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Everything posted by Xerperious
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It is on a save that hasn't had the mod played on it yet. I have to spawn in the items each time and equip it.
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Nothing has worked yet, I tried doing a quest and that didn't work either.
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Still doesn't work with 6 7 or 8. Scriptname TwinAxesScript extends ObjectReference {Summons left Twinaxe} Actor property PlayerRef auto Spell Property SpellToCast auto Event OnInit() RegisterForActorAction(7) EndEvent Event OnActorAction(int actionType, Actor akActor, Form source, int slot) If akActor == PlayerRef If !source If ActionType == 7 If !slot SpellToCast.Cast(Self, Self) Endif Endif Endif Endif EndEvent
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The script still doesn't work the way I want it to in game though, it doesn't do anything on draw.
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Thank you, now it compiles. I thought I had them in there.
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Hey can someone tell me why my script isn't compiling? Scriptname TwinAxesScript extends ObjectReference {Summons left Twinaxe} Actor property PlayerRef auto Spell Property SpellToCast auto Event OnInit() RegisterForActorAction(0) EndEvent Event OnActorAction(int actionType, Actor akActor, Form source, int slot) If akActor == PlayerRef If !source If ActionType == 6 If !slot SpellToCast.Cast(Self, Self) Endif Endif Endif Endif EndEvent This is the error it keeps giving "Starting 1 compile threads for 1 files... Compiling "TwinAxesScript"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\TwinAxesScript.psc(7,4): RegisterForActorAction is not a function or does not exist No output generated for TwinAxesScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TwinAxesScript" Not sure what I am doing wrong if someone could help that would be good. It is supposed to be a script attached to a weapon, and once that weapon is drawn it should cast a summon weapon spell and summon into the left hand. As in a "paired weapons" script.
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DLC2PillarBuilderActorScript < (060177DB)>]OnPackageStart - ma
Xerperious replied to Vulon's topic in Skyrim's Skyrim LE
Here you go, I made a fix https://www.nexusmods.com/skyrim/mods/88353/? -
@Gorgulla, what settings do you use when you export textures from substance painter(If you use substance painter, I heard somebody from the TES Renewal team used it)? I have trouble getting my textures from substance painter to look good in skyrim. Also for those who want to see the stream in action https://www.twitch.tv/kylerebelzize
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LE Outfits, How should they be done?
Xerperious replied to Xerperious's topic in Skyrim's Creation Kit and Modders
Thanks for the replies, So I have changed up some things, no more nipple spikes but there still is a spike on the back. Put buttons in place of the nipple spikes. (I still think they look weird. They might be too big.) Made the breasts less like "pockets", they look a lot better. Also like I said, the reason I am building this on the CBBE body is for customization, I realize the breasts look flat, in my game I like them 3+ times that size. From what I can see I have the mesh smoothed out pretty well, although there are a lot of vertices in some places that I will have to figure out how to fix up, weld has helped a lot but some spots look weird. I will plan to make the sleeves flare out a little more, but I will probably wait until later to do that. http://i.imgur.com/Ym3VdXe.png I wasn't going for a sailor moon look by the way, my friend on steam suggested the same thing. :p http://static1.fjcdn.com/comments/He+_22e4b2c0beb9095f05fc09e55b5ab56e.jpg When I first got into modeling about 4 years ago I tried to use blender but I didn't like it too much, it has a lot to offer but it is just "too much". I still have it on my computer, I might have to go back in and look at the whole UVing stuff. 3Ds max has an auto unwrap thing as well as some other tools in the UV layout, but it doesn't usually unwrap properly. -
LE Outfits, How should they be done?
