replacing NewProperty with whatever you named it.
  2. From a cursory reading, it doesn't seem like the goal of that project is to create modular armors so much as it's to provide modular pieces to people who want to make mashup outfits. Also, as a mod author, if you're expecting people to fall in love with your project and contribute to it, you're most likely going to be very disappointed. I'm not saying it doesn't happen occasionally, but you really shouldn't count on it. I realize the mod has only been up for a short time. But, the fact that it only consists of 2 and a half belts that the mod author apparently didn't even do himself leaves me very pessimistic about the future of this mod. I'll agree that female characters have a larger outfit selection overall. But a lot of that has to do with the fact that they only ever wear a quarter of it at a time. Ba-dum, psssh.
  3. You shouldn't need to add any properties, but you will need to fill them out. They should all auto-fill, except potentially the global variable depending on what you named it.
  4. Glancing through the CK entries, it looks like there are four different versions of the sun damage spell? If my memory serves me, I think your symptoms get worse as you go without blood? You could do some checks to find out which version the player has, remove it, and set probably a global variable to keep track of which one. Then, on the other end, you add the spell back depending on which variable you set. This requires you to make a Global Variable called VampSunDamageGlobal or whatever you want to name it: Which makes the exit something like: I don't know if adding and removing the spells would break the "without-blood" timer or anything else. Alternatively, the spells have a condition to be turned off during an eclipse, from Auriel's Bow I believe. It might be easier to just set the eclipse global to 1 and not touch the spells at all, then set it back to 0 when you're done. I don't like messing with vanilla stuff like that, but in this case it might be a better alternative. That would probably require Dawnguard as a master so you can change their global. Although, the above scripts might as well. I know Dawnguard makes changes to all the vampire stuff, including the sun damage. But I don't know in what ways they are changed. Adding a "Counter" would require making four spells that do exactly the opposite of the sun damage, then adding that spell to the player instead of removing the sun damage and vice versa on the exit.
  5. I'm not sure there is a way to make it unequipable. If it was me, I would add a script to the left-hand sword with an OnUnequipped event to re-equip the sword. Something like: Event OnUnequipped(Actor akActor) If (akActor.GetEquippedWeapon() == SwordRight) akActor.EquipItem(SwordLeft, 2, true, false) EndIf EndEvent
  6. But isn't the first entry listed at 0? I want it to run on that one too.
  7. This is probably a dumb question as this is my first attempt at using form lists in a script. The loop counter and everything in the script works fine aside from finding the correct actor from the form list (it returns it as None). Am I just writing the line wrong? I copied the format from an example on the creation kit site, and it compiles fine. It just doesn't work. FormList Property TeddyBearActorList Auto Function BearRecruit() Int BearIndex = TeddyBearActorList.GetSize() While BearIndex >= 0 BearIndex -= 1 Actor akBear = TeddyBearActorList.GetAt(BearIndex) as Actor ;This is the line that won't work akBear.SetPlayerTeammate() Debug.Notification(akBear + " is your friend.") EndWhile TeddyBear_Dialogue.SetStage(10) EndFunction
  8. You should use a 3d editor like 3DS Max or Blender. Short of that, Outfit Studio can import meshes, let you move it around and export it again. Plus it can be a lot less intimidating and more user friendly.
  9. The easiest way I can think would be to setup an AI package, either on the actor or on the actor's quest alias, that tells the character to Travel to your Xmarker. You setup the conditions on this AI Package to not run until this moment, looking at your script, probably GetStage QuestName 20. Then once the character reaches where they want to go, you want this AI Package to turn off, so you need to make sure the conditions are no longer met once that happens. Either add another condition for current cell, or maybe change the quest stage once they get there, etc. I think the "correct" way would be to have this conversation via Scene. And during this scene you tell them what to do in a similar way. Here's a tutorial that shows how to set it up. It's a really long video and it's not brilliantly made, but it has some useful information once you get over how he pronounces "Papyrus."
  10. Does anyone know how to change the impact sound for an actor? To clarify, I'm talking about the "crash" sound that's made when the character is struck by any type of attack. I've tried making new impact sounds and an impact set, which is assigned via custom material type in the Race entry in the creation kit. It really seemed like that's what I was looking for, but it's not working for me. And I tried adding "hit" sounds to the actor in the actor entry, but that didn't do what I wanted either. I don't want the character to "say" this sound, I want to replace the actual impact sound effect. Any help would be appreciated.
  11. Definitely doable. What you're looking is AI Packages that you'd probably assign to the npcs (in the actor entry under the AI packages tab). You can setup conditions in which the packages take place on a schedule in which to do things. I can't say I've ever looked into dragon attacks, I'm afraid. My guess would be that it's just a random quest that starts and spawns a dragon. In which case, you'd have to look at the conditions required to trigger that quest event and make sure your world space qualifies.
  12. The easiest way to resolve your problem would be to open up your face geometry mesh(es) in a 3d editor and manually move the mouth a little to prevent clipping. In regards to your 're-pathing' suggestion, you can make a custom, head-part entry in the creation kit (a new mouth); within which, you can point to whatever .tri file you want. Unfortunately, the CK is kind of dumb about mouths and you can't assign a different one without changing the race entry (or making a new one to prevent conflicts). And of course, if you wanted to release your mod, you'd need to get permission to include the .tri file from whoever made them.
  13. Nice looking swords. If you have even a tiny bit of Creation Kit experience, you should watch this tutorial and try to do it yourself. Weapons are really simple to do. For how long it must have taken to make and texture the swords, surely it's worth the 10 minutes to get it in the game.
  14. Edit: Found someone, thanks. Hello. I'm in need a voice actor for a follower I'm working on for Skyrim. The character is a small teddy bear tentatively named Rupert. You can see an image of him here and a video of him in action here. His textures and body mesh are still early WIP. He's going to be a relatively simple follower, probably consisting of 200-400 lines of dialogue. It'll be standard commands (recruit, dismiss, trade, etc.), combat sounds, general commentary on locations and quests, and maybe a conversation or two. The dialogue lines haven't all been written yet, so if you have any ideas or input I'm open to them. The character is technically male, but he is a teddy bear; so I'm accepting applications from anyone who has a good 'Teddy Bear voice,' man or woman. I'm not hung up on a particular voice type, so long as it fits the character. All I ask is that you please have a decent microphone, as sound quality is important. If you have any software proficiency related to sound engineering that's a plus but not a requirement. The samples lines include: "Try not to run too fast, I have short legs." "Will you carry me if I get tired?" and/or "I'm a lot stronger than I look." Any who are interested, please send me a PM. I don't care if you upload to soundcloud/youtube/something else or send me the sound files directly. I just need to be able to hear it.
  15. When you say "facegens," do you mean the texture files in the data\textures\actors\character\FaceGenData\FaceTint folder? If so, I can't think of a reason why they'd be very large. That file applies things like skin tone and makeup. It doesn't contain any fine details, just coloring. Which is why they typically export at 256x256 by default. I suppose it might technically be possible to do some kind of specific effect that's applied to the face using that file; you'd have to open it up and see what it is to know for certain. But that's not what it was intended for, and probably not the most efficient way of doing it.
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