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rkkn

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Everything posted by rkkn

  1. 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
  2. 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.
  3. 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.
  4. mirror is one of the sliders for each brush, mirror is the last slider
  5. 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.
  6. 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
  7. 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
  8. 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
  9. ConsoleUtil.SetSelectedReference(akTarget) ConsoleUtil.ExecuteCommand("recycleactor")
  10. 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
  11. 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
  12. and uh, you should not have a data/source/scripts it's supposed to be data/scripts/source
  13. you just attach a script to the magic effect that the spell applies, and put your functions in the OnEffectStart event in the script Event OnEffectStart(Actor akTarget, Actor akCaster) ; do whateverEndEvent and fwiw you don't actually need to use the CK to create the script itself. I don't. I never do. I just create a .psc file in the scripts folder manually. As long as you compile it it'll work
  14. Even if a perk is bugged, the console won't say that it wasn't found. It'll still add the perk and it just won't work. So it's more likely that your hex isn't correct or the esp isn't loaded or something like that. you can check that with help "spicedvenison" or whatever your perk's name (not editor id) is. Another note is to make sure Num Ranks is at least 1. If it's 0 the console won't say anything and the perk also won't work.
  15. Vanilla Skyrim places random invisible lights all over the place in interiors. The only way to get dungeons and caves to be realistically dark---and in a way such that bringing a bright light source still makes it bright---is to go through and remove all these random lights. Fortunately this mod takes care of that, and then some. https://www.nexusmods.com/skyrim/mods/27043 I consider it one of the game's most essential mods. You'll also want the enhancer in the install options. This reduces the ambient light. There's also a hardcore option, but I think it's a step too far since it removes *all* the lights, including braziers and whatnot. But that may be what you're after. Instead I made a personal-use plugin to further reduce ambient light. there are other mods that darken things, but most of them just darken the imagespace. Which darkens *everything*, including light sources. So you go into a cave and it's kinda dark... but you break out a torch or cast Magelight and it's not much different. still pretty dark. Not realistic. (and not fun)
  16. yeah, the one linked got made because it was both easy to do and something that I would use myself. fwiw, this was similiar https://forums.nexusmods.com/index.php?/topic/12879000-mod-that-makes-wielding-a-one-handed-weapon-with-no-shield-sensible/?p=124887630 I slapped that into my personal mods, but didn't publish it since it feels like a half measure, and there was no further discussion on it
  17. Ok, I made a very barebones version of this. (and I'll be using it in my own games from now on) edit: https://www.nexusmods.com/skyrim/mods/116019 I'm open to suggestions for (simple) additional features. Also it looks like there is one that already exists. An old one. "Give Gifts to anyone in Skyrim". However, it is always-on (every NPC always has the dialog options), while the simple one I just made isn't, and it needs a bit of cleaning. It's otherwise more complete, I think.
  18. oh yeah. NPCs can give you stuff, but you can't do the same. This would also have a few practical uses, in giving useful items to NPCs that aren't your followers. Especially ones that are accompanying you for a quest but aren't true followers.
  19. Sometimes if I try to sleep/wait in a cleared dungeon, it'll say I can't. or if I try to sleep in Gerdur's house after she tells me to make myself at home, it says I can't sleep when being asked to leave (and player.istrespassing is false)
  20. ah, I thought you meant moving the camera in or out I don't think you can get it to not touch the FoV, but you can get it to set the FoV to something more to your liking. Try setting those values to larger numbers, like 200 or 250. I play with FoV 100, and 250 makes it pretty much not change the FoV at all.
  21. Did you have anything specific in mind? And what did you think of this?
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