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ShadowDragyn

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Everything posted by ShadowDragyn

  1. Does anyone know of a mod that adds a key for locking the camera onto a target so that it follows them automatically? I haven't been able to find something like this myself.
  2. I've recently discovered the greatest app ever; Splashtop GamePad If you have a Tegra 3 tablet, like the Nexus 7/10, this app will let you PLAY SKYRIM ON YOUR TABLET! I've been trying it out today, and it kicks so much #@$. It doesn't even have any noticeable degree of input lag or low FPS. Runs just as smoothly as if I were playing it straight off my PC. And while it takes a bit to set up the custom on-screen controls, they work amazingly well on Skyrim once you do. And unlike playing it on some smelly console system, because it's basically streaming off your desktop you can still use all the mods you want. You could even make a mod that tweaks the UI and gameplay to better fit the tablet. This thing made my friggin' Christmas :psyduck: Also, it's on sale right now for half off.
  3. I was wrong; it turns out the Area issue occurs with ANY magic effect with an area on it. Maybe on ones that are set to Self specifically, I don't know. But any time you go in to tweak the Magnitude or duration or whatever, it gets set to 0 until you close the spell out and open it again. As for your response, I decided it would be much simpler to just create a Fire and Forget that lasts several seconds, and focus on it being more of a short term bonus rather than a constant thing I'm having a new issue though. To make it less crappy and weak I was trying to add a slow-time effect to it as well, but I can't get Slow Time to work on a self-targeted spell. When targeting only the caster, it only slows the caster. Which is strange, since I was under the assumption that it slowed everything, even projectiles, and was not actually an actor-targeted effect. If I try giving it an Area so it should theoretically apply to every actor within range, it instead causes the entire spell to fail and do seemingly nothing.
  4. I figured out the issue, which was pretty bizarre. Apparently, with Detect Life specifically, if you place it on a spell, after having done anything to alter the Detect Life effect within the spell the Area will be set to 0, and therefore only affect the caster. To fix it you have to close out the spell, open it again, then close it again without editing the Detect Life effect at all and it will get the proper Area again. The whole thing was a flawed idea from the start though, because apparently Detect Life in Skyrim, unlike in Oblivion, will only track the targets initially affected by it when first cast. So if it were a constant effect it would only track whoever was around you when you initially acquired it.
  5. <br><br>I don't think the TES5Edit Dirty Edits tracking is accurate. I don't know how it works exactly, but from the look of that it claims practically every mod made is loaded with "Dirty Edits", and someone reported that my own mod Path of Shadows had a massive load of "Dirty Edits" despite my certainty that it does not. So I wouldn't rely on that.<br>The only way I could even imagine it being capable of knowing what was definitely a dirty edit is if it registered any altered files that have no actual changes made, but I know with absolute certainty that Path of Shadows, at least, has no such thing in it.<br>If you try letting TES5Edit "Clean" someone else's mod, it'll likely just break it.<br><br>I'm looking at your mod in TES5Edit and can confirm that it definitively contains "Identical to Master" records (a.k.a. "Dirty Edits"). If you don't believe me, open your mod (and only your mod) in TES5Edit. It will automatically load any master files (which is just Skyrim.esm). Once it's loaded and you receive the "Background Loader finished" message, right click in the left pane and choose "Apply filter for cleaning". once that has finished, expand the tree for your mod and then expand the Game Setting branch. There are four here that are in grey text with a green highlight. They're "ITMs". You can go through the subrecords listed in the right pane and see that you've included these records with absolutely no changes to the vanilla subrecords. There's also one under the Perks tree.<br><br>TES5Edit's conflict detection and cleaning filters are powerful cross references of the records and subrecords currently loaded into the program.<br><br>Unless this has changed with the updates and scripts can see references stored in masters, like all of the other Bethesda games predating Skyrim, there are cases where ITMs are necessary thanks to the "new and improved" Papyrus system (say you have a script that references them included in your mod). It is possible to break a mod by cleaning if it has such scripts, otherwise ITMs are bad form at the least and unnecessary potential conflict points at the worst. It's almost impossible for normal users to know whether or not this is the case without thoroughly testing (as this type of thing will show up in the Papyrus log if a broken script were to be parsed). That's why the BOSS team are currently working on and providing cleaning suggestions.<br><br>LoL, I just checked it in TES5Edit myself and I remember now... A few of the game settings and a perk. I tweaked those game settings, then decided the base value was actually the most balanced with my other changes, so I set them to the base value to prevent another mod from changing them and unbalancing them against my other changes. Same with that perk, because I had changed the previous 4 ranks but had no need to actually change the final rank.<br>They are the same as the base values, so they register as dirty. Had I just left them alone, then combining my mod with another that changes similar things by loading mine after so my changes override would instead cause an ugly mismatched combination of the changes from the two mods and cause problems.
  6. I don't think the TES5Edit Dirty Edits tracking is accurate. I don't know how it works exactly, but from the look of that it claims practically every mod made is loaded with "Dirty Edits", and someone reported that my own mod Path of Shadows had a massive load of "Dirty Edits" despite my certainty that it does not. So I wouldn't rely on that. The only way I could even imagine it being capable of knowing what was definitely a dirty edit is if it registered any altered files that have no actual changes made, but I know with absolute certainty that Path of Shadows, at least, has no such thing in it. If you try letting TES5Edit "Clean" someone else's mod, it'll likely just break it.
  7. The issue seems to be that you have the Effect Archetype set as Cloak. Cloak is a buff, not an attack. Look at the pre-existing Fire Damage Magic Effects and see what they use.
