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Wylfred

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Everything posted by Wylfred

  1. I'm trying to copy some objects from the Solitude Row cell in Better Cities - Solitude to JK's Solitude. Is there a way to accomplish this?
  2. Hello there, I am setting up a roleplaythrough of a mage in skyrim and was searching for a cool wizard hat. In the end I opted with "The Fancy Witch Armor", which features a... well cool hat. It is slightly clipping on the character's hair so I opened nifskope and tried to change its scale a bit, move its axis a bit, etc... REALLY SLIGHT changes. I saved and nothing shows up ingame. Just the regular hat, unmodified. I thought maybe MO chooses another file instead of the modified mesh. I checked in TESVEDIT, it's intact. I tried to creat an overlapping meshes mod and put it lower in the load order, it works but still nothing. No idea how I am supposed to do this. When I did this with a tree mod to expand the tree scale it worked just fine, but this hat is troublesome..
  3. I am trying to implement additional combat manuevers in the forms of spells that activate killmove animations with negative effects on targets. I currently bind those spells to hotkeys with modifiers to have a more fluent control. My missing feature is the ability to cancel the animation in case of missing the target. I tried to implement it via another spells and a script to charge up an idle from the mod TkCombat. The idle is aaakillmoveend which obviously returns the pc to the standart combat state no matter in what animation they are. When I try it in the console command panel it works fine (player.playidle aaakillmoveend), but when I add the function in a script attached to a spell it doesn't. It goes: Scriptname aaaaIdleStop extends activemagiceffect Idle Property chargeupidle Auto ;=================================== Event OnEffectStart (Actor Target, Actor Player) Actor PlayerActor = Game.GetPlayer() Playeractor.playidle(chargeupidle) endEvent In the charge idle I choose the porper idle. No effect. I am no modder. I have hardly any knowledge in papyrus commands. I reckon that I miss a certain command to stop animations altogether? Anyway I hope someone could help me with that.
  4. Great! That's going to set up a hotkey, if I am not mistaken. What we need now is a direction modifier. Thank you. I already covered up the attacks themselves. They work great as spells that charge animations (effect on hit included). I tried to use them with Hotkeys++ and they work as intended. So yup, the basic concept is very simple and is mostly done. Once I realize how to apply modifiers (with anyone's help) I'll implement that feature as well and proceed to polish the concept, adding perk requirements and overall balance. Edit: I also need the function to remove specific amount of stamina on use. Right now I have a function that removes percentages, which means that even if PC has 1000 it will remove, say "20"=200 stamina upon use. As follows: if PlayerActor.getAV("stamina") as float >= 0.20 PlayerActor.DamageActorValue("stamina", (PlayerActor.GetActorValue("stamina") as float * PowerCost)) What needs to be changed here make it acurate values and not percentages?
  5. I am trying to make custom combat moves by using the "charge idle" command in Papyrus. Problem is, I do not know how to attach the effect to the actuall "strike", the moment when the weapon hits the target. Any ideas?
