Jump to content
⚠ Known Issue: Media on User Profiles ×

Mithril97

Members
  • Posts

    9
  • Joined

  • Last visited

Nexus Mods Profile

About Mithril97

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim
  • Favourite Game
    Skyrim

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Mithril97's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Yeah, "locations" are tags assigned to groups of cells. For example, Solitude's worldspace, the exterior cells around Solitude, as well as all the interior cells inside Solitude, fall under the Solitude location. Using OnLocationChange would not fire when exiting Radiant Raiment into the streets of Solitude, for example. OnCellAttach seems like it would.
  2. Quick clarification - an object reference's "parent cell" is the cell it's currently in, right? Not the cell it originated in? In other words, is the player reference's "parent cell" considered to be your current cell, or is it always the Helgen exterior (the place where the player reference first started)?
  3. What does it mean for a cell to be "attached?" I've never heard that term used in Morrowind or Oblivion modding before.
  4. ^_^ Thanks! I'll look into those again, but I already saw them and I don't think they fit my purpose. Alternatively, I was thinking of using IsInMenuMode somehow to simply disable fast travel whenever a menu is opened? You can't fast travel without going into the map menu in the first place. Unfortunately, there doesn't seem to be a corresponding event for opening the menu, only a function.
  5. The simple method would be to use BSA Browser to extract the high-res DLC BSA archives and use them as you would any other texture replacer, then un-tick the high-res DLC plugins in Data Files/Nexus Mod Manager/Wrye Bash/whatever you use to run the game.
  6. Just like the topic says, I need help writing a script to detect when the player enters a zone transition, i.e. any door, portal, or whatever that brings up the loading screen with the rotating example model on the left and info string on the right. I'm creating an anti-fast travel mod that sits in a quest script, and I currently have it using RegisterForSingleUpdate(2) in a chain, disabling fast travel every 2 seconds and re-registering for that single update. The CK help site recommended this as it's supposed to avoid having multiple OnUpdate events running simultaneously and bogging Papyrus down. However, apparently my mod has been causing intermittent CTDs, and it would lead me to believe that this kind of 'heartbeat script' running every 2 seconds must be causing overhead that Papyrus can't handle. I could alleviate this by having it update every 5 seconds instead, but that leaves a loophole I don't want - after every transition, the player has 5 seconds to fast travel before it's disabled again. As such, I'm looking for a script to detect when the player crosses a zone transition, because that's when the game re-enables fast travel automatically. This way, I could disable fast travel only when it's been re-enabled by transitioning, while allowing the player to reactivate it through the console if, for example, his horse gets lost and he needs to travel once to get it to spawn again.
  7. Ah, okay. That's disappointing. Was it done at the object level? I never did much for Fallout with the GECK, but it seems like, if it's done in the game's mod tool, which has no mesh editor, then it must be done to the object template itself, right?
  8. Hi all~ I had a problem that bugged me enough to start posting here for some help. The meshes 'mageapprenticerobesf_0.nif' and 'magejourneymanrobes_0.nif' (and their _1 versions, which I assume are for beast races or NPCs or something), use multiple textures for the different versions of the robe. As far as I can tell, 'mageapprenticerobesf_0.nif' is for the female version of the Novice Robes of [school Name] and the Master Robes of [school Name], and 'magejourneymanrobesf_0.nif' is for the female version of the Apprentice, Adept and Expert Robes of [school Name]. These meshes link to a texture called 'robe.dds' or 'robes.dds,' depending on the mesh. However, present in the texture BSA are the following additional textures: 'robe_variant1.dds,' 'robe_variant2.dds,' and 'robes_variant1.dds.' These textures seem to be the different robe colors for different skill levels. The Novice and Master robes are a different color despite using the same mesh. I'm trying to make a replacer mod that replaces these mage robes with the Tavern Clothes, which uses 'wenchoutfitf.nif' and its relevant textures. However, I can't for the life of me figure out how to make this mesh use the variant textures. I've tried assigning it to use robe.dds, just like the mageapprentice mesh does, but all three skill levels show up as the same color. I'm using the textures from Danariel's Tavern Clothes Retextured with her permission, and I'm trying to assign each one of her lovely recolors to a different skill level of robe. Has anyone figured out how Skyrim meshes implement these variant textures?
  9. Shouldn't worry about options. You know where he lives, now set it on fire.
×
×
  • Create New...