Jump to content

Scrabbulor

Premium Member
  • Posts

    28
  • Joined

  • Last visited

Everything posted by Scrabbulor

  1. That's exactly what I wanted to know. Thank you very much.
  2. Hey everyone! I have a huge amount of Navmesh to create and I'd like other mods that modify navmesh in those cells to function when placed on top of my own. I really don't want to have to redo it later so any help would be appreciated. Bethesda's Navmesh on the left ends before the next cell (because Whiterun's entrance is there) so I must fill this space. I know how to link these two cells by "stretching" existing triangles across the bridge or creating new ones. After testing they both work. What is the best practice for joining a vanilla cell with incomplete navmesh to a cell with completely new navmesh? Is stretching or adding triangles both acceptable? Thank you for your time.
  3. Thank you all for reading and leaving nice comments! Genuinely makes my day sometimes. Glad my little mods are enjoyed by so many.
  4. In response to post #35842820. #35854110 is also a reply to the same post. "I want free stuff and I want it now!" -Some people.
  5. If you use an ENB hit Shift and F12 to toggle it off. If the neck seam disappears your ENB has "colorpower-timeofday" set above 1.0.
  6. Two Skeletons in a plane. One jumps out, the other one says, "You got guts."
  7. Good day folks. I'm working on a new guild and quest chain and everything is going well, except, I want to spawn an actor or actors ONLY when accepting/entering a specific stage of the quest. Can I get an example of what this script might look like and how I might go about doing this? I assume the actor will need to have a script as well?
  8. Great, thanks a lot! @gasti I have another package below it, both set on Must Complete. I even tried removing the must complete flag from the follow package hoping that would help when the target dies. No dice. I wanted them all to switch the the leader's patrol data. That way they'd still continue the path but look much more unorganised adding some realism to the patrol indirectly. I'll see if I overlooked any options dealing with alive/death statuses. @Sinderions Setting conditions sounds like it'll do the trick, I'll give it a shot. Can't try them out right now, but I didn't want to leave your replies unanswered. Thanks again! I'm pretty sure one of these will work. Edit: I'm a bit late... 2000 endorsements late : P but it worked. Used getdead then instead of running the condition on the subject and changing the target, I changed subject to reference and that worked flawlessly. Thanks in again.
  9. I have a few NPCs following one NPC with a Travel package. Is there anyway I could make them use another Package when the NPC they're following dies? Currently they just stand there staring at the corpse and talking to eachother. Thanks in advance.
  10. You can now get 3DS Max 2012 for free, legally you bloody pirates! Don't laugh, I see you @_@ Register for a 3 year Student License here http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=17355061
  11. Edit: Issue resolved.
  12. Tried a lot of times, in different orders even. I think there must be some way to get casting/shouting into attack list, or maybe attach it to an attack.
  13. Been trying for about 5 hours now and its most likely something I over looked, but how do you get npcs that originally couldn't use shouts/spells (horses, giants, mammoths) to use shouts/spells? I added a few to the race and class of the creature I wanted to and it would never cast them, only melee :< I looked through just about every tab of every section related to combat and I still can't figure it out for the life of me.
  14. I cant seem to fix it myself. Flipping normals just makes the entire thing black but the base above the grip seems to be texturing and showing up normally when I use a base texture only. I'm an uber noob but I've gotten about 20 weapons into the game using .
  15. Been adding some monsters to Skyrim and I'd like to use the mammoth as a base for a great deal of them. My question is, is there anyway to stop the foot deformation physics on a model? The mammoth's feet are attached to its "belly hair" so it moves along the body in a weird way so no matter which bones I remove or how many times I try it looks hideous. Do I have to edit every animation where it is used or can I just simply remove it from the model all together? *Fingers Cross* Here's an image of my problem, thanks in advance: http://i1167.photobucket.com/albums/q637/Alaetreon/ScreenShot39.jpg
  16. I use these personally: You might have seen them already because they are on the tutorials thread.
  17. Ah so beautifully simple! I've been grinding my head against a wall of skin wrapped deformities for days lmao. You have done me and the community a great service! Thank you so much! THANK YOU! :D
×
×
  • Create New...