  6. (Accidentally posted the same thread on Skyrim General Discussion) Hello there, Ever since the game's release I've been thinking about a small yet effective addition to Skyrim's combat system. It is simply to apply special moves in combat. Now, I am not speaking of the equivalent of common OP special attack mods like Tk Combat or any of the (usually) Japanese ones. What I have in mind is a "tactical" approach that stays true to physics and realism. All I want is to bind a hotkey that will activate a specific swing animation (based on killmove animations) bearing a simple special effect: stagger, slight bleed, stamina drain, etc... and that will change according to the movement direction. I am pretty much detailing exactly how Tk Combat works. My problem with Tk Combat, however, is that it takes an unlorefriendly approach to the system and is as aforemention quite OP. At first what I did to fulfil my desire is to edit Tk Combat.esp in TesVedit and remove all bound MGEF from the spell entries. What I got now is just the animations (which are a bit clunky with a mind toward effectiveness, as designed intentionally by Tk, I guess), but no special effects. I wanted to change the animations to other ones but as they are tied to a script it is impossible for someone of my modding skills. My next attempt was with the mod Powers of the Dragoon, which adds a few lesser powers all playing specific animations with, again, OP effects. The difference between the two mods, to my luck, was that this one had its animations attached without custom scripts, but as entries with a "charge idle" script. That was a step forward, but not without its shortcomings. For one, instead of an easy and effective hotkey to bind 5 specific attacks, I need to change powers manually, which delays combat fluency for obvious reasons. Second, there is a constant requirement for 70% available magicka to play the animations. I managed to remove the consumption effect but there is still a condition for the PC to possesed at least 70% magicka. What I ask of you guys is... Teach me. I am not a modder. I never published a mod. If I will manage to build this simple mod (shouldn't take much time) I would love to publish it for everyone to enjoy. I think it could really amplify player immersion in combat. Credit, where it is due, will be given. What I want to know: How to attach a spell to a hotkey. Have it only work when a specific weapon type is equipped AND unseathed. Have it consume stamina (I am aware that this one is tricky) Of course there are other things like special effects (sparks, AOE on melee, etc...) but I think those I can guess by myself. The ones above, though, I tried to apply for a long time without result. It's important to remember: I AM NOT A MODDER. I have slightly above minimal knowledge in TesVedit and CK, and zero knowledge in scripts. If I should get help, it's gonna have to be very specific. Thank you guys :smile: Edit: Realized how to set up a stamina consumption via Script Compiler Really all that remains is the custom hotkey.
  7. I see. Well thank you guys for the different sharings and advices. The reason I continually ask instead of testing is because I don't have the time to play, so I thought in the meanwhile I would let this post get an answer for me that when the time comes I will already know whether I should just not try and thus waste my time. It all comes down to me then. I will test it eventually. Anyhow thanks guys, I reckon this is as much conclusion we can get on the topic.
  8. Does anyone actually know for sure that it does not work? Theoretically it makes sense to me.
  9. When I say unplayable I mean long loading screens. I don't mind 20 seconds or so, but with the quests it means 40 or even whole minutes. I plan to use script cleaner and save game cleaner on the go as I progress in the playthough in order to reduce the familiar game bloat.
  10. I did not suggest constantly uninstalling and reinstalling quests. I suggested ONLY installing them during the playthrough starting from a fresh game. Quest mods bear much less chaotic effects on the game, so game breaking is not one of the possible issues to be taken into account. My question is whether it would be possible to maintain performance via the conduct I mention above.
  11. So I am an avid mod user. I literally CANNOT start the game in its vanilla base and or with vanilla quests only to influence my gameplay. Let's admit it, the base game is a good BASE for modding and such, but as a complete game it is horribly boring and thin. I almost hit the 255 mod esp limit and that with some merged esps. So I have two kinds of mods: 1. Immersion and survival mods, Frostfall, iNeed, and many many little additions that together make a great compilation (your own marketstall, alchemy expansions, fishing, dine with followers, etc...". 2. Quest mods and any kind of intellectual addition to the game, that means npcs too. So in MO I currently have all the major quest mods as Falskaar and Wyrmstooth, Wheels of Lull, etc... And also Interesting Npcs and Inconsequential Npcs. Here is where my problem begins. My PC rig is completely fine. I can run vanilla skyrim with max performance on max setting and everything runs smoothly. Texture mods and weather mods will only slightly affect my performance, that is to be expected. Now Skyrim, Dawnguard and Dragonborn, along with ALL of my mods activated save for 3DNPCs and quest mods runs fast and smooth. From here I seperate it into 3 loadouts: With quest mods, with npc mods, or with both quest and npc mods. When I activate at least 8 quest mods and interesting npcs the game is unplayable. That means a whole minute or so to enter an inn. Without interesting npcs the game can run almost as smoothly with all 50 quest mods as without any mod installed. That made me conclude that NPCS in particular affect game performance, meaning that if we were to add a new world expansion and a bunch of npcs, most of the performance issues will be attributed to the npcs, not the new wold. Here is where it gets confusing: The more quest specifically ESPS that I activate, the more the loading times get longer. Even if I activate 10 single short quests in 10 esps, they will have the same impact as activating Falskaar, Wyrmstooth and 8 more big quest mods. This is seriously illogical but I tested it and that is how it is. I am trying to find a way to play both Interesting Npcs and most quest mods in a single playthrough, that means having all of them activated at the same time. What I thought is this: I run a new game with 3DNPCS, and as I progress withing the playthough in terms of finishing quests, therefore FINISHING QUEST SCRIPTS, I may activate a quest esp and finish that too. As time passes on I repeatedly do that until eventually I have played all quest mods without a loading time issue. Question is, is that possible? When I think of what affects LOADING TIMES I think scripts, and the only scripts that seem to completely destroy my playability are quest mods. So the most logical solution I found was to reduce the number of scripts in the vanilla questlines such that I have adequate space to replace the previous scripts with a quest mod script, thus not affecting my loading time. Is that a solution or am I wasting my time?
