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TidalWraith

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Everything posted by TidalWraith

  1. Yep it still uses Havok Animation / Behavior.
  2. Hey :) I think I can help you with your other issue, "FNIS 5.5 Fix 1" is not the full application but an update so it must be installed on top of FNIS 5.5 so the files that are 'fixed' in the update can override the previous versions with the newer versions. So "FNIS 5.5 Fix 1" can be applied by copying the contents of the zip archive into the FNIS Folder and overriding the files, or if you are using "Nexus Mod Manager" when it prompts you asking if you wish to disable the old FNIS install say no and install it seperately and allow it to overwrite all files. So your guess is pretty much spot on really.
  3. It may also be your fps causing the issue the physics engine doesnt seem to always work correctly when your fps is constantly above 60 fps ( before I begun using adaptive vsync I had this exact issue after enabling it I have had no physics issues).
  4. I'm not so sure about that the developer of Tamriel Online has time passing in menus although a little buggy it does work. Last I heard he was going to produce a seperate stand-alone mod which would allow it to be used in single player games as well not sure where that's at now though.
  5. Well afaik it is data to reconstruct the animation that's been compressed using a spline compression algorithm (A NURBs Curve) so you need to look at the whole serialised class. The havok sdk manual has sections on the specifics of the algorithm which is above me but you might benefit from reading the programmers manual for havok. Project anarchy (havoks free mobile engine) also has an open sourced fbx to hkx converter but that is for the 2014 version of the files maybe it will help you in your search though. I don't have a link for that at this second but I'll try to find it. It would be great if we could convert from hkx to fbx but I suspect that might be much more difficult then the reverse good luck to you sir. EDIT (Looking at it though it seems to just runs the file through HCT not what you are looking for I think): https://github.com/projectanarchy/fbximporter
  6. I like the name SkyAction, I didn't have a name for it before. I hope to release it once I have an internet connection again which should be in a few weeks tops along with another request. I cant easily allow combat animations though beyond default ones (e.g taunts) due to how behavior branches and seperates combat idles and non combat idles so allowing warhorn in a combat stance adds a bit of complexity that I havent really looked at.
  7. I've been looking a activated animations for the player (e.g open door, close door, lockpicking, eating, sleeping) and found mostly native solutions to blocking activations and inserting animations which I'm really excited about. Expanding the mods goals to include some of these features shouldn't be too much of a stretch. Just gotta work out how to use UI extensions :) .
  8. It's a problem with 3DS MAX 2012 being too new and having to use hct 2012 which can't be directly used in Skyrim you must downgrade any tagfile you create from hct 2012 plugins by running it through hktcnv (found here) This topic was over a year old it may have been better to start a new one :tongue:.
  9. Went through iNeed and FrostFall, so it's now compatible with both of those mod. You just need to make sure your new foods are added to the right formlists (e.g _SNFood_SoupList or _DE_Foods10) of the mods. Created a compatibility script so load order won't break anything and people won't need to merge but for your recipes you could probably just add them via creation kit then merge Formlists through TESVEdit or WyreBash if needed. Isoku mentioned how to patch in your custom foods in iNeed Comments so that might help you figure out where to place em but as you said it also has a discovery mechanic (which requires the item to have the VendorItemFood keyword to work so just make sure it has that :P) so that's up to you really.
  10. You don't need to put it anywhere. Steam Workshop should place it in the correct folder by itself and is the only supported way of using .ckms.
  11. It's some kind of 'make' file you don't need to extract it it should do so automatically. EDIT: Automatically when you open the launcher that is.
  12. I had fish and clam just under raw meat, I just use formlists to list what items can be used so it isn't that difficult to add more or to add other 'type tokens' (the scripts are fairly generic). Various Mushrooms are under vegetables already :tongue:.... I could add a new generic for berries perhaps "Cooked Berries" which makes a bit more sense, think I might I like that idea.
  13. I don't see any major issues with what you have but where is it actually attached if not to the PaintingRack? Something to think about though would be the use of: ObjectReference Property CraftingArmorPaintingRackSTATIC Auto ObjectReference Property CraftingArmorPaintingRack01 Auto That will force permanent persistence of the objects meaning they will stay in memory regardless of where you are in the world which isn't a good idea if you can help it. So you might want to try and use Events, Variables, Parenting, Linking or Quest Aliases (Only for 'Dynamic Quests') just some way to avoid using ObjectReference Properties. There's a page on the Creation Kit Wiki (Papyrus Persistance) it's a good read to see what you should try and avoid with some good tips at the end of the page.
  14. You'll need to either A) block default activation via script (using http://www.creationkit.com/BlockActivation_-_ObjectReference) or B) Use a Perk with an Activation Entry and having Replace Default checked (http://www.creationkit.com/Perk_Entry_Point) Those would be the two options I would look at to inject script before a normal activation. (Personally I prefer using a perk entry rather then the scripted way as it can generally be more flexible)
  15. Sadly you can't have both, Enchanting and Creating Objects are two different bench types. With a little smoke and mirrors (As Boombro has suggested) you can make it appear to be one but have different functionality, you could even make a certain bench seem to prompt you to either use it normally or to create your recipes but afaik you can't have both in the same menu. Many other ways it could be smoke and mirrored but that depends on the specific way you wish for it to be used and when but it can get pretty complex.
  16. I've been having some success with this with a little bit of work around I managed to make 3 generic stews Meat, Meat and Vegetable and just Vegetable. I just need to work out how to allow the major needs mods to register them (or how I can hook into them) and I think it will be all together. Currently it will just take the raw meats / raw vegetables directly from your inventory without asking the specific ones to remove I just couldn't find a compact way to do that yet that was meaningful and not overly complex. Maybe someone else has an idea? Currently the Menu sorta looks like this, I've managed to place them in another category to separate them for now but may just combine them back. (Fairly large image) what do you think?
  17. I could see some sort of 'slop'/stew recipe being created through scripting (Simply put it could generate a certain amount of combinations based on what your inventory has and how many place holder recipes that were created) but even with that it will suffer from the same limitation of magic effects, afaik there is no dynamic way to attach new ones. Still it could be used by iNeed, FrostFall, RND etc. to boost their stats in a mostly accurate fashion with a little hooking. I could see the use of scripting to emulate actor value effects too that could match the ingredients you could put in.... hm.... I think I can get something workable and like the idea. I'll see what If what I think I can do will actually do what I think it will do in practice over the weekend. :tongue: EDIT: Looked over at your other thread too, I have an idea I'll reply here when I am sure it will work.
  18. Try placing the .SEQ file in "Skyrim\Data\SEQ\" if you don't have a 'SEQ' folder in your 'Data' folder feel free to create one. Once you've done that it should be working, it's just a file that tells Skyrim that certain quests are start game enabled (or in other words a 'Start Enabled Quest').
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