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DavidD

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Posts posted by DavidD

  1. Hello again.

     

    Is there any way to get the current region that the player is in? I really can not find a way to do that. With regions I mean "World->Regions..." in the creation kit.

     

    If not, is anything alike that that I could use?

     

    Otherwise I guess I have to put up a bunch of triggers in the world wherever I want to check for if the player is there

  2. Hey there!

     

    I'm trying to call a function from another script. Obviously making it global is the way to to.

     

    When trying to call it the game thinks it's undeclared. Understandable since it can't know that it is.

     

    GlobalVariable property foo auto

     

    function func()

    foo.SetValueInt(1)

    foo.GetValueInt()

    endFunction

     

    Both get and set will fail so I thought that I could use a local variable. Nope. Global function calling a local function? Nope.

     

    Does anyone have any idea what to do? I'm experienced in programming just not papyrus so you don't have to explain like I'm 5 (hopefully)

     

    I guess that would work. I seem to have misunderstood the inheritance.

     

    Thank you, I'll test and see if it'll work

  3. Hey there!

     

    I'm trying to call a function from another script. Obviously making it global is the way to to.

     

    When trying to call it the game thinks it's undeclared. Understandable since it can't know that it is.

     

    GlobalVariable property foo auto

     

    function func()

    foo.SetValueInt(1)

    foo.GetValueInt()

    endFunction

     

    Both get and set will fail so I thought that I could use a local variable. Nope. Global function calling a local function? Nope.

     

    Does anyone have any idea what to do? I'm experienced in programming just not papyrus so you don't have to explain like I'm 5 (hopefully)

  4. Hey there!

     

    I'm trying to make the salt in the saltpile.nif black. First I tried using texturesets but the texture's alpha properties seem to be gone.

     

    What I did is that I opened saltpile.nif in NifSkope and used the same texture (which now worked) but it still shows up in the creation kit without any alpha properties.

     

    How/what do I do? Googling anything with creation kit and texture pack just makes "Creation kit with texture pack released" come up

  5. You CAN change the mesh, open it in NifSkope and then save it as an .obj file. Do whatever you want to do and then paste it over the node in NifSkope.

     

    It's quite tedious especially now before NifSkope + NifScrips are updated.

  6. nifskope cant currently display the skyrim textures for some shader reasons, nothing problematic tho

     

    -------------------

    having some trouble ingame now, items vanish from your inventory after you reload and they dont have an inventory model :/

     

    Ah okay, I posted on their forums.. D'oh well, thanks!

  7. Is it me being bad at using NifSkope or can you simply not look at textures in NifSkope currently?

     

    Also, isn't the NiTriShapeData the triangles, and the BSLightingShaderProperty where the textures are? So as long as you only overwrite NiTriShapeData you should be good. Maybe NifSkope does this for you when you paste in a model?

  8. To get a texture into the image editing software of your choice you can do this (at least it's what I did):

     

    First get a .dds plugin for the program you want to use (so you can open .DDS files which Bethesda use) OR get a .dds viewer/exporter to re-save it as a .png and then convert it back to a .dds when you're done.

     

    Now, to extract the textures from the textures.bsa, download FOMM (Fallout Mod Manager). If you do not own Fallout you're going to need to get a hold of the game somehow or get a hold of the .exe files (I downloaded a crack for FO:NV and used that to get it running) and point FOMM to the folder where it's located.

     

    With FOMM you can extract the textures, you'll have to do a bit of research on how since I removed the .exe files and I don't remember what I did, just google it and you'll probably find it fairly quick.

     

    Once exported, open the texture you want to edit, edit it, save it and remember the structure. If you opened "textures\dungeons\candles01.dds", make a folder in your "Skyrim\data" folder named "textures", inside that put another folder named "dungeons" and in the "dungeons" folder, put the file under the exact same name as the one you openened in GIMP (or whatever), in this case "candles01.dds". You'll also want to update the _n files which are the normals. There are usually plugins for creating normal maps.

     

    Quick recap:

    1. FOMM
    2. Extract with FOMM
    3. Open in image-editor or .dds viewer
    4. Save changes
    5. Create normal maps (optional)
    6. Save into Skyrim\Data carefully, maintaining the folder structure

  9. I like in, in FO3 killing a Deathclaw was way too easy. I mean, c'mon Deathclaw, they're supposed to be hard to kill and I like it that way :D also with the new FPS mod you can't really take more than 3-4 hits before you die. I like this a lot
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