  12. I downloaded Nifskope and edited the Bosmer Armor Pack meshes to make the skirts longer, but no change ingame. I checked if I use the right nif files, and yes I do. I use the _0 and _1 of the cuirass. When I go to the creation kit and choose the custom nif for the model, it does not appear in the display window (where you assign textures). Am I doing something wrong? Can I even add custom meshes only with Nifskope?
  13. Well, first I am sorry about the whole minimal details occurrence. I just thought that maybe this is a trivial issue that may have been already figured and solved, so I submitted the question only so you would know what we are dealing with. Anyway, I deleted and verified. It always says that 1 file had been failed to validate, and will be reacquired. I did not trust this and verified again, and the same notification appeared... I have let the game rebuild the two files, but no change. Also, here is a picture of a white square: http://i40.tinypic.com/2vv57w6.jpg It is rotating according to my mouse... I have the game for two years now and had never seen this problem before. No change has been made to my computer though, so it is tricky. I tried reinstalling the game, running it purely without any mods, installing previous drivers to my graphic card, nothing... Can you think of causes that would create this problem? I mean logically from knowledge about... well white squares and computers...
  14. http://i44.tinypic.com/t4z9j9.jpg http://i40.tinypic.com/v6oj93.jpg As you can see, in theses shots the square only applies an xray like vision through water and smoke. Sometimes it is not colorless, but rather white. I am not sure what triggers white color though... I use Nvidia gtx 560 ti
  15. Oh gods! How have you forsaken a mere life form whom you sworn to protect!
  16. Whenever I go near fireplaces or just fire, and I look down (3rd and 1st person), a huge square is surrounding my character. Near fires it ignores smoke and lets me see through it, in a blizzard it is the same. I just found out that it also appears underwater... Anyone?
  17. I have the game on my computer for a long time and it give me no issues. I started using mod and I stumbled by a problem. I installed TK's Dodge mod and I discovered that it causes the screen to flicker with black flashes at random whenever I look up or down to a certain degree, and at the same time it makes some sounds. I inspected the posts and it seems as if nobody else complains about this problem. I deleted all of my mods but the problem still occurs, I reinstalled the game and managed to get it working normally again. That is weird though, because when I reinstalled I made sure to back up all of the files (Documents - saves and prefs, and the whole Skyrim folder), but when I relocated the folders instead of reinstalling, two processes which appear to be doing the same thing, the issue still occurs. Another weird thing is that I managed to Install the mod without it causing this problem, and simultaneously SkyUI and SkyUI Away were on too. I checked the game, and no flashing issues. However, SkyUI Away did not work properly because I did not install it very well, so I turned it off, leaving only SkyUI on, and reentered the game. This time the flashes occurred and I palmed my face into my hand... the end. What could cause this problem and how could it be fixed? I cannot let the mod go, it is essential for the combat system.
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