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KhaozHydra

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  1. Okay then. I guess I will have to wait until there is a way to edit behaviors without breaking game lol. Until then I give up making mods for a bit. Can't even figure out how to add a humanoid race based off dark elves despite designed meshes and textures. Maybe modding just isn't for meh. =p
  2. Mmmkay I am feeling like an utter doofus. Still failing to add animations to chicken. Been studying the FNIS for Modders from the oldrim files and the BehaviorObject.txt that came with FNIS SE and have no clue what I am doing wrong, When I try to rename the .txt using FNIS_<mod>_<creature>_List.txt. It won't generate giving me an error the file folder doesn't match the .txt (ex: BattleChicken/FNIS_BattleChicken_chicken_List.txt) So I change the file name and it generates but doesn't add to chicken. I have creatures installed through MM so I am wondering if I need all FNIS files installed manually to properly use it to mod. When I leave the .txt as FNIS_BattleChicken_List.txt generates fine but still having trouble applying to chicken. Thinking maybe my .txt is wrong? Probably am failing to type the right EventAmin....I just feel stupid... b -AVIsAttacking,bsa,k attackRelease melee_attackchkn.hkxb -AVbCastReady,bsa,k MLh_SpellRelease_Event magic_castchkn.hkx
  3. Mmmkay so I'll probably start with downloading and messing with FNIS. Alot of mods need it to run anyways. -_-'
  4. I think FNIS is more for new animations? I guess if someone made custom chicken attacks FNIS would come in handy. Thus far the only thing I can think of at the moment is to script a chicken 'attack' but unfortunately I can't seem to get the script to compile as I keep getting syntax errors around my if statements despite typing from the creation kit tutorials exactly. Here's my script: ScriptName test extends ObjectReference Actor Property PlayerREF Autoint Function GetCombatState() nativeObjectReference Property CurrentTarget Autobool Function PlayIdleWithTarget(Idle Idle_Fullbody3, ObjectReference CurrentTarget) nativeFunction DoCombatSpellApply(Spell Peck, ObjectReference CurrentTarget) native CurrentTarget GetCombatState()If (CurrentTarget GetCombatState() == 1); EndIf If ( Game.GetPlayer().GetCombatState() == 1 ) Actor.PlayIdleWithTarget(Idle, CurrentTarget);Actor.DoCombatSpellApply(Peck, CurrentTarget);Else EndIf This is the compile error I receive: C:\Program Files\Notepad++>cd "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source" C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source>"C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Papyrus Compiler\PapyrusCompiler" "test.psc" -f="TESV_Papyrus_Flags.flg" -i="C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Papyrus Compiler\..\Data\Scripts\Source" -o="C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Papyrus Compiler\..\Data\Scripts"Starting 1 compile threads for 1 files...Compiling "test"...C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(9,28): no viable alternative at input '('C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(9,28): required (...)+ loop did not match anything at input '('C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(10,32): required (...)+ loop did not match anything at input '('C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\test.psc(10,4): script variable GetCombatState already definedNo output generated for test.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on test.psc C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source>pausePress any key to continue . . .
  5. It seems impossible to add and/or modify animations for skyrim se. I have been wanting to simply add attacks to an actor that has none using chicken as an example. One animation I picked was the idle_fullbody3.hkx (standing pecking) animation as a placeholder melee attack. Another animation was idle_fullbody2.hkx (scratching) animation for maybe spellcasting later on. since there is no way to unpack and alter behaviors maybe I could use actor scripts to make the chicken 'attack'. A few line ideas were. Actor GetCombatTarget () Float GetActorBaseValue (health) Bool PlayIdle(idle_fullbody3.hkx) DamageActorValue(health, 10) Not sure how to organize the script and set values. Also probably unable to apply combatsyles or lvling data with scripting...
  6. I kept sacrificing that elf dude in riverwood cause I couldn't think of anything else to do. A follower that's a total jerk who just follows you around because they owe you something might be worth it. "I saved your life now I need it for something important." Followed by the follower swearing as you pull the dagger on them. "You're more useful to me dead then alive..."
  7. https://www.nexusmods.com/skyrim/mods/36788/?tab=logs I used to play this mod in old skyrim. It hasn't been worked on since 2013 on the nexus so I am wondering if it's abandoned. Either ways, having a mod similar or better than this one in special edition might be kinda cool. Basically you get different spells that tell your dragon to do different things like "move here", "hover here", "land here","leave", "come", and "perch here". Biggest issue I had was that the dragon seemed to be fighting with wanting to move to a spot and flying in circles. Really wish the skyrim engine would allow better flying mechanics like in drakengard for the ps2. Second issue was the breeding and growing cycle seemed too fast. Third issue was the game unable to handle flying long distances due to how fast the graphics was able to load. Maybe that would change with my higher end desktop. When paired with the real time dragon fast travel mod made for some sweet screenshots when the games wasn't busy glitching out. so hopefully an expert modder would rebuild an awesome dragon riding mod.
  8. Does anyone know if this mod has been officially abandoned? https://www.nexusmods.com/skyrim/mods/36788 It used to be one of my most favorite mods on oldrim but I don't know if I can get it to work in SkyrimSE. There are still tons of bugs and glitches to be fixed in the mod but I am no modder for sure. When I did get it decently running in oldrim I was able to somehow pair it with this https://www.nexusmods.com/skyrim/mods/31325 and being able to travel with both mods active made some really sweet screenshots. Best to figure out how to control flightspeed to avoid skyrim crashing though can't remember how I did it in oldrim. Could someone pretty please make this a reality again?
  9. So I want to find a way to seamlessly integrate different medieval fantasy worlds into the world of skyrim as if such things existed in present or existed at some point in time. So far the ones I can think of the most would be The Legend of Zelda, Witcher series, Dark Souls series, Dragonage, and maybe a bit of Warcraft (the original Warcraft though I am not sure about pandas or space goats and there are already werewolves.) but I don't want to overload the game with too much content. So far my favorite mod Relics of Hyrule has been my go to for adding Zelda to Skyrim without feeling too far from either worlds. Would adding more diverse worlds be too much though? Not trying to make another Kingdom Hearts.
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