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carbondz2010

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  1. Thanks, this is working but need to make script each equipment with the same code. '----------------Here for helmet,then need all armor parts----------' Scriptname HelmetPropertyMagicEffect extends ObjectReference Armor Property HelmetProperty Auto Armor Property CuirassProperty Auto Armor Property BootsProperty Auto Armor Property GauntletsProperty Auto Armor Property RingProperty Auto Spell Property SpellProperty Auto Event OnEquipped(Actor AkActor) If AkActor.IsEquipped(HelmetProperty) && AkActor.IsEquipped(CuirassProperty) && AkActor.IsEquipped(BootsProperty) && AkActor.IsEquipped(GauntletsProperty) && AkActor.IsEquipped(RingProperty) AkActor.AddSpell(SpellProperty) SpellProperty.Cast(AkActor) EndIf EndEvent Event OnUnequipped(Actor AkActor) If AkActor.IsEquipped(HelmetProperty) && AkActor.IsEquipped(CuirassProperty) && AkActor.IsEquipped(BootsProperty) && AkActor.IsEquipped(GauntletsProperty) && AkActor.IsEquipped(RingProperty) ;do nothing Else AkActor.DispelSpell(SpellProperty) AkActor.RemoveSpell(SpellProperty) Endif EndEvent I change the OnObjectEquipped to OnEquipped I change the OnObjectUnequipped to OnUnequipped I try to followers or other NPC not working. just me as player will work with the spell. Any idea?
  2. I can do add and also activate the spells (magic effect) if I equip and dispell then remove if I unequip, but is there any ways to add and activate for a set of armor? but Idk where should I put the script so far but not working If (Game.GetPlayer().IsEquipped(helmetProperty AND cuirassProperty AND bootsProperty AND gauntletsProperty AND ringProperty)) THEN akActor.AddSpell(spellProperty) spellProperty.Cast(akActor) Else akactor.DispelSpell(spellProperty) akActor.RemoveSpell(spellProperty) EndIf
  3. Idk if I just wrong with your suggestion, I try it but doesn't work here I try: myarrow.nif (object name to arrow:0, arrow1, arrow2 and so on) as quiver. myarrowprojectile.nif (object name to myarrowprojectile:0) as my single arrow. but then I try myarrow.nif (object name to arrow:0, arrow1, arrow2 and so on) as quiver. myarrowflight.nif (object name to MyArrowFlight:0) as my single arrow. