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DavidD

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Posts posted by DavidD

  1. I could see about creating some models. I don't have very much experience but I know my way around 3ds max and can create models. If you don't like my work you can just dismiss it and go about your day.

     

    I can do static models and/or weapons.

  2. Sorry for the late response. That looks absolutely fantastic. The only thing off is that the pommel should be the same width as the hilt; yours has a tiny bump, but otherwise it looks damn good. Blade MIGHT need a bit of length, but the perspective you provided might just be throwing me off. I could try to make the texture myself if you threw me a UV map for it, if you know how those work. I don't know how they're made, so if you don't, we'd need another person on that lol.

     

    I can UV-map it and send it to you. I'll give you some perspective as well. The pommel looked like it has some details on it but I'll remove those as well, is it also flat? Because on the model it is flat. There's a very small circle in between the square and the hilt, tell me if you don't want it.

     

    Here's the katana next to a 2-handed claymore which I extracted from the .bsa archive

  3. If you could send me the picture of the mace I could give it a shot. I'm not über 1337 when it comes to modeling but I'm learning. Since I have a shitload of free time on my hands right now I wouldn't mind sinking some time into it.

     

    Don't expect miracles, but I could certainly try! If someone else would like to try, don't let me hinder you. I'm here to learn. I'll also make sure not to send/show the picture anywhere.

     

    Another thing: I don't do texturing. I am horrible at anything that needs me to be so artistic as to creating textures. I could try, maybe. We'll see

  4. The creation kit would be what you're looking for.

     

    Download it, open it and then go to the top left corner (I don't remember what the button's called) and load in the 2 default files which are skyrim and update I believe. Then you can browse in the content browser or search with the filter "bandit" under the "all" category

  5. You'll have to open up the .nif file and edit the mesh as well as the collision model. To edit the models you can use Blender, 3ds max maya or any other software. Blender is free and 3ds max is free for students.

     

    What you do is that you export the model with nifskope and use niftools to open it in whichever 3d modeling program and then modify and finally export it. Then you replace the old mesh with the new one.

     

    Use Google. A lot

  6. Hey there!

     

    Is it possible to set the height of the terrain on any given cell? Say I want 0,0;0,1;0,2 to be at height 200 and the rest to be at the height 0. How would I go about doing this? I don't just want to raise the terrain and keep them connected, I'd like to add a new piece or set it to a certain height and disconnect it from the rest.

     

    Please refer to this extremely well-drawn picture: http://imgur.com/TltnJ where the red cells are at height X and the black ones are at height Y.

     

    To sum it up I guess I could say that I want to create a floating island.

  7. The best way to learn is to open up existing files and experiment.

     

    For doomstones you want to create an activator and attach a script with the OnActivate event. Open up any button, chain or anything else and have a look at its script.

     

    Good luck

  8. Try this:

     

    Scriptname YourActivatorScript extends ObjectReference
    
    Spell property Paralyze auto
    
    Event OnActivate(ObjectReference akActionRef)
    
    Paralyze.Cast(Self, akActionRef)
    
    EndEvent

     

    Of course! I'm so dumb I forgot about using Cast(). I can't do it now though. I'll report back later

  9. Hey there!

     

    I was going to create a script which I want to have activated at all times so I took the "playerSleepQuest" and duplicated it. Now I remembered how I never worked with quests.

     

    How do I run a piece of code when said quest starts? I see the "Papyrus fragment" and "Advanced" tab but I don't understand how they work. A crash course would be appreciated!

     

    EDIT: Figured it out, I just had to enter it into the box and hit compile. No clue why it didn't work at first

  10. i am pretty new to scripting with papyrus but it should work like this

     

    Scriptname MyTriggerBoxScript extends ObjectReference
    

     

    So MyTriggerBoxScript "is a child" of ObjectReference, thus i can call on all functions native to ObjectReference.

    Pls correct me if i am wrong ;)

     

    That is true, however you will also inherit properties and I'd like to keep the usage of properties to a minimum since they'll be persistent and I don't know how the garbage collection works or if scripts are removed/reused or whatever

  11. Hey there!

     

    In the wiki under persistence it says that if I attach a property to a script it'll stay forever. What if I attach the script "ScriptFoo" to "MagicEffectFoo" and then make the effect of a consumable "MagicEffectFoo"? Will I end up with 1 ScriptFoo in the game which is reused or will I end up with 100 (given I use 100 consumables).

     

     

     

    If anyone is experienced with global functions and can tell me how to call a global function which returns a property like so:

    int property prop auto
    
    int function GetProperty()
       return property
    endFunction

     

    I'm used to C++ and C# (or pretty much any other language..) where functions are global left and right so not being able to do so with ease is making this way difficult

     

    Also it should say "Will it create multiple instances" not references

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