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mdesanta777

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Everything posted by mdesanta777

  1. Does anyone know how to mod armor sounds? I'd like to add the metal-clanking sound (present in other heavy armors) to the Nilfgaardian Guardsman armor, which is strangely missing the sound. Any way to do this? The sound seems to be tied to the equip_template of the armor, but I don't know where exactly to change the sound without changing the appearance. Thanks in advance
  2. The accuracy of throwing stones as well as bows/crossbows are in spitems.xml, but I couldn't find the accuracy value of other throwables. Where are they located? Thanks in advance
  3. Is it possible for the couch not to be interrupted by damage, or increase the damage threshold needed to interrupt? After all you're never interrupted when preparing a stab by holding down the mouse button. Is it possible to make the lance stay in couched state after a hit? Is it possible to make the user hold the weapon further back thus increasing reach *only* when couching? Lastly, is it possible to make a weapon couch-only? As in unable to actively stab? If so, would the AI know how to use it? Thanks in advance
  4. I'm trying to increase the damage of spears and pikes *ONLY* when used BY infantry AGAINST infantry. I don't want to increase damage of infantry spear vs cavalry, because with my other spear changes, they're already very good vs cavalry. I don't want to increase damage of cavalry spear vs infantry, because they're already good. Increasing the damage would only make couching even more pointless. I don't want to increase damage of cavalry spear vs cavalry, same reason as above. Is it possible to somehow add a damage modifier when a spear/pike is used by infantry against infantry? Thanks a lot in advance
  5. I'm trying to reverse-engineer some mods in order to update them for 1.6 for personal use. The problem is some of these mods are based on a 1.3 version and I don't have the Tables.pak for that. (I do have Tables.pak for 1.4, if anyone wants it, I can post it here) Could anyone upload that file or tell me how to get it? Thanks in advance
  6. Like the title says, I can move if I go from walking into blocking, but not from a standstill into blocking. Sometimes in the above situation I can move by turning the camera. I've noticed that this happens less frequently if I point the camera down before blocking. I have uninstalled my animation mods and the problem still persists. My load order:
  7. Still need help with this if anyone could point me in the right direction.
  8. Sorry if I didn't make it clear, but I wasn't talking about the sneak meter, I was talking about the Project Nevada stealth meter (invisibility) HUD. That HUD shows up when you are using a stealth boy or a modded armor that makes you invisible, it shows how much invisible time you have left. This HUD is governed by the same iHUD setting as Grenade Hotkey. I'd like to always display this stealth field HUD (it would actually only show up when I'm using a stealthboy by selecting the "Always Display" setting, which is what I want), but I'd like the Grenade hotkey HUD to only show up when I'm pressing down a specific keyboard key, and never otherwise. Unfortunately the stealth field HUD and grenade hotkey HUD are both governed by the same iHUD setting "Project Nevada General Settings" so I can only use one rule for both. Hence me asking about what sort of personal modding I can do to have separate iHUD settings for each.
  9. This is what I'm talking about in case anyone misunderstood. This PN general setting governs both the Stealth Field hud and the Grenade hud. I'd like to have separate settings for both. I'd also like to have a "activate with a specific key" option.
  10. I've had both these mods since the start. Still I have no idea how I can have split oHUD rules for the PN stealth HUD and the PN grenade HUD. The MCM menu for oHUD still only lists PN as a single HUD.
  11. Currently the entire HUD of Project Nevada is governed by a single entry of OneHud: "Project Nevada General" I, however, would like the PN stealth meter to be shown all the time (in reality it would actually appear only when stealth field is in use), and the grenade hotkey HUD to be shown only when I press down a specific keyboard key (other than the RMB). I have some experience using GECK and FNVEdit, but no experience scripting. How would I go about doing this?
  12. Thank you! I did not know about the drop down menu. Selecting from it worked.
  13. For example, I would like to give the projectile "NVDLC01GasBombProjectile" a new explosion. So I ported the projectile record to my .esp, then created a new explosion record into my .esp (copy as new record the old explosion, then made some changes) When it comes time to edit the projectile record with FNVEdit, I want to change the Explosion from NVDLC01GhostGasBombExplosion "Ghost Gas Bomb Explosion" [EXPL:01013D9A] to my new explosion NVDLC01GasBombExplosionNew. However, FNVEdit wouldn't let me type in the EditorID for the new explosion record, it gives me an error saying ' "$NVDLC01GasBombExplosionNew" is not a valid integer value '. It would only let me type in the FormID of the new explosion record, but obviously and evidently, that doesn't work in-game as FormIDs are not constant. How do I properly reference a new record with FNVEdit?? P.S. I cannot edit this esp with GECK because even after I properly give all its parents the ESM header, for some reason, every time I double click an object in GECK, GECK crashes. Therefore I must made the edits in FNVEdit. Copy the explosion as override is also not an option as that explosion is used by other projectiles/weapons that I wish not to change.
