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midsidion

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  1. smells like fallout 3 and vegas, i miss needing multiple containers rather then 17 mini guns 20 thousand pounds of rounds 126 armors weapons and god knows what else all in a medic kit box
  2. anyone happen to know a script to add a delayed explosion to a projectile created from a spell. I am guessing it will require 2 spells, 1 which is the projectile summoning spell and 2 the actual explosion itself. I just have absolutely no idea how to tie the explosion spell script wise to a projectile
  3. anyone happen to know how to write a script that would assign a projectile from a spell to explode after however many seconds. Say for the sake of argument, we wanted a spell that summon a cheese wheel(since these seem to be popular to summon we will just go with that) and have it bounce around and reactive with havoc and all, but after say like 5 or 10 seconds it explodes. Any help would be awsome
  4. Worse case scenario, you could always deactivate all but the official plugins then start turning your mods on 1 at a time till you find the one messing up your start up.
  5. well unfortunately I've had problems like this before not only in skyrim but long before skyrim back in my morrowind days and found out the hard way that just because these nice little user apps to help with modding say they have fixed how things should be or don't detect any problems does mean that they are 100% correct. Always ended up either doing the good old turn all mods off and see if game still ctd, if it did then clean install, if not then turn 1 mod on a time till it did ctd, or if I didn't want to mess with that I just flat out did a clean install and slowly reinstalled mods checking for the CTD along the way. Recently had on pop up where each time I caught a bug of any sort boom game blew up which was fun. When you start stacking mods the oddest of things can occur that no Boss/Loot, or wyrebash patch will see sometimes. In my recent ctd case loot said everything was fine, which in loot's eyes it was, but it was a mod conflict in the end, turned them all off and found the culprit.
  6. well all my mod is really is what is posted above as the script. Fortunately I managed to get in contact with someone that knew their way around scripting and were able to point me in the right direction After a while of tinkering I got it working perfectly without a hitch. The spell will not cast, nor take mana, nor take up a summon slot if you don't have the regent. If you do have the regent required it fires off as normal and removes it from inventory. Finally I can get down to earnestly trying to get it finished so I can upload it for people to try and hopefully have fun with.
  7. Well I spent all night trying and trying. I tried a few other scripts I had seen others post to work, along with other methods of attempting to attach the script to the spell but no luck. For whatever reason the spell will cast but wont remove an item and I am completely stumped as to why. I have a feeling some scripter more experienced then myself would point out some relatively simple mistake which I have more then likely made but I don't have the know how to know where I goofed. I tried making a dummy quest for a player alias but I dunno where the script should be attached, to the quest or the spell effect, tried both with same end result, spell cast with no item taken. Maybe I am using the wrong event , I tried both spellcast and effect with no luck. Maybe being a conjuration spell its a lot more complicated or maybe I'm just a clueless idiot lol. I would paste a few of the ones I tried but cant seem to be able to copy and past in my post and I am dead tired after spending all night banging my head against this issue. Hopefully when I wake up someone far more skilled in this will have shed some insight on it.
  8. ok so through some reading I have the spell kinda of working. So far it only summons IF you have the right amount of items required in your inventory. Got that working by attaching the getitemcount condition to the spell effect. However the item removal script compiles but doesn't remove the items on spell cast. Scriptname test extends activemagiceffect miscobject property bonedust (custom item for mod) Event OneffectStart(Actor akTarget, Actor akCaster) if (game.getitemcount (bonedust) >= 1) Game.getplayer().Removeitem(bonedust, 1) endif endEvent that's what I have so far and it compiles it just doesn't do anything as per usual my luck lol any advice on changes or help on making it work you be great, thanks.