Xerperious replied to Xerperious's topic in Skyrim's Creation Kit and Modders
Thanks for the reply, I did think cones on the chest look weird too :/ not sure what else I would add for detail though... I could try making them smaller. Also I like the red straps, I guess I'll add more. Here it is from all veiws http://i.imgur.com/OKEjEm0.png The Cone things look a little better smaller, the top of the clothing pushes out a little bit, that might be why it looks weird. The good thing about CBBE is that you can make it look like other bodies in bodyslide, making it very easy to make a custom look. -
I have been into 3D modeling with 3Ds Max for about a year or two now and I have gotten a good feel for the software, I am no professional but I do somewhat know what I'm doing. This isn't really a question about something I don't understand, but what is a better way to do something. I am also looking for suggestions on how I should go about completing my outfit. http://i.imgur.com/wSGMir3.png I know it looks pretty plain right now but I started on this outfit yesterday as a small project to see if I could just do anything cool. At first I was going for some oriental Chinese dress design I remembered seeing a while ago, but I couldn't find any good reference photos. The nipple cone things are also pretty out of place but hey, this is Skyrim modding :p I'm not even close to finishing this but this is what I have so far. Finally, here are my questions. Q1: Would it be better to have planar clothes and set it to double sided in NifSkope? Or have a 3D mesh around the neck and sleeves? (I think this is just a preference thing) Q2: Is there an easier way to UV other than 3Ds Max? I hate UVing, it takes forever, and most modelers that I have talked to said the same things :/ This is the reason why most of my projects don't get finished. Q3: Suggestions? At first I had a good Idea of what I wanted to make this into, now I'm not sure what to do with it. I was thinking opening up the chest of the outfit a little more or adding a bow around the waist. Also I probably won't do a long dress because it would be difficult to weight paint it. Q4: Should I make the poly count higher for the side straps? (The red pieces) They might look good now but I'm not sure how they will bend with the body after it is weight painted. Details: Built off of the CBBE 1stpersonbody_1 (For easy Bodysliding) using the push modifier and freeform smoothing. 3Ds Max 2016 If I missed anything or if you have questions please ask me.
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In response to post #41561595. Shhh, we have to keep the 1k thing a secret!
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LE BSA unpacker crashing for textures
Xerperious replied to Elias555's topic in Skyrim's Creation Kit and Modders
I see, I wasn't sure what the rules were on this. Thank you for taking the time to explain it a bit better. My original comment was: "I'm not so sure a person should be decompiling / "unpacking" other people's work ..." I really didn't mean to stir up a den of trolls. Clearly this forum is full of kids that have nothing better to do but be as rude as possible. Trying to make a huge deal out of nothing just to be a jerk I guess. I've seen enough and will not be posting anything any further on this forum. Very disrespectful and toxic. "Cry me a river. You're the one ranting that I shouldn't decompile other peoples work. Go leave your comment of 90% of mod pages that didn't want to overwrite assets. >I did say "I may be wrong here" You did try to save face, I'll give you that." "I'm gonna report you to the internet police!" "Contact the authorities! Vicn must be stopped! I don't know what this dudes problem is" I was never RANTING about anything. The only one RANTING here is you. Who talks to others like this and why? Is your life really full of this much hate? I hope someday you find peace or at lest learn some tact when talking to others. I'm sure you will go off on this too ... know that I will never see it and no longer care to respond to your nonsense. Good day sir. Nobody here is complaining but you, please stop. If you feel the need to write a paragraph to anyone who PROVES you wrong, then maybe you shouldn't go on the internet. Also, what language do you program, perl? Ruby? Anyways, I read through that forum and there was nothing stated about a EULA, the only thing they asked is "If you use DLC resources, you must set the DLC as a mod's Masterfile." and not to use the games assets/resources in any other games. Something like that, not word for word but it's close. Please keep the topic on BSAs and stop continuing this. -
LE BSA unpacker crashing for textures
Xerperious replied to Elias555's topic in Skyrim's Creation Kit and Modders
Even if it was, there are thousands of mods that use vanilla assets that were extracted using bsa decompilers. If bethesda doesn't like it they can shut it down themselves. As for decompiling a modders bsa, you'll never know without them letting you know so why make a fuss about it? The same reason some laws don't exist due to being impossible to police in a free-ish country. Yes I know, I was thinking the same thing. Where did that "EULA" come from though? Because I have seriously never seen any type of agreement with the CK. Edit: Whoops, didn't see the post before. Also BSAs have a 2.1 GB limit, if you are going to do a big mod don't pack your files. -
LE BSA unpacker crashing for textures
Xerperious replied to Elias555's topic in Skyrim's Creation Kit and Modders
I'm gonna report you to the internet police! But seriously, source where you got that EULA. I have never seen it in the CK or the Skyrim directory. Usually programs that have EULAs make you agree to them first or make you read and accept it before you use the software. -