  14. Like the title says, I'd like to return to XCOM:EU mechanics when it comes to this. Make Overwatch unaffected by plain damage, but is still affected by abilities or items like flashbang. How do I go about modding this? Any help would be appreciated. Thanks in advance
  15. For the uninterrupted by activation thing, look up Uninterrupted Invisibility by meh321. It does what you described. As for the invisibility effect, I too am wonder the same thing. It'd be great if the effect could be replaced with some sort of "visible" invisibility, or just no effect at all.
  16. Update3: Solved. Updated Skyproc version. Every link on that tutorial page is outdated and causes problems. These up-to-date modder's resources should really be more prominently linked in big, shiny letters on a sticky somewhere, instead of hiding in some obscure corner of the Internet. :sad:
  17. I made a very simple patcher with SkyProc starter, following this tutorial. http://www.uesp.net/wiki/Tes5Mod:SkyProc/Getting_Started However, when I run the patcher, it gives me the " Record lengths were off." error, and the perk is not applied in-game. Here's the error in the debug file I check the last object 01541CDawnguard.esm | DLC1Beleval in Tes5Edit. It is overwritten by a mod's file, but there are no conflicts. Many previous files in the debug lists are overwritten by mods too, so I don't think there's an issue there. Here's the code for the modified Skyproc Starter project, the only lines I added are in red.
  18. Update: when I add this spell via console to myself, I have the perk. When I add this spell via console to a NPC, they don't have the perk :sad: I tried giving the NPC the spell, killing then resurrecting them. No perk. I also tried spawning in an stormcloak soldier NPC. No perk. Spell is applied to all Nord NPCs. I know this because when I tried to console add the spell to Nords, it says it cannot be added. So they already have the spell. The non-Nord NPCs don't have the spell, and I can console add it to them. The Race-Ability link is working fine. Either way, an NPC having the spell, still doesn't have the perk. I added the spell to my player character, I received the perk. Update2: I also tried with an empty perk. Still the exact same thing. Spell gives perk to me, doesn't give perk to NPCs.
  19. It didn't work. I check for conflicts in Tes5Edit and fixed them, so there should be no problems on that front. In-game, I used hasperk to check on NPCs, they don't have the perk. Then, I used addspell to make sure that the NPC has the spell. Then I checked the perk. Still no perk. Is any of this wrong?
  20. That is relatively easy and seems less prone to script errors, bugs and less engine-intensive than the Cloak spell method. I will try and report back, thank you.
  21. Hello. I am making an enhanced version of Balanced Magic. In the mod, the spell magnitude is scaled to the skill level. The higher the skill level, the higher the spell magnitude. This is done by a perk that's given to the Player NPC (00000007). However, I'd like all NPCs to benefit from the perk. How would I do this without adding the perk to every NPC in the CK? Which would make the mod incompatible with any other plugins that edit NPCs. Is there a sort of "master" actor object that I can add the perk to, which would make every humanoid NPC have the perk? Or, could I make a script of some sort, that would be run from MCM, which would add the perk to every NPC? Would that work with generated NPCs? Edit: The perk that I want to add to NPCs is already added to the Player character. It's not a perk just for NPCs, if that makes a difference. Any help would be appreciated, cheers.
  22. I too, would like to have a mod that does this exact thing. Perks that allow you to zoom in and slow time while holding a spell, like when you draw a bow. Plenty of non-Destruction spells would also benefit from this, such as Fury and Calm. Is there a way?
  23. I love spears. Spears are long. I love long weapons, that don't look very threatening, but are still effective. Spears aren't traditional witcher weapons, but neither are crossbows, yet Geralt still uses one. Spears should be good for monster-hunting. So I guess what I'm saying is, please someone make/teach me to make a mod that makes the spears/halberds usable by Geralt. Maybe even add more spears (silver spears) to the game. Spears.
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