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RatB0Y68

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Everything posted by RatB0Y68

  1. No need, I've given up trying to do it. Instead I'm going for making a set of dark magic style spells. Thanks anyway though.
  2. The absorb health, magicka & stamina effects have a script attached which adds additional magic effects to trigger on the caster (cast point) & the target (target point). This is what I was thinking of. This explosion script is exactly what I'm looking for, thank you very much.
  3. I've given up trying to merge the meshes in Nifskope, it's beyond my understanding. Instead, I wonder if it's possible to use scripts to make the separate magic effects play at the same time. For example, to make a spell launch 3 projectiles - a firebolt, an ice spike, a shock orb - launch at once, then play each element's impact effect. Or to make a spell with 3 stacked explosions, fire, frost & shock. All at once. I know that there are vanilla scripts that allow stacking additional hit shaders (such as with the shield spell), as well as adding cast & target point effects. I don't know how to reverse engineer these to apply to impact effects, projectiles or explosions. I also know very little about scripting, so please explain like I'm five. Any advice would be appreciated.
  4. It's possible your GPU is starting to die. My first ever GPU was a GTX 680, & when it was on its way out I experienced various graphical artefacts in game, such as rainbow coloured glitchy shapes in the tween menu or lighting bugs.
  5. A while back I updated my Skyrim SE installation from v1.5.97 to v1.6.640. I then downgraded it to v1.6.353 so I could try the new Elden Souls style combat mods. I installed the following new mods & their corresponding dll plugins: -TrueHUD.esl -TrueDirectionalMovement.esp -Precision.esp. -Attack_MCO.esp -scar-adxp-patch.esp -MCMHelper.esp -ValhallaCombat.esp I also updated several existing plugins, such as: -RaceMenu -EngineFixes -PapyrusUtil & ConsoleUtil -DynamicAnimationReplacer -ENBHelperSE & ENBHelperPlus -MfgFix. All my plugins are either updated to current version or version independent. Amazingly it all mostly works, but for one slight bug. Basically, when outside, my player character's specular maps, environment maps & cubemaps usually stop working. Skin, weapons & armour become dull. However, it is only my player character & then only exteriors. Interiors aren't affected. Sometimes after travelling long & far enough, they start working again. My ENB & Reshade setups remain unchanged through the update. Also, I have found the bug persists on earlier saves without the ENBHelper dlls or TrueHUD installed, so I don't think they're the culprits despite being the most obvious suspects. Has anyone else experienced this or has any idea as to the cause? It isn't game-breaking & I'm tempted to just tolerate it until I can update all my plugins to v1.6.640 proper, but I can't do that yet. Any advice would be appreciated.
  6. %localappdata% does not exist on my entire C Drive. What does exist is the AppData/Local/ path, with a new folder for Skyrim Special Edition GOG.
  7. I bought the new Skyrim AE on GOG, I'm looking in the place where the plugins.txt is supposed to be (AppData/Local/Skyrim Special Edition GOG), it isn't there. I could make one myself, but manually copying all the CC esp entries would be tedious. Is there a way to get the game to generate a plugins txt? I need it to start installing mods.
  8. Having trouble getting my translucent armour pieces to look right. If you look closely at the sample pauldron below, you can see blocky rectangular patches that are lighter or darker than the surroundings, spread across the piece. I have frequently encountered this with other armour pieces I have tried to make translucent. I have tried smoothing out the shape & the normals, to no effect. I do not know what causes this, or how to fix it. Any advice would be appreciated.
  9. I've never been able to get transparent clothing quite right on SSE. I have the transparent texture with the alpha channel. I have the Alpha property activated in Outfit Studio and the clothing does look translucent, like sheer fabric. However, I notice in game on areas of the mesh that there are glitchy artifacts: blocky areas that either look opaque or even more transparent, creating an ugly patchwork appearance. I thought this was a normals problem, but smoothing it out had no effect. Usually, no such problem appears in outfit studio. I wonder, does anyone know what could cause this & how to fix it?
