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Everything posted by magnemoe
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Bit strange request here, I'm looking for an static object who look a bit like an mound. Making an farming mod where you create the fertile soil mounds yourself. Can not use the ones in Heartfire as they are to flat and will not fit well unless the terrain is very flat. Something like an rounded flat stone 50-60 cm in diameter and 15-25 cm thick would probably work well if retextured. Does anybody know of any in game models who can be used?
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LE hearthfire stuff /feel free to add stuf/
magnemoe replied to lorddragoblade's topic in Skyrim's Mod Ideas
I have an faming mod in beta, work just like in heartfire except that you can create your own spots with fertile soil. all the basic functionality work. Just need some tweaking to get the soil to fit better with the terrain. You do not want more planting spots using heartfires method, all the spots has an unique container and npc linked to them Will probably release it here tomorrow. Yes the ability to disable build furniture had been nice. I would also want more options, like having both the bedroom, kitchen and the greenhouse Khajiit kids and wife if they add an chaise tail idle animation for the kid I will pay serious money. Additional guards might be nice perhaps an tower with an huge dwemer crossbow. -
I guess that mounted combat require script extender so you can trap the combat actions and do the combat actions and animations. SKSE is not at the level that this is possible yet.
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LE Stand Alone Effects - not spell or perk bound
magnemoe replied to Athyra's topic in Skyrim's Creation Kit and Modders
Think you want an ability, Nord frost resistance is an ability. Make an magic effect, rename an ability to get an new one and give it the effect. The magic ability can be anything, however it will be an constant effect, you can however use an script in it who trigger another spell, say healing you 100 health if your health fall under 20% once a day. Now you can give the player or npc the ability with any script with addspell also remove it with removespell -
How do I make an ground/ inventory object of armor? Understood that I should find an similar ground object and replace the NiTriShape with my own object. Tried this with an maid headdress. export as obj en imported to 3d studio again too get rid of bones and everything. rotated and put on ground. Export as nif, copy it's NiTriShapes under BSFadeNode and removed the original NiTriShapes, however the CK crashes then I tries to use the mesh. Any idea that I'm doing wrong? Or does it exist and guides for this?
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It's a lot of spare slots, http://forums.nexusmods.com/index.php?/topic/556409-body-part-ids-for-unused-biped-nodes-consensus/ have an good list and recommended use, simply select 58 for left ring and 45 for secondary amulet.
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Can anyone explain how enchantments work?
magnemoe replied to NanakoMagojiro's topic in Skyrim's Skyrim LE
Pretty simple, you has to make your effect into an ability so it don't time out. then you use onequip function to add the ability to the one equipping the weapon with characterref.addspell and remove it on unequip. -
LE Alchemy Sorter Script not working
magnemoe replied to dtom1962's topic in Skyrim's Creation Kit and Modders
You are sure the references are set correctly? As the first work the next should work too. -
LE A script to determine if item is enchanted
magnemoe replied to Risuun's topic in Skyrim's Creation Kit and Modders
if you use smiting to upgrading weapon or armor it is an check if item is enchanted and you don't have the arcane smithing perk. -
LE Alchemy Sorter Script not working
magnemoe replied to dtom1962's topic in Skyrim's Creation Kit and Modders
Look at my http://skyrim.nexusmods.com/downloads/file.php?id=10045 Part of it is an ingredient sorting function, I stole the object list from somebody else, then I used excel to generate long series of function calls to move the items. It stores everything in the container you activates, lets you use the inventory take all button Skyrim removeitem is more powerful than in Oblivion, it let you specify target container and is optional silent. -
This has be driven me mad, made an mod who made the Khajiit tails more similar in width, removing the baseball bat look. Has to try this, will probably come back with more stupid questions?
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question about cell respawn mod to 48 hours
magnemoe replied to Skyrimpieter's topic in Skyrim's Skyrim LE
Some different issues here, it's an max limit on loose arrows in the world, the old ones are removed, it's also an limit on bodies, in the civil war attacks on Whiterun it goes over it and old bodies start to disappear. Now items you drop from inventory are not removed, they will stay forever unless somebody pick them up. Random containers are reset at respawn time and is the easiest way to test this, put some stuff who don't belong in it and see then it's goes away. -
Was thinking more on that the different settings in BSLightingShaderProperty did, either my items ends up to dark or to light. Think I have solved the headband problem, and it become to plastic even if I used BSLightingShaderProperty from in game clothes and the texture itself is also an tileless version of ingame textures.
