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Wyldsong

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Everything posted by Wyldsong

  1. Alright, I have tried playing with various programs to work with the effects and meshes, but I seem to fail every time with getting the bound bow look/effect on a scoped bow mesh. Is there anyone that can help or point me to a tutorial of some sort?
  2. Disregard, opening this topic in another forum.
  3. Alright, I have tried playing with various programs to work with the effects and meshes, but I seem to fail every time with getting the bound bow look/effect on a scoped bow mesh. Is there anyone that can help or point me to a tutorial of some sort?
  4. Was in a bit of a rush when I posted this, so it seems I bypassed that part of the post. My custom race mod is for Skyrim SE.
  5. My partner in crime on my custom race mod who created beast textures for me is going through some health issues, so I can't turn to her currently. Is there anyone that is good with texture/dds work that is bored, feels like lending me a hand on some beast textures and getting heaped with praise and thanks on my mod pages? My work looks too blocky on the patterns for my beasts, so I need some major help (or not so major depending on your skill level).
  6. That is going further under the hood than my meager skills. Is this something that could possibly be altered, to allow these transformations access to a character behaviour graph? **Edit -- Nevermind, found the behavior graphs, and looking into some intel on them. We'll see what happens.
  7. Is it possible to remove the draw/combat ready function via scripting for shapeshifting type mods? This is a question that is beyond my ability to actually answer, so I am hoping that someone with more intimate knowledge of scripting can answer this. With my mod the Noiral, and this issue will pretty much affect the majority of shapeshifting mods (already tested two of them from the original Skyrim in SE), it seems that setting off the draw/combat ready function will cause the game to crash. With my tests with other mods, this mainly seems to only happen with creatures/monsters who don't normally draw a weapon. So you could shapeshift into a Falmer or other weapon wielding humanoid, and not crash the game when doing the draw/ready function for a weapon. Do the same thing with say a bear, sabercat, or wolf, and the game will crash. What is odd, is that if you set an attack to say whatever key you have set for the jump or sneak function, then you can use the attack without crashing the game, as long as you are pressing those keys. I am wondering if setting the attacks to these keys somehow bypasses that draw/ready function and jumps straight into an attack. So, again, is it possible to setup a script or something of the like, that would remove the draw/ready function, and allow a character in the form of a bear/wolf/sabercat/etc to attack with the regular keys without crashing the game?
  8. Sorry, I have been unplugged from the net for a few days. I am at a loss on this one. There is this odd little process, where if you go through a series of steps in BFB, you can draw weapons and press the mouse keys for attacking without issue. It lasts for a awhile, then occasionally the game will revert to crashing. If you don't mind looking at the skeletons, I'll PM you, as I am open to hearing any ideas.
  9. And for one more bit of weirdness...it seems that occasionally, going in and out of first person, or shifting multiple times, something happens to where you can press the left or right mouse key without issue. There just doesn't seem to be any rhyme nor reason to how or why this happens. Sometimes it does, sometimes it doesn't.
  10. So, I downloaded Ultimate Shapeshifter and Master Shapeshifter, converted both esps, unpacked the BSA files, placed them in the proper folders, ran a test. The more humanoid forms, no issues with pressing the mouse keys to attack. Seems like that is done without worry. I tested the Riekling and Falmer, both worked fine. Then I tested a sabrecat and bear...both crashed upon pressing a mouse key when shapeshifted. This is using the original mesh files from the original mod. I would try and add the new meshes and see if there is a difference, but for the fact that my mod was made using their techniques, and I have already tried the new meshes with my mod. I would just be covering ground I have already covered. I am at a loss here. I am not so sure it is a mesh issue anymore, but I really have no clue what is causing the issue, other than something in the new game was changed to where pressing a mouse key while in an animal form crashes the game.
  11. Here is the issue, in my mod, Noiral Reloaded, there are two spells that allow the character to change shapes into a bear and sabrecat. All of the work was based on this tutorial. In the original version of Skyrim, there were no issues with attacking and so on while shapechanged. In Skyrim Special Edition, whether I tried the old meshes or the new meshes, the game crashes every time you click the left or right mouse button. As a workaround, I was able to set up the sneak and jump keys for the attack buttons, but I am perplexed on what changes between the two games is causing this issue. I assume it has something to do with the meshes, but I am not positive... Any ideas?