LE BSA unpacker crashing for textures
Xerperious replied to Elias555's topic in Skyrim's Creation Kit and Modders
How is this form toxic? People are pushing you away because you really aren't helping anything. The topic is about Unpacking BSAs which some mod authors allow, for reuse of there assets. Let's not turn this into a bigger issue. If you want to Unpack BSAs, get BSAopt here - http://www.nexusmods.com/skyrim/mods/247/? This is probably the easiest way to unpack BSAs and I have never had a problem with it, just follow the instructions. -
Well, you can't seriously edit a mesh, like deleting triangles, if you do that you will have to re-UV map the whole thing (and nobody likes to do that) but you can move the mesh and parts of the mesh around. If you are making what you say, the Skyrim meshes will probably not be high quality enough. For transfering weight painting in 3Ds Max - Keep or import the original werewolf mesh - Add a skin wrap to the other meshes - Check weight all points - Click add and click on the original werewolf mesh (Do this for each part of the mesh except the werewolf mesh, it is already weighted) - Click convert all points (Do this for each part of the mesh except the werewolf mesh)
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LE summoning a portal (spell/effect door)
Xerperious replied to lop997's topic in Skyrim's Creation Kit and Modders
So you want to make a portal that teleports you to a new world? First off, doors are activated, so you have to walk up to it and activate it if you want to be moved to a new cell. I don't think that is how you want your portal to work, I don't even think the mesh would allow it. Portals usually teleport you, so when you get near it you would be teleported. You are not teleported by the portal itself, but you are teleported by something called an "AutoLoadDoor01" that is placed in front of the portal mesh. (For some reason there is a blank "AutoLoadDoor01" in Whiterun, you can see the "to " if you run against the wall to the left of the Hall of the Dead. If you go through it you get an infinite load screen as it goes nowhere.) If you want a portal that you activate and you have the DLC, search "PortalGemDoor". - This is the Wayshrine Portal from the Dawnguard DLC. If you want to make a portal that teleports you and you have the DLC search "CasSCPortalExit01" and place an "AutoLoadDoor01" in front of it. - This is the Soul Cairn Portal from the Dawnguard DLC. If you want a portal you could activate, you could either - Extract the mesh and make it to where you could activate it and turn it into a door - Make an activatable plane/other shape and place it right in front of the portal If you want to make a door that automatically teleports you just by getting near it just place an "AutoLoadDoor01" in front of it. If you want to find the name of a specific portal, go somewhere that you know the portal is at - lets say the portal to Sovengarde. - Go to the WorldSpace that the portal is located in, for the Portal to Sovengarde it is located in the "SkuldafnWorld" WorldSpace located in the drop down of the Cell View window. - Move your camera to the Portal - There are two ways to do this, how I do it is I rip apart the worldspace and select it (DO NOT SAVE), or try to find it in the left side of the Cell Veiw window and select it. - Once you have found the portal, there should be a box around it as if you have selected it. - Right click and edit the portal, it should show "Base Object" and it will be grayed out. - The "Base Object" ID is "SovngardePortalSeal01". (Misspelled, be wary of Bethesda's typos, it is should be Sovengarde but it was spelled Sovngarde, missing an e.) - Search the "Base Object" ID in the Filter of the Object Window and go to all. - Go to your WorldSpace, or wherever you will have the portal. - Drag the "SovngardePortalSeal01" onto the Cell Camera window to place it in the Worldspace. - I don't know if it has to have a set animation or if it is physically set but you should be able to set it to "Open By Default" if you right click it. There is the portal, be sure to add the FX under it too, "FXSovngardePortal" - If you want to make it like the Portal to Sovengarde in Skuldafn to where it requires a staff or something to open then that requires scripting. How to link an "AutoLoadDoor01" to a cell? (Do this to both sides to make it a two-way portal) - Place an "AutoLoadDoor01" in front of the portal. - Right click it, edit it, and go to the teleport section. - Keep the Reference window open and go to the cell where you have placed the other portal - Place any "Door" type object in the other WorldSpace (Where you want the portal to go to) - Give the door a Reference ID -Go back to the Refrence window for the "AutoLoadDoor01", select "Select Reference in Render Window" and double click on the "Door" that you placed down earlier. - A yellow box should have popped up, that is where the player will be placed after it has gone through the "AutoLoadDoor01", move it where you want, preferably in front of the other portal. (But not too close to where it teleports you back.) - The bit on the end is the direction the player will be facing upon entering the new cell. - Select the "Door" and set it to "Initially Disabled" if you want to hide it. Random floating doors look bad. - Save the .ESP and test the door to see if it works. If not, check the steps again. Hope this helps, I tried to answer your question and any other question you might have after that. If you need anymore help feel free to ask. I hope I didn't mess up in the steps. :p