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I'm trying to fix the Khajiit tail by making it equal width all the way to the tip, removing the baseball bat look. Problem is that just taking it into 3d studio remove the animation on it making is stiff. Extract tail, into 3d studio, export as nif fix BSLightingShaderProperty and save, Have even tested without modifying the mesh at all. bones and skin weight look ok.
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Game uses the BSDismemberSkinInstance to paint areas who should be hidden under other items, this is why top of gloves and boots goes away under robes. Put on an full helmet and your head is replaced by an helmet but the neck is still visible. Checked the ears and yes to top is marked as ear zone, however so is all of Khajiit ears.
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Ty, will try but still wonder about tutorials and does anything you do with materials in max except texture map survive?
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Any guides for how to set up an texture on an new object in nifscope. I made an new object, checked that the texture map was ok in max. In nifscope I removed the NiMaterialProperty and added BSLightingShaderProperty from some clothing. Object shows up ok in nifscope, ok in editor however in the game it's almost black, only show is color in very strong light. One other object I made was way to bright.
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http://skyrim.nexusmods.com/downloads/file.php?id=11283 this mod uses ear slot for the bells http://skyrim.nexusmods.com/downloads/file.php?id=8624 this does to but is Khajiit only. Ears still work as intended, however somebody else complained that top of ears disappeared. Granted I have not tested this mod for elves where the effect will be more visible than humans and Khajiit ears are handled different, as they goes away with any headgear. Wonder if the display order under armoraddon has effect here? The sort order is hard, all the dresses in the game crashes with boots as the top don't hides because of wrong sort order.
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Solved: simply wrong body slot on one elemet. Strange bug here, made an simple headband, made an simple cylinder who I scaled and adjusted to fit the head. Now it shows up nice in preview then I change mesh for circlet, but then trying to preview on an character in editor it gives me an error: Models: Bad w-array value for 'armor\mm\headbandf.nif' Values on shape 'Tube001' was 2 but should be in the range 30-62 No other error but model does not show up on character. did the usual stuff, wrap skin, set weighting to head added BSDismemberSkinInstance and selected all. Export and copied BSLightingShaderProperty in nifscope, even set has normals to no and tried different BSLightingShaderProperty. Any idea that's wrong, yes nif is set to body slot 42.
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Ear is a slot 43 and it work, as in become invisible with helmets, I have used it on multiple mods. However two other would be nice perhaps even three nose/ lower face for things like masks or nose rings, mouth for mouth piercings or an cigar. Eyes for glasses or piercings Underwear it tight clothing who will go under all other, also apply for piercings. http://skyrim.nexusmods.com/downloads/file.php?id=11292 (adult mod) Uses four custom slots for piercings http://skyrim.nexusmods.com/downloads/file.php?id=11283 uses face and ear.
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Thank you this is much better, however it leaves another problem, I can not rotate the object. It's not needed for an barrel but pretty nice for other items. Will continue to test here myself to. And yes I remember the repair hammers in Imperial furniture, prefer to use actual placeholders where practical.
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Hi I tested this and it did not work as planned, changed oblivion_layer and layer copy to OL_CLUTTER. crafted them and dropped them from inventory, result was that they moved slowly downward and away from me clipping ground and ending up around an meter under ground, not sure if they stopped because I used tcl to follow or just stopped, disable and enable returned them to dropping position and the returned the process. I was unable to activate them while they was sinking. Both clutter objects in CK was copies of standard clutter like an burned book and an basket. And yes, current system work by using an clutter object I drop from inventory I get it's position and replaces it with the container or other object, this is also the way the huge imperial furniture mod in Oblivion worked and I see no reason to change it. In Skyrim we only need to add an reference to the actual object in the moveable one and an reference to the clutter one in the static, add the script and it will work on any furniture or mesh who stand on the floor.