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ThrillaWhale

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    Games that pertain to thrones

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  1. Jello pudding snacks.
  2. Or does someone know how to make a script detect a change in quest stage?
  3. If you haven't already, check with some old fashioned trial and error with the mod loads. Restart your game with only the essential vanilla esm files. Then again with higher priority mods like the unofficial patches (in their proper place). Keep adding one, or several, after another until you come across a mod that causes crashing.
  4. In a mod of mine, I want to make a simple puzzle with 4 levers that enable one or more of 4 different objects. This is similar to the 4 levers/gates puzzle in Folgunthur, except that I want my levers to become inert after the puzzle is completed. Does anyone know how to do this? Or does anyone know of an example in game that does this? I considered using script states for the levers to change between "inert" and "interactive" states, but I don't know what Event I could use to automatically set lever to "inert" once the overall puzzle is complete (i.e., all 4 objects are enabled). Would it be possible to use quest stages instead?
  5. In a dwemer dungeon of mine, I want to add static light beams like the one featured in the meridia quest (DA09). Except unlike those, there is no pedestal to activate, it's just always on. I took a look at Kilkreath in the CK, but I can't make sense of it enough to create a constant, static light beam. Can anyone give me some insight into how this works? Searching through the vanilla scripts, looks like the only relevant ones are: dunKilkreathBeamShooterScript dunKilkreathBeamStartScript dunKilkreathCrystalNodeScript* dunKilkreathCrystalPedestalScript* In the CK, I only see those last two being used in Kilkreath temple. All four scripts share in common a property for the beam's spell and a property for the beam's target to be referenced (Kilkreath uses xmarkers). But the pedestal script also holds a property for a beam "source" in addition to a target. The most successful setup I've managed was one starting object (a dwemer hitch post) with the dunKilkreathBeamStartScript aimed at a target Xmarker. In game, it looks like there's a beam in the hitch post that stops as soon as it starts (a ball of light, like a severely shortened beam, inside the hitch post). I've had no luck using the other 3. How do I get the beam to extend to the xmarker target? Do I need to use a "source" for the beam? Is there some other external factor that needs to activate the source? Any help would be appreciated!
  6. Steam, I am disappoint.
  7. I appreciate it, any little input would help! I hope it's just something small I overlooked. I'll pm you.
  8. I've checked the emissives but they're all set to a pure grey or white color. After tweaking them a few different colors, I can confirm the problem is not any bseffectshaderproperty. But I do think I've found the real culprit: Addon Nodes. From what extremely little I've found online about Addon nodes, these are what control the extra effects like the residual flames. In firespray01.nif, they're located in the five "Mover" NiNodes. I've created a custom AddonNode in the CK that uses my recolored gradients, but when I try to change the addon node values in nifskope to match that of the creation kit, the entire flames projectile disappears in-game. So...I'm stuck again.
  9. *Sorry if this is redundant; I made a topic in the Mod Troubleshooting section but that seems more for troubleshooting other people's mods. This issue concerns my own.* I'm simply trying to recolor vanilla flames for a custom spell and for the most part it's worked except for one thing - residual flames. I don't know what these are called, but the very end tips of the custom flame and the fire that forms when it makes contact with a surface remain unchanged for some reason. I want to be clear - this is NOT the Hit Shader. I've already made a custom Hit Shader in the creation kit and npcs hit with the recolored flames get lit on fire with the right color. The issue is with fire that forms when the spell hits inanimate objects as well as the tips of the flame stream I noticed. Has anyone experienced this problem? Is there some part of the flames nif file that isn't being recolored or is there some other function for after effects flames controlled by the CK? Reference: http://s28.postimg.org/qqltyzwb1/greenfireredtip.jpg
  10. Hi, I'm at the end of recoloring the flames spell and I've hit a problem. Everything is recolored correctly, from the flame stream to the hand effects, decal, hit shader, etc, EXCEPT for one thing - the residual flames that burn from the impact. Does anyone know if the CK or some mesh controls this effect? I cannot for the life of me figure out where to look to edit this. I don't see this residual flame in the projectile mesh "firesprayfx01.nif", and I can't find anything that controls it in the creation kit. My best guess is to keep looking in the CK but I can't find this listed anywhere - I have no idea what this particular property would be called. In the CK, I've run through the Spell, Magic Effects, FX Shaders, Projectile, and Impact Data that relate to the flames spell but I can't see what controls this residual impact flame. Can anyone point me in the right direction?
  11. That's funny. Reading this thread and understanding the deeper intentions of the Thalmor have made it infinitely easier for me to hate them. I never minded them much other than acknowledging them as the game's stock villains, but I now think I'm going to make it a point to kill every Thalmor I see in my next playthrough.
  12. I realize that scars are textures on a half-face mesh mask. Does anyone know if there's a way to get a full-faced mask? ie, a mesh like the ones used for vanilla scars except that it covers both sides of the face. Is there some sort of mod or modders' resource that would have this? Or is there a way to make it myself?
  13. I have a question: Is it possible to replace animations for a specific npc with scripts instead of FNIS?
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