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mogribus

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  1. Ouch, talk about thread necromancy! I've been trying to do the same thing with activating a blood bowl and triggering the animation. Found the idle animation and it's HandCut. In the script you can use the line Game.GetPlayer().PlayIdle(HandCut). As soon as I figure out how to do it, I'l post it.
  2. Sorry for the thread necromancy, but here's how you do it with CK only: I.GOAL: Convert all human bone parts (skulls, arms, legs, ribcages) from movable or fixed statics into miscellaneous clutter which can be added to your inventory. METHOD: Copy the nif folder path of the MovableStatic clutter into a new form in the MiscItems category, then search and replace them to preserve the use info. WALKTHROUGH:1. Fire up the CK. From the "File" (upper left) menu select "Data" and, from the list, double-click "Skyrim.esm" and hit "OK". WARNING: Do not click "Set as active file". Click "Yes to all" to all error boxes that appear. From the right side of the object window (where it shows you the editor ID, Form ID, Count, etc) right click and from the drop down menu select "Create New Object Window". Place them side by side. We won't need the render window. In the first object window, navigate to Items > MiscItem > CLUTTER > Bones.In the second object window, navigate to WorldObjects > MovableStatic > CLUTTER > Bones. In this window, the items which interest us are: BoneHumanArmLBoneHumanArmRBoneHumanBloodyArmBoneHumanBloodyBoneBoneHumanBloodyHandBoneHumanBloodyLegBoneHumanBloodyRibcageBoneHumanBloodyShoulderBoneHumanBloodySkullBoneHumanFootBoneHumanFootBoneHumanHandBoneHumanHandBoneHumanLegBoneHumanLegBoneHumanRibcageBoneHumanRibcageFullBoneHumanSkullBoneHumanSpine 2. Let's start with BoneHumanArmL in this second window (the one with "WorldObjects > MovableStatic > CLUTTER > Bones"). Double click it (or right click and select "edit"). You'll see the first three fields are "ID", "Name" and "Model". From the "Model" field copy the folfer path (Clutter\Bones\HumanArmLeft.nif) and close the window (or click "cancel"). 3. Go to the first window (the one with "Items > MiscItem > CLUTTER > Bones"). In the object list, right click and select "New" from the drop-down menu. Above the "OK" button you'll see the Model field which is empty. Click "Edit" to open the "Model Data" window. Click "Edit" after the "Model File Name" field to open the "Select File" window. Paste the folder path you copied from the MovableStatic item (Clutter\Bones\HumanArmLeft.nif) and hit "OK". You should now see the model preview renedered in the Model Data window, where we now hit "OK". 4. We now need to add ID, Name, weight, value and keywords. ID should be "01BoneHumanArmL" (the "01" will make it show up at the top of the list and be easily found). Name should be "Left arm". I've approximated the value at 2 gold per weight unit, based on the vanilla human skull. Weight should be 2 and value 4. In the keywords section, right-click and select "Add". In the new window in the "Filter" field, type "VendorItemAnimalPart", select it from the list and either double-click it or click OK. Our new MiscItem is now complete and again we click "OK". It will now appear in the "Items > MiscItem > CLUTTER > Bones" list. 5.a Now, we must replace all instances of MovableClutter in the game with our own MiscItem in order to preserve the use data (which tells the game where to put them in the world).To do this, click the top of the Render window and press Ctrl+F to bring up the "Search & Replace" window. By default, it's set to the "Single Form Replace" tab (which we will use) and has the "Same Base Object Only" and "Selection Only" boxes checked. Uncheck "Same Base Object Only" and "Selection Only". All the checkboxes should be empty. NOTE: This way we can find our own new item in the list (which "Same Base Object Only" would prevent, since our MiscItem is not the same base category as the MovableStatic we want to replace. Also, "Selection only" applies the change to a single object you have selected in the render window, "Current Cell Only" applies the swap only in the cell currently loaded in the render window and "Current World Only" applies the swap only in the worldspace loaded in the render window. If you would like the swap to be in all exterior cells, you'd have to select "Tamriel" from the "Worldspace" list in the "Cell View" window and hit "Go". But we want to replace all the instances of movable or fixed static in the game (meaning all exterior and interior cells) with our own misc item. To do that, all the three options in the "Search & Replace" window ("Current World Only", "Current Cell Only" and "Selection Only") must be unchecked. In the "Search for" field, find "BoneHumanArmL". In the "Replace with" field below, find our "01BonehumanArmL". Hit OK and you'll receive a warning: "This will replace all the instances in the game. Are you absolutely sure you want to do this?". Hit "Yes" and you'll see a confirmation: "Search/Replace done, replaced 257 objects". Click OK to finalise. Now you will be able to pick up and add to your inventory all the skeletal left arms you find in the game that were previously movable static. 5.b Now we need to replace the fixed static (the one you can't manipulate and is fixed by a bounding box). We repeat step 5.a with the same prerequisites (uncheck all the boxes) and in the "Search for" field, find "BoneHumanArmLStatic". In the "Replace with" field below, find our "01BonehumanArmL". After you're done, all the previously static skeletal left arms can be picked up and carried in your inventory. 6. Repeat steps 2-5 with the rest of the objects in the "WorldObjects > MovableStatic > CLUTTER > Bones" list.
  3. You just copy the nif path from the fixed static category item into a new form in the movable clutter. Then, using CTRL+F, you replace the instances of the fixed static with the movable one. In the search and replace dialogue you'll see three checkboxes "selection only", "current cell only" and "current world only". Uncheck them all if you want to replace all instances of fixed static with movable one. If you want the change to be only in a cell, tick "current cell only" and select that cell in the render window.
  4. So how can we edit those variables? I've played around with some werewolf perks, added them and can't activate them. PS: Found the variables in the miscellaneous section in the object window. Changed the value from 11 to 12, but still no improvement. PPS: Took apart Werewolf Perks Expanded and it seems the Werewolf Perk Max variable has been set to 21 and left in it's original short, constant state. The perks seem to lack the race conditions. PPS: Sorted it out! You have to first edit the DLC01WerewolfMaxPerks global variable FIRST, then create and add the new perk. Thanx a bunch!
  5. Excellent mod. I still get the eyes bug, but I just f5, f9 to open them :) Endorsed!
  6. Nope, still getting the little ""Unsupported 'Startup Version' 20.0.0.7 specified, reverting to 20.0.0.5"" everytime I open a nif in it. Even if I check the version and it shows 20.2.0.7.
  7. http://skyrim.nexusmods.com/mods/3790/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D3790&pUp=1 Try this. Allthough I've installed everything to the correct version, I still get a python error, ffs.
  8. Yeah, you just need to kill Malkoran and when he's dead, his Shade will pop up, which is a floating skeleton with a ragged cape. Beware though, he's a tough mother...
  9. Nevermind. Graveyard this. Looked at it in nifskope and it's one model. The ondeath event just toggles parts of the texture invisible.
  10. Trouble is you must have a compatible skeleton to work with the animations. Dragon priests have their own special skeleton whcih goes with the unique animations. Check this out: http://jaredbangerter.hubpages.com/hub/How-to-Play-as-Monsters-In-Skyrim
  11. Ever noticed that when a dragon priest dies, the only thing remaining is his scaly harness and crown? Ressurected a dead one via console and got this (see picture). So me wonders: Does that mean his model (or texture) is made of 2 parts, one of which goes invisible on death (so only his hood remains visible). If so, can his harness texture be edited to be transparent so I can only see his body and rags?
  12. Well, he could just make a lorefriendly version for the puritans. In case it ever happens.
  13. That is Malkoran's shade and it uses the same set of animations as the dragon priests.
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