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Everything posted by griever7x
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Hello, I'd like a giant creature to attack considerably slower. What are ways of doing this? Does weaponspeedmult work with non-weapons ( the creature isn't supposed to wield one ) and if not, what are the alternatives for me to achieve this?
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Does anyone know of mods adding new races whose features could resemble an undead/ghoul/zombie? What about a mod that adds huge scars and other kinds of damage?
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LE Male variant of the DraugrMagicRace
griever7x posted a topic in Skyrim's Creation Kit and Modders
Hello, I've been trying to make a male variant of Labirynthian's "magic draugr", and everything seems good, except for one thing: the one I made doesn't glow/pulse intermittently like the female one. Does anyone know what's missing? Here's mine: https://www.dropbox.com/s/77g1j6wauwd71co/S_Atmora_draugrmale07.nif?dl=0 I don't think I can post here the other reference mesh I'm talking about, it's called "draugrmagicfemale01.nif" -
[LE] Quick Questions, Quick Answers
griever7x replied to Elias555's topic in Skyrim's Creation Kit and Modders
I'm copypasting my message from the previous page because I suspect it would've been buried if left there: Does the weaponspeedmult work for creatures that use unarmed attacks as well? I'd like to lower the attack speed of a huge creature considerably, any help would be appreciated -
[LE] Quick Questions, Quick Answers
griever7x replied to Elias555's topic in Skyrim's Creation Kit and Modders
Does the weaponspeedmult work for creatures that use unarmed attacks as well? I'd like to lower the attack speed of a huge creature considerably, any help would be appreciated -
LE Massive interior, need help with optimization
griever7x replied to griever7x's topic in Skyrim's Creation Kit and Modders
Sorry, I should probably clarify the extent of my knowledge and my intent or else I risk wasting your time. I know how to do these basic things already, I've been making a lot of interiors for a pretty big mod project. Having said this, the lights have such a wide radius for a reason: realism is a big concern and it just wouldn't look realistic anymore if I reduced the light's radius, so that's a point I can't compromise on. Guess all that's left for me is to compromise in some other area, i.e. break that very long line of sight by placing a wall/obstacle and designing roombounds/portals around that, so that they don't render the whole thing. -
LE Massive interior, need help with optimization
griever7x replied to griever7x's topic in Skyrim's Creation Kit and Modders
Thanks, I understand what you mean now. I tested this in a new worldspace, and the problem I seem to be having is with lights. The ones I'm using have a huge radius that affects more than one cell, and it doesn't look right... Is there any way to preserve their appearance through multiple cells? Because otherwise a worldspace is not an option anymore. -
LE Massive interior, need help with optimization
griever7x replied to griever7x's topic in Skyrim's Creation Kit and Modders
Right, forgot about Blackreach, going to look at it. As for darkfox's optimization tutorial, I've already watched it; it does mention occlusion planes and I'm aware they can be put inside big models like buildings/cliffs but I don't think it's going to be enough for my interior, what seems to be needed the most is breaking the very very long line of sight from one end of the interior to the other... Unless I'm not aware of something else in that video that could help? Sorry, you didn't actually say anything and only linked a video in your post so I can only make assumptions. -
LE Massive interior, need help with optimization
griever7x replied to griever7x's topic in Skyrim's Creation Kit and Modders
Thanks for the advice, I'm guessing you think doing this in a worldspace is better than in an interior right? Guess I will have to make a worldspace version and see how it compares... Not sure what you mean by fog though. Do you mean those items found under the "moveable statics" category, or the fog values editable in the lighting template/cell windows? Not sure how fog would help with performance... -
To any interior makers extraordinaire: So, I assume you have looked at the screenshots. Is there ANY conceivable way of effectively optimizing this interior with room markers/roombounds and portals? If not, would it be a better idea to make this as a worldspace and why ( I guess LOD would play a big part in this, and grass is nice to have )? Keep in mind I want to preserve the lighting shown in the very first pics, and I am not sure this would be possible in a worldspace, but then again I am still a novice in some areas, such as worldspaces and LOD, so my understanding is not too broad. Thanks in advance
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LE Script to detect trees
griever7x replied to griever7x's topic in Skyrim's Creation Kit and Modders
Okay, I think I understand how the script works; if I need further help I will post back. Thanks a lot! -
Greetings, I'd like to make a ranger/hunter bow that, when wielded close to a tree, will make the player invisible. However I'm not sure how to achieve this with a script ( I'm still a novice ). Any help? Thanks in advance!