  9. I am trying to figure out how to make a spell use items in players inventory. Like making a summon skeleton spell use bonemeal. So in theory player would cast said spell and have say 4 bonemeal removed from his/her inventory. I've looked up the player remove item script I just seem a bit lost on how to attach it to a spell. Was hoping there would just be a simple remove item condition but nothing is ever that simple for me. Any help would be greatly appreciated. Scripting seems to have gotten me completely lost on what to do as of now so try to keep explanations as user friendly as possible lol
  10. Yea I realize its a template, I was just worried that all the random spawns would end up being spawned with the textures of the custom race they get put into rather then what they were supposed to look like. Like if you make a custom race with Lonesome Road loaded all the marked men random spawns get moved to your custom race as well, and it would kinda be a game breaker if all those spawn templates for market men popped as your custom race. But if mods like ling's and fook havent had such problems reported and you are seeing the same thing I am when you makea custom race then i would lean towards what you are thinking and just ignore the issue.
  11. Just opened Fook for NV to give them a look and see if they had the same problem at all. Upon doing a search for LvlRaiderGun it pops up under FOOKFatherElijahRACE Male along with a ton of others just like for me. So I am beginning to think its only me, which would stink because i have found nothing on how to suggest how to go about remedying such an issue, or its happened to all mods that make a new race and its just never ever caused any problems at all for anyone to report it. Another thing to keep in mind, these npcs will not be listed under the new race that is created in the objects list until you save and reopen it. If you just make the race you can see the race change by doing a search for LvlRaiderGun. His entry will still be under caucasian but if you edit him you see his race is linked to the new race. After you save and reload the new mod you created with the new race, a Male tab has appeared under the new race in the objects list with all the altered npc entries. If you then make another new race they all switch to that one. So say i made Muffins race, they would all be switched to that, then make Cookies race they will all jump to that one leaving Muffins race empty. If they were all of the same race I'd just clone the race they came from when i was done creating new ones but unfortunately it is change npcs from all races across the board even from DLC's if you have them loaded such as marked men and honest hearts tribals. I'd hate to think the only true fix would be to go through them all one by one manually editting their race back where it came from seeing as how their over 100 of them. Surely they didnt leave it this hard to create a race.
  12. Thanks for the reply Xaranth, I'll give it a shot right now. Ok I just loaded up Geck with nothing else but the fallout NV ESM loaded. LvlRaiderGun LvlRaiderGun LvlRaiderGunNV LvlRaiderGunGuard and LvlRaiderGunDEAD will be our test subjects for this run since they are a few of the ones that like to jump race. As of now with just a clean slate nothing changed these four are of the Caucasian race. Just created a new race named ZZZ for the sake of getting it at the absolute bottom as you suggested. As of creation of ZZZ, LvlRaiderGun and his other 3 friends listed above have had their race changed from caucasian to ZZZ. On another note, all npcs changed which is about 50+, are all random generation spawns. IE dead corpses, NCR and legion patrols, fiend encounters. If i try to edit any of these as you would a normal npc all of their options are greyed out and not able to be clicked on, However if you switch their Actorbase to none it all unlocks, even if you then put it back to what they were before. Well I'm at a lose once again :/
  13. Would seem that everytime i create a new race, with geck or FNVedit that a ton of npc just change to my newly created race. It seems to be only Male random spawn npcs. For example LvlRaiderGun will initially be linked to caucasion if i load up the geck fresh no changes. If i go through the proper steps of making a new race LvlRaiderGun will automatically become that race along with a ton of other Male random spawn npcs. I opened up ling's hair mod in the geck and noticed a race called HispanicGlow had the same thing happen to it which might explain some odd npc issues ive had with that mod. Does anyone have any advice how to go about making a new race without having npcs change race in the process?
  14. I am currently looking for a mod that will allow you to recharge weapon enchants with magicka rather then have to use soul gems. I had found one on nexus last week and didn't think to book mark having not tried out enchanting with my new character. I managed to stumble up this soulfire mod http://skyrim.nexusmods.com/mods/9852 but its not the one i had found. I have found it via key word searched on nexus in mod descriptions so i wonder if it was taken down randomly in last week. im sure its named something little misleading or had such a big block of text i missed it :/ Any help will be greatly appreciated. thanks in advance guys
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