  8. When you made the custom Magic Effect, what did you set as the Effect Archetype and the Associated Item? Those are what designate the effect as damage. Also, what did you set the magnitude to within the spell itself?
  9. I'm trying to make a Constant Effect Detect Life for a perk, which activates the effect whenever you're sneaking. For some reason though, it only applies the shader to the player and no one else. I took one of the Detect Life Magic Effects used by the Detect Life spell, then changed it into a Constant Effect and slapped it on an Ability granted by the perk. It has an Area of 100 on it, and everything seems to be properly in place when looking at the other Detect Life effects and spell, so I have no idea what's going wrong. One other thing I did was remove all Target Conditions, like not working on Undead or in interiors/exteriors so it would always register all actors within range.
  10. When I used the older versions of Nifskope (I think it was 1.0.6) it all worked perfectly fine, but after recently updating to 1.1 I've now got this issue where I'm often unable to click on anything outside the render window, because the program acts as if the mouse is still inside the render window. Moving the view point around and such. It's extremely erratic and inconsistent with this behavior as well, and I can't figure out the cause. Does anyone else have this issue, or know how to fix it?
  11. That would've been my suggestion; just recreate the idea behind the mod yourself.
  12. I think I've figured out how that bug was working earlier in which the menu was showing up but nothing else. The dynamic menu information you see is, I believe, an actual screen menu like any other intended to look like it's a part of the pipboy screen, when in reality the screen is just a backdrop. So what the bug was doing was basically just preventing the first-person switch and animations from playing. Not sure if you guys already know :P This means the whole animation is unnecessary, outside of telling the game when the menu should actually appear. Rather than modifying the pipboy, it might be simpler to change the animation into a basic standing pose and place a little black wall in front of the camera while the menu is up.
  13. For the texture, you could try looking up a plugin for either Gimp or Photoshop (whichever you use) that allows it to open.vtf files, then just re-save it as .dds. For the mesh, basically do the same thing and find a plugin for Blender to open .smd files.
  14. I had thought that DR reduced damage taken by the amount listed as a percent (15 DR = -15% Damage), and DT simply reduced damage taken by a static amount (15 DT = -15 Damage), making DT universally better point-for-point until you take over 100 damage in a single hit (which won't likely happen, or matter by that point).
  15. When an image is assigned as the primary image for a mod, it doesn't seem to actually do much. It isn't the first image shown on the mod's page, and while it is the image shown on the New Files section of the main page (about the only effect it seems to have) it is not the image shown on the Popular Files section.
  16. Does no one know how this works? I've tried renaming the parts, I've tried checking the body part assignments and bone weighting, I've tried separating the arms from the rest of the mesh. I can't find anything that should logically be causing the collar to show in first-person along with the arms.
  17. That doesn't seem to be the issue. I have the body named Jacket. I even tried separating the arms from the rest of the mesh and naming them Arms, and that still didn't fix it.
  18. Couldn't you replace the pipboy animation with a simple idle like was suggested, then move the pipboy screen to rest in front of the FPS screen while in that idle pose? Basically detach it from the arm.
  19. I've made a new outfit for New Vegas, and when I use it in first-person perspective a large amount of the torso remains visible and clips the camera. Does anyone know how to alter what parts of the outfit are visible in first-person?
  20. Awesome, it works now, thank you! Now I just have to tweak the weighting in a few areas and it'll be done :D I had forgotten that, when I imported the skeleton, I also imported the base body along with it for the re-weighting and so did not parent it.
  21. By armature, you mean the skeleton, right? I tried exporting with only the skeleton selected just now, and only the skeleton exported. No outfit included. Oddly enough, the meatcaps did export with it though. Could the outfit not be properly linked to the skeleton/armature?
  22. I followed your instructions, but now the exported outfit is lacking a skeleton and has no NiDesmember nodes. It also had a single NiAlpha and NiMaterial not assigned to any particular part of the mesh. -Edit- It actually does have a skeleton, but it's inside a second NiNode inside the first along with only the meatcaps. I tried deleting all the meatcaps, and the skeleton is still embedded inside a second NiNode. It seemed like I was able to solve the issue by flattening the branch, but the outfit is still invisible in-game. Could be related to the still missing NiDismember nodes, perhaps.
  23. I re-weighted/boned everything to the base body like you said and that fixed the unassigned body parts issue, but I think I know now what was causing it to not work in-game. After checking it in Nifskope, all of the pieces of the mesh I joined with Join Objects are not actually one piece; inside Nifskope those pieces have multiple nitrishapes inside each ninode representing the original individual pieces. Anyone know the proper way to join them?
  24. I'm having a problem with that. I imported the full skeleton.nif, but the only BP_ parts available to the area are TORSO and RIGHTLEG, and the messed up area is a satchel on the left thigh. Also, no other area of the outfit except the outer jacket and exposed skin areas have a single one of those. And when I tried selecting New to perhaps add them to the list, Blender crashed.
  25. I'm trying to export a new outfit from Blender, but I can't get it to export properly. Whenever I try I get this message saying that certain faces are not assigned to a body part and that they've been highlighted. It then selects certain vertices in a localized area of the mesh for me, but they're all properly assigned to bones and weighted. If I simply delete those vertices it will export, but in the GECK the outfit is all black and in-game it's invisible. I followed this tutorial all the way: http://wiki.tesnexus...Fallout._Part_1 I'm using all the files listed here: www.fallout3nexus.com/downloads/file.php?id=30 If anyone would be willing to take a look directly, here's the .blend file and texture: http://www.megaupload.com/?d=I347MGR6
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