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Yes, did you misunderstand me initially? I thought it was obvious on which game I was doing all of this since, well, we are on the New Vegas part of the forum. It's fine, clearly your help has already been satisfactory. I have no intentions of making someone waste more time and resources over this minor graphical gripe
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Unfortunately, I don't own Fallout 3, so I can't do that; I found the cryo explosion .nif file in the New Vegas Fallout - Meshes.bsa, so, while I think I understand almost fully every thing of what you said, this asset should be usable in the game without too many issues ( and proof is that it's used already by other popular mods too, like Project Nevada and Fook ). However I understand what you are trying to explain me, and I certainly don't want to and lack the knowledge to change such complex and hidden things in the game anyways...so I will just play with the weapon as it is: the cryo explosion effect still gets displayed, the enemies falling to the ground is only a minor nit pick ( albeit, I have to admit, if NPCs were to remain still like ice statues as intended, that'd be hella cool! ). Thanks again for the help; might I ask you to share with me any file you made for testing purposes in reply to my request? This way I can get a look and compare what you did vs. what I've been doing.
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Thanks for the in depth explanation, now I understand much better; I didn't know it was a simple matter of physics... The weapon I put in game had a damage of 150, and an explosion damage of 300, so yeah... Guaranteed kill unless they resist frost Although, with the original weapon, the Cryolator, the damage is something like 20, but with a higher rate of fire of course ( just like the flamer ) and even if in motion, the npcs would still freeze on the spot: if they were reloading at the time they froze, they will be stuck in that pose... That's what I wanted to achieve with my weapon too... So, are you suggesting this effect depends on the damage dealt by the weapon?
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is there a mod that adds collision/makes the tall highways encircling new vegas actually traversable?
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Hello, recently I've been playing around wit the geck a bit, and started editing weapons to my liking. I've discovered the mod Fook adds a weapon called Cryolator to the game; this weapon will freeze enemies on death, making them stand in whatever position they were at the time. I've found this to be really cool and, upon further inspection, I've noticed there is also a 'cryo explosion' effect. So an idea struck me: I should add this freezing on death effect to a grenade launcher, and add the cryo explosion effect to the appropriate explosion entry. So far so good, in game the weapon works beautifully, visually speaking: the explosion covers enemies in an icy texture. However, what most struck me initially was the paralyze effect: unfortunately this one doesn't seem to work, as npcs still get knocked to the ground upon being hit, rather than standing still, frozen in whatever position they were... In the weapon settings I tried putting no dismember/explosion effect on hit, kill impulse to 0, impulse distance to 0, no crit effect on death, and in the explosion entry for the projectile I tried putting push force to 0, push explosion source ref only, never knock down living actors, but still, the enemies fall to the ground upon being hit and dying... I'd like to point out that I'm using the exact same scripts that the original weapon added by Fook is using; the only difference is that this 'Cryolator' utilizes an attack loop very much similar to that of a flamer, so no projectile casing an explosion occurs in any way. I suspect what's making my own weapon not work properly is the fact it causes an explosion, after all. At this point, I've discarded the idea of adding this effect to a grenade launcher, or any other explosive weapon, for that matter. Even so, I would still like to make a weapon that, upon hitting an enemy, or if possible any surface, will display the 'cryo explosion' effect and consequently use the freeze script by Fook. I think that, this way, since the explosion is only a mesh, a .nif file, it should not make the script misbehave in any way... Having said this, I don't know how to add the explosion effect to, say, a laser beam, as such if anyone can help me I would greatly appreciate it. All I need is a way to make this .nif ( specifically dlc05cryoexplosion.nif ) be displayed on hit by a projectile ( any ), without adding it through the explosion entry in the projectile settings.