  10. Just coming back to say you are both epic human beings & I appreciate you for helping me. The script is a success, the outfit changes are flawless. I have an additional request for help. I've noticed that, while you can set an npc to have a sleep outfit & make packages that trigger the use of that outfit, the new outfit change script seems to overrule that feature (or maybe sleep outfits don't work in FO4). If I wanted to make my npc equip their sleep outfit when their doing their sleep packages, how would I go about doing this? Thanks again.
  11. Interesting. That looks very complex. Is it possible to have more than 3 Outfit Properties? Perhaps one for each day? I'm assuming that the blue text represents properties I'll have to create. For the akOldLoc & akNewLoc entries, will I have to fill them with specific locations? Or is there some way to make them represent any location change? Thanks for your assistance with this.
  12. I've made more progress with the new version of my follower mod. I decided to make a follower for my follower. I've done this in one of my skyrim follower mods & it worked well. She isn't a proper companion though, she can't interact with the player, trade items etc. I could set her up to be one but my actual companion was such a monumental undertaking I never want to repeat that. This presents a certain challenge. I want this npc to wear multiple outfits, but change between them each day. I know Deacon already does something like this when he enters new locations. I've had a look and I can't find anything that indicates how this is done. Can this be done by AI packages? Or is it controlled by a quest? Any advice would be appreciated.
  13. My experience with both vanilla & mod companions is that they don't function very intelligently. I've noticed, amongst other things: - Their navigation is very poor; they get easily confused by stairs & lack a conceptual understanding of circumventing obstacles, instead opting to try & run through them. - Their pathfinding is bizarre & counterintuitive. Even when they could just run in a straight line to a destination unimpeded they instead opt for a slower, more convoluted approach, mostly moving a short distance, stopping, turning, turning, moving again & repeat. - Their perception & reactivity in combat leaves something to be desired, most noticable with close range enemies such as ghouls. They won't react until attacked even when enemies are right next to them. I don't remember my Skyrim followers being so dumb. I am disappoint. Anyway, rant over, thanks for reading, have a nice day.
  14. I have another small problem. My companion has a unique combat shotgun. It has been semi-automatic until now, but I wanted to change it. I can't simply change the receiver mod it uses as the change won't be reflected in game on existing saves. It will be stuck with the original receiver, this will not help existing users of my mod, only new users. Sure, getting another copy with console commands is trivial, but messy & immersion-breaking. So instead, I flagged the custom shotgun as automatic in its weapon entry. This has the advantage of carrying over in game. The rate of fire is good too. However, when aiming & firing, the weapon is pointed slightly downwards but the trajectory of the bullets is unaltered, so it looks wonky when firing. This does not happen while my companion is in cover, she aims the shotgun properly then. I'm wondering, what causes this? Is there any way to correct this?
  15. It's consistent, it's the only interior that has this problem as far as I know, metal chairs of the same type show just fine outside of the vault though. I downloaded the previsibines repair pack mod recently & that solved the problem. I had to ditch it though, I have too many conflicting mods. I'll try testing the UFO4P patch next.
  16. You are an epic human being & I appreciate you. It worked, it actually worked! Something else happened as well. A while back I added the 'companion gives player items' feature to earlier versions of my follower. It never worked. I entered dialogue with her to test your script & she said one of the lines I made for her & gave me a nuka cola quantum. I don't know how it fixed it but it did. Thanks again.
  17. Okay, so I have a custom companion, with dialogue, packages & follower quests. I have the vanilla smoking animations extracted. What I want her to do is this: - When she is following you & you open dialogue with her, she plays the 'take out cigarette animation'. - After this, she transitions to the various flavour idles at random during the convo. The holding, inhaling & hand gestures. - When you exit dialogue, she plays the 'throw away cigarette animation' I have already tried this with AI packages, but the results are inadequate & inconsistent. Using the begin/end/change tab doesn't seem to trigger properly, ignoring the conditions. The idles tab doesn't work at all. I have very little knowledge of scripting, the scripts I do use only exist because of Youtube tutorials. Any advice welcome.
