Jump to content

rkkn

Members
  • Posts

    109
  • Joined

  • Last visited

Nexus Mods Profile

About rkkn

Profile Fields

  • Country
    None

Recent Profile Visitors

4363 profile views

rkkn's Achievements

Collaborator

Collaborator (7/14)

0

Reputation

  1. So, what, is it just not possible? Do you just have to visit the site periodically, and everyone accepts that sometimes things will go unnoticed for months?
  2. I don't visit the site often, so if someone asks a question in the "posts" section on one of my mods, it can be a few months before I see it. It gets added to the list of notifications in the top right, but that's it. I have to actually visit the site to see it. And strangely, the notification settings page has a huge list of options, but nothing regarding emails.
  3. this is typically done with a plugin. A plugin that changes the armor's associated Armor Addon, which contains all the visual info such as the .nif name
  4. The topic lists look awful at least on desktop. There is a huge empty space between the title and date of creation on the left, and the latest post and number of replies/views on the right. Trying to view both sets of info for a topic feels very awkward and unnatural.
  5. that is correct. it is indeed a global script, and the source for it isn't included in the mod CK and SKSE are separate mostly unrelated things. Editing a plugin is a separate matter, unrelated to your issue. It won't help you compile Papyrus scripts. But for completion's sake, plugin editing is done with a C++ editor and compiler, such as Visual Studio.
  6. mirror is one of the sliders for each brush, mirror is the last slider
  7. ok, I updated my mod. https://www.nexusmods.com/skyrim/mods/110465 It's not perfect, though. You need to save and reload the game for completed quests to be hidden.
  8. Mod Organizer can override loose files with mod files iirc to move the dagger node you have to edit the nodes that come *before* the dagger, because the translation properties get ignored in game, so you need to edit the rotation and scale of the previous nodes. I don't remember if that is exactly it, but it was something like that, and it was definitely annoying to do, so I opted to instead use NiOverride https://www.nexusmods.com/skyrim/mods/37481
  9. the game might be using a file in a different location, or the character's race might use a different skeleton, or your mod loader might be overriding it with a file from a mod, or you might have the wrong node or be editing the wrong node parameters. some parameters show up in nifskope but are ignored by the game
  10. Oh you're using special edition, right? Then you need the special edition version of ConsoleUtil. If you've already got that, then it's time to start checking your papyrus log to see what's wrong
  11. ConsoleUtil.SetSelectedReference(akTarget) ConsoleUtil.ExecuteCommand("recycleactor")
  12. If you want it to be AoE and work without hitting an actor, you need to set the Delivery on both the spell and magic effect to Target Location. There's also an Area property on the spell to set for the size of the AoE. That will work most of the time, but I find that it can still be a little finicky and fizzle for unknown reasons. If you want it to work a little more reliably (like Fireball) then give the magic effect a projectile and set the delivery to Aimed. A lot of console commands don't have native Papyrus functions. However there's a utility for that: https://www.nexusmods.com/skyrim/mods/66257
  13. oh I did this as part of my (unreleased) perk mod. enabling you to dash (in any direction) as a dodge, with a perk that enables doing it in midair, as well as ability to cancel it early to stop short and start attacking or whatever
  14. and uh, you should not have a data/source/scripts it's supposed to be data/scripts/source
×
×
  • Create New...