  12. Well, I wish you well and hope everyone responds. There were a ton of fantastic modders on there from back in the day. Would be a shame to lose their works.
  13. So, I have had one of the more popular tat mods in Skyrim, Dragon Age, and DAII. I was thinking about maybe trying a DAI port...anyone know how hard it would be to port tats made for DA to DAI? Or is there anyone that wants to try their hand at porting the mod over, since I am not sure I will convince myself to actually do it?
  14. So, I am basically wanting a hood/scarf combo like the one in this mod: http://skyrim.nexusmods.com/mods/21125/ Combined with the black look showing from the actual hood like in this mod: http://skyrim.nexusmods.com/mods/12864 Can someone point to me to a tutorial that will tell me how to combine these, tell me how to do it, or do it for me?
  15. So, basically, when I go to edit or add a new warpaint through the creation kit, and I go through the race stuff, add my replacer texture or new texture, go to the Create Archive function, and when I go to drag and drop the modified file there, it won't take the file. Any ideas on what is going on and how to fix this issue? I am dragging and dropping from the Skyrim\Data\textures\actors\character\Character assets\tintmasks folder. Help?
  16. I haven't truly decided if I want to undertake this feat or not, but I am considering trying to port my Wyldtat mod from Dragon Age to Skyrim. Any clue if this feasible/possible? Or would this require a reworking from the ground up?
  17. Well, I definitely appreciate the help and ideas. I finally ended up settling on the armor of the black fox. Something about it with a darker color seems to go well with my rogue coupled with the blades from the Phoenix Armory. Now, I just need to actually play through and finish the game...is it sad I have spent more time modding and coming up with tats for this game rather than completing a playthrough?
  18. Well, I figured out the problem. It's not conflicting mods...I remember it working because I used it on a human initially. Elves are another story...the author never configured it for elves. Sigh...time to find another armor if I want my elf rogue to live it up in style. Thanks for the tips anyway=)
  19. Well, I spoke too soon about this armor even showing up in Origins. It has been a long time since I have actually used this armor, and I seem to remember it working once upon a time, but I finally tried loading it today, and it seems the model for the armor isn't showing, as my rogue's body becomes invisible. Any ideas? Or would anyone who infinitely more versed in this area be willing to take a look at it for me?
  20. Well, this information is most definitely appreciated DarkeWolf! I'll give it a shot when I get home tomorrow. Thanks!!!
  21. I have an armor mod that I got awhile back (it is no longer available for download), and the armor works in Origins, but doesn't show up in Awakenings or the DLCs. Can anyone tell me how to correct this or guide me to some information to help me get this armor to show up in Awakenings and the DLCs?
  22. And there is a resounding lack of answers. Alright, after a ton of trial and error, I figured out how to open spell scripts, nss files so forth and so on. The only key to the puzzle I am missing is this line: GetCreatureSpellPower What is the wording needed to put in place of "SpellPower" to get it to calculate based off of an attribute -10? (IE - Strength-10, Cunning-10, Willpower-10, etc, etc) Surely someone out there can lend me a kind word or two?
  23. A lot of mage spells have calculations dealing with spellpower. I am working on figuring out customized abilities, and I want to change some of these of these spells to be usable with warriors/rogues. What I need to know is, how do I alter these spells to go from calculating spellpower to something like cunning-10? For example, the spell Rock Armor calculates it's bonus based on Spellpower/4.0, but I want to try something like Cunning-10/4.0 in a modified form of the ability...is this done through the ABI_base.gda, or is this more of a script thing added via the toolset? How do I go about this?
  24. So, I know there is a console command to add this power (Archdemon Vortex) for your character, but what I was trying to do was play around with it and make it into a usable spell to see if it was possible. So far, I have been unsuccessful, as after I finish making my GDAs (ABI/guitype stuff), I still cannot get the power to show up in the spell list. Has anyone successfully made this into a spell? Can anyone give me some tips or ideas? I am using the below as my basis for working with this ability (I've already been successful in changing some spells to talents and such): http://social.bioware.com/wiki/datoolset/index.php/Adding_a_New_Spell_Tutorial
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