  18. Yep, title says it all. I don't have any mesh, texture or material replacments for said chairs. The only mods affecting Vault 81 are the unofficial patch & my follower mod. All my follower mod adds is the follower placement, a couple of new containers & some idle markers, no vanilla objects are touched. The leather padded chairs are still visible but the folding metal chairs in the barber shop won't show.
  19. I did the subdivision in each morph separately, morphing the head manually is beyond my expertise. However, each morph has the exact same vertex count. 27,237 vertices. They were all subjected to a lvl 2 subdivision in quad/tri mode with the inner vert setting. If I subdivide all the separate objs with exactly the same settings, will the vertex order not also be changed in exactly the same manner for each file?
  20. Okay, so I've used a tool on nexus to deconstruct a head tri file into a bunch of obj files. One is the base head, the rest are the morphs. I have edited each of these objs in Blender to increase poly count & then I smoothed them out in Outfit Studio. I've hit a snag. The tool I used can't properly reconstruct the tri file from these new hi poly obj files. My question to you all is how do I manually reconstruct the tri from the obj morphs in blender? Here is a link to screenshot of the higher poly base head in Blender. Here is a link to screenshot of one of the higher poly morphs in Blender. Here is a list of the obj files in question:
  21. So, I used an old tool 'Animation Tools N2' to disassemble a head tri file into a base head obj & a collection of the various morphs stored as objs, as seen in the screenshot below. I successfully opened up and increased the poly count of the base had and all morphs in blender, then smoothed them out in Outfit Studio. I then used the tool to try to recompile the base head and morphs back into 1 tri file, but the result was defective - opening up the newly created tri showed me an invisible/nonexistent base head and a bunch of morphs that didn't seem to do anything. I've opened up vanilla tris in Outfit Studio/Blender before, enough to know something was off. My question: Is it possible to manually reconstitute the tri from the obj files using Blender &/or Outfit Studio? How would I do this?
  22. Oh yeah, the 1080ti is still a viable card today. It was a beast when it came out, and still holds it's own. :D I upgraded from a 1060 6gb card, to the 3070, and performance for me just about tripled..... I was STUNNED by how much more powerful it is. I got lucky though, my boss offered me a really good deal on the vid card of my choice, and we actually had some 3070's coming in..... :D It was a deal I couldn't refuse. :D My son is running a setup very similar to yours, and he is still very happy with it. But, he just got himself a bitchin' new job, that basically doubled his income, so, is in the process of spending stupid money on a new build. :D (11th or 12th gen i9, etc. :D) Prior to purchasing my current monster rig, I had a good old 1080 from msi, with an OC'd i7 3770k. I can concur & confirm the 1080 is indeed a solid, strong & reliable card. It pulled its weight and lasted longer than the rest of my rig did.
  23. Hi, I'm back with another question. Is it possible to alter a body mesh so that it can have environment maps and cubemaps? Thus allowing it to gain a shiny metalic look. I've been faffing about with shader flags in nifskope but I haven't been able to produce the desired results.
  24. I'm not changing Serana's actual name. Just deciding the mod name. Also, I figured out a mod name myself in the end. Originally I was going to make another follower mod, 3 sisters with their own armour sets. I just don't have the motivation or interest anymore, so I'm combining the assets I made for them into the Serana replacer mod. After that, I'm done for good. However, I may still update some of my older mods over time to use newer better assets.
  25. I'm planning a Serana overhaul. I've given her a custom body. Her weapon clips her hips when sheathed. I can give her a custom skeleton to fix this, but this requires changing her race or editing the existing one. I'd prefer the former as it is less messy. However, Serana isn't a basic cookie cutter follower, she has many quests and scripts attached to her. If I change her race, will I disrupt any of these functions? Please advise.
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