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Doomguy87

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  1. So yeah...thanks for the help...I solved this issue myself. If anyone else has this problem, try closing the creating kit and changing the "iGizmoRadius" value in the SkyrimEditorPrefs.ini to 125.
  2. I solved the small gizmo issue but closing the creating kit and changing the "iGizmoRadius" value in the SkyrimEditorPrefs.ini to 125.
  3. My gizmos have completely disappeared. I have tried toggling all of them but the gizmo does not show up in the render window. They all function, but I like being able to see the gizmo while working. If anyone has any ideas as to what the problem might be, please reply. Cheers, Doomguy
  4. Hi there. I have been having a b&@*$ of a time with this as well. I tried what was mentioned above, however my script fails to compile and does not function in game. What I have done is created a ladder and teleport marker and given them a unique editor reference ID. I then attach the script mentioned above to my ladder and change the necessary vaules. However, Im obviously doing something wrong. If anyone could help it would be much appreciated. Why oh why couldn't we just have normal ladders :P Scriptname LadderTeleportScript extends ObjectReference ObjectReference Property enterladderpoint Auto Event OnActivate(ObjectReference akActionRef) if (akActionRef == Game.Getplayer()) akActionRef.MoveTo(enterladderpoint) endif EndEvent
  5. Feeling like an idiot but it was because I did not modify both the _0 and _1 .nif files. All solved.
  6. Hi there, Im having a slight issue with modify a hat for Skyrim. The hat I am modifying is the Jingasa hat from the "Bob's Armory mod: http://skyrim.nexusmods.com/mods/12060/? I am following the instructions in this video exactly: The models appear to be fine in nifskope and theres is no apparent problem until I load up the game. The hat looks like it has been run over by a lawn mower. http://cloud-3.steampowered.com/ugc/594766568990006005/1C6257C6DE3B6781B7FBA3BAA5C8ADABB18E6E3C/ I have been searching and trying different things for a few days now but to no avail. It either shows up like that or not at all. Thanks for any help, Doomguy.
  7. Thank you very much! Now excuse while I go pistol whip avast, for driving me insane.
  8. It seems this thread is rather old however I was wondering if someone could possibly help me. I have been trying to completely eliminate the spread of my weapons. I had tried using mods to do this but the mods would overwrite my custom weapon meshes with the vanilla ones. I then attemped to modify the Spread value of the custom weapons in both FO3Edit and GECK but the spread has not improved at all and I am at a loss. Any info is much appreciated.
  9. Yes it is exactly that, just had to do some research. Thanks for the reply =D
  10. Thanks for the replies. The problem was something was corrupt with the original .esp file. I deleted it and re downloaded it and it worked fine. All good now =)
  11. Hi there, I am doing some face changing. I am using Wrye Bash for this. I had to try doing something where you are to create a new .esm file so it will import data from mods. But now, TESCS refuses to load unless that .esm folder is not in the Data folder. Any help would be appreciated.
  12. Exactly what the title says. Doing a bit of face changing here. I know thats not the file name, however, is it a mod file I have downloaded for changing hair/race/gender ect?
  13. Sorry I shouldn't have jumped the gun and assumed all my problems were gone. I used Wrye Bash to import a face (I right clicked on my mod, chose import face, and then selected a save file with my character whom I wanted to be the NPC) but the face turned out to be 100% different from the one I had made. No clue whats wrong here. (FYI again, my chracter was made with a mod installed (Corean mod) could this be a problem?)
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