Jump to content

superkarateninja

Members
  • Posts

    15
  • Joined

  • Last visited

Nexus Mods Profile

About superkarateninja

Profile Fields

  • Country
    None

superkarateninja's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. IsharaMeradin, thanks for the reply. That helps. And thanks for clarifying. You're right, I meant for mods I'm making. Obviously if someone else did the mod, the assets go wherever that person put them. So then what you're saying is that it will have a problem if I make just one folder, but it's okay to do as few as two, as long as they're separated into the game's meshes and textures folders. Ok, that's good to know. Thanks.
  2. I've always put everything where it's supposed to go (armor goes in meshes/armor, etc.), but it seems like it'd be simpler to keep track of everything if I just made my own "mymod" folder inside the data folder, where I'd drop textures, armor, new races, etc. Is there any reason against doing that that? I've never tried since I'm anticipating the Creation Kit saying something like, "Hey, that's supposed to come from the textures folder."
  3. I was gonna ask this same question. I can make all the art no problem, but I can't figure out actually putting the heads into the game. If someone could teach me, or just point me to a really good tutorial, I'd appreciate it so much that I'd make you some bit of graphics for your mod in return.
  4. Heh. I know you're kidding, but that's maybe not a bad idea. Although that'll have to wait for a different mod, as I'm doing a specific thing, and need to be able to spawn multiple copies of the genie at the same time. I've chopped all the unnecessary stuff out of the duntransmogrifyanimal script. Here's what I've got: Scriptname SpawnMeeseeks extends activemagiceffect ACTORBASE PROPERTY meeseeks AUTO Explosion Property Explo Auto EVENT onEffectStart(ACTOR akTarget, ACTOR akCaster) akTarget.placeAtMe(meeseeks) akTarget.placeAtMe(Explo) endEVENTI know I need to somehow say, "put this actor and explosion wherever on the ground the player is pointing," I'm just not sure how exactly.
  5. Oh, wow, so it's like my genie guy will live in another dimension until summoned? Never even realized that was an option. Thank you. Setting this up now...
  6. I'm making a genie-type character. I want it to work like this: Player summons invincible genie using staff Genie initiates dialogue with player Player makes wish (selects item, perk, skill, etc. from dialogue tree) Genie fulfills wish (adds item to inventory, increases skill, etc.) Genie fades out (does not play dying animation) Particle effect and custom sound playThe problem is that you can't talk to summoned creatures, and there's a limit on how many can be summoned. Also, there seems to be a sound effect on the conjure spell that can't be changed, and I want to use my own sound. So my solution has been to modify the conjurefamiliar magic effect. Instead of using the "assoc. item" dropdown to pick the summoned character, I attached duntransmogrifyscript to it. I set up a quest so that when the genie gives grants your wish, he's disabled. For the most part, this gives me what I want. The genie fades out, but I'm still missing the particle effect, and it still plays the default conjuring sound. Additionally, the spawning particle effect from the conjuring spell is not aligned with the summoned genie. If anyone knows a solution, or could possibly point me in the right direction, I'd really appreciate it. Thanks for reading all this...
  7. I had just seen an episode of Rick and Morty "Meeseeks and Destroy," in which Rick uses a device to summon a character called a meeseeks. It performs a task given it by the user and then disappears. I saw this and thought it'd fun to put in Skyrim, modifying a summon spell. And I've got it roughly doing that, here. I'm currently in the middle of making a quest associated with this item. I posted shots of my progress on reddit, and co-creator/ voice actor Justin Roiland liked it. He even agreed to record original voice for his character, which I still can't believe. I just wanted to see if anyone might like to join me. I'm already working on graphics and animation, so I mainly need someone experienced in scripting to help out. I'd like to eventually create every character and have this become a total conversion mod. Here's the reddit post. Anyway, let me know what you think.
  8. I had just seen an episode of Rick and Morty "Meeseeks and Destroy," in which Rick uses a device to summon a character called a meeseeks. It performs a task given it by the user and then disappears. I saw this and thought it'd fun to put in Skyrim, modifying a summon spell. And I've got it roughly doing that, here. I'm currently in the middle of making a quest associated with this item. I posted shots of my progress on reddit, and co-creator/ voice actor Justin Roiland liked it. He even agreed to record original voice for his character, which I still can't believe. I just wanted to see if anyone might like to join me. I'm already working on graphics and animation, so I mainly need someone experienced in scripting to help out. I'd like to eventually create every character and have this become a total conversion mod. Here's the reddit post. Anyway, let me know what you think.
  9. Oy. So it seems lots of people have this problem. I keep thinking I've found the solution, and it works for a while, but then it comes back. Now I've got one clothing item that previously morphed just fine, but new versions don't. Can't seem to make a new one that works now.
  10. Ah, thanks for the interest. Sure, I can teach you stuff. And I will upload the finished costume pretty soon. I'm just working out a couple of annoying little things and then I'll be done.
  11. That's a pretty good idea. I was trying to figure that one out myself. I imagine you'd put a script on the armor that says, "if this guy dies, and armor X is equipped, equip armor Y"? I've been messing with these. Can't make it happen so far, though: http://www.creationkit.com/OnDeath_-_Actor http://www.creationkit.com/EquipItem_-_Actor http://www.creationkit.com/OnEquipped_-_ObjectReference
  12. What started out as a Mortal Kombat classic ninja costume for my personal character is slowly turning into something bigger. I've modified a few spells and shouts to simulate some of their specials, and I've been adding enchantments to each ninja's costume that seem to make sense for that character (Rain's boots have a water-walking enchantment). So I just sorta wanted to see if anyone might like to join me in a larger Mortal Kombat project. Theoretically, I could do all the visual art aspects (modeling, texturing, skinning, animation, etc.) myself, but it would go faster splitting the characters up among a few artists. Mainly, though, I'd like to find people with the skills I'm missing, like scripting, making quests, etc. I'd be happy enough making a small, simple arena-fighting quest that makes getting the costumes fun and rewarding. But if enough people are interested, I dunno, maybe we could completely transform the game into Mortal Kombat. Or maybe we could do a set of crossover quests that integrate both universes. Maybe Shao Kahn's armies are invading Skyrim through Oblivion-style portals? Perhaps you could join a ninja guild, and at the end you become the orange (or any of the other colors they haven't used yet) ninja, complete with unique special moves and fatalities. So let me know. If enough people join, I'll put together a design document to give us a detailed picture of everything needed for the project. Here's a screenshot of what I've got so far: http://i.imgur.com/zH5xJOs.jpg
  13. I hope I'm not too late. I wanted to make this mod for a while. I was just checking to see if it'd already been done and found this. So if you're still interested, let me know.
×
×
  • Create New...