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high level npcs and their bullet spongy nature
griever7x replied to TheBlob2's topic in Fallout New Vegas's Discussion
I really like the second wind and reinforcement suggestions! I think you should try the last mod I suggested you, as it tweaks the AI in many ways ( they will try to flank you and take cover and so on ). It has an optional module that lets npcs heal: I've seen them retreat, take cover and heal many times; also, I think it's silly to complain about enemies being bullet spongy and then suggesting many ways to exacerbate the aforementioned issue: certain variables of the game already make npcs move sideways while they are engaging you, which is rather silly and makes it annoying to shoot them rather than actually challenging ( fortunately, the variables can be changed to 0, just open the geck and edit them: fAIDodgeDecisionBase,fAIDodgeFavorLeftRightMult,fAIDodgeWalkChance ). A 'damage avoidance/negation' sort of perk would really only fit someone with masochistic tendencies, no offense ( I understand if such a perk were given to a power armor with a force field of sorts, or an implant adding something like a dermal sheath, but given to a human just like that would not be realistic ). -
high level npcs and their bullet spongy nature
griever7x replied to TheBlob2's topic in Fallout New Vegas's Discussion
As it's been said, mods can fix most of your concerns. http://www.nexusmods.com/newvegas/mods/35335/? This mod affects damage in a rather unconventional way. Rather than bumping up every weapon's damage, or the overall damage multiplier for everything, it edits the damage dealt to each bodypart to be more realistic: shots to the head and chest to a human will do much more damage, but arms and legs have been left untouched. Every npc in the official game bar dlc-added ones will be affected ( you can get a separate file that addresses the few ones added by dlcs as well ), each one with different weaknesses, and it's a fairly compatible mod: the only incompatibility I encountered is with EVE, as they both edit explosions in some way or another; in this case, a quick and easy edit with FNVedit will fix it. Project Nevada also has an option to lower or even remove the endurance and level health bonuses, for player and/or npc, removing the bullet sponge issue entirely. As for the AI, I highly recommend these mods: http://www.nexusmods.com/newvegas/mods/51777/? Makes stealth based gameplay more realistic by reducing the vision range of npcs, but making you much more detectable even farther away when inside their range of vision. I think it also modifies 'reaction' times of npcs to your presence. http://www.nexusmods.com/newvegas/mods/40593/? It doesn't really do much for the npcs, but it does add a few mechanics for the player that play well with the mod above: by pointing your gun at an enemy that has not detected you, you can make them surrender and then tie them up and loot them. It also adds a whistle mechanic to create a diversion, and narcotics you can inject to render them unconscious. Oddly, it makes you able to play as a ghoul, but I think if there are any conflicts or you don't want that particular feature you can just remove it using FNVedit. The mod is old though, so if you are concerned about that there is an alternative: http://www.nexusmods.com/newvegas/mods/57446/? however it edits duct tape, stimpak, super stimpak and med-x, so it may conflict with other mods. http://www.nexusmods.com/newvegas/mods/39058/? This one improves the combat AI tenfold, in my opinion. -
Hello, I really love the design of some weapons added by mods; however, I really wish they could shoot more than one type of projectile, kind of like they had different fire modes. For example, a wattz 2000 rifle that could shoot both the gatling laser projectile and the 'laser blast' projectile. Does anyone know how could I achieve this? Other examples include a cannon/grenade launcher able to shoot cryo grenades, plasma grenades, incinerator projectiles and normal grenades, or a tesla rifle able to shoot both 'lightning blast' projectile that is used by the tesla cannon and the continuous lightning projectile used by the arc welder. Any help would be greatly appreciated
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Hello, is there any decent head replacer for dark skinned/afro-american females? Or a new race, for that matter. Alternatively, is there any mod that makes the skin tone slider go darker without looking awful? Anything to make a good looking afro-american character, really.
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T6M Combat Uniform NV by Izumiko Well, that was fast. Thanks very much!
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Hello. I think this camo outfit looks very nice. http://newvegas.nexusmods.com/mods/images/47364-1-1344118748.jpg Anyone knows where can I find it? Thanks in advance!
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Hi all :cool: I really love exploring the various areas of cyrodiil, and with all the ul mods the land is much more beautiful. However, I feel like it's still a rather small place to explore. I always wanted to create a new land myself, but have been discouraged by the enormous amount of work there is behind such a project. I can say I know how to work in the cs, every aspect is clear to me but I haven't mastered it yet, what I lack mostly is the knowledge of scripting and that goes for advanced quests as well. But now I really want to try, I've set my mind. So I thought that any seasoned modder that wanted, could answer my questions, to make me understand better what might be done, and what eventually wouldn't, and maybe save me from a frustrating experience. :sweat: Firstly, is it possible to create a land, of course in another worldspace, at least half the size of the whole tamriel, without often experiencing CTDs and/or long load times? How much time would the heightmap, landscape and region editing take up? Do you think another land with its own story would be an interesting addition, or are you already satisfied by exploring cyrodiil? ..I have a lot of other questions, but for now I'll ask these that are the very core of the situation. :D Oh, and sorry if I wrote something wrong but English isn't my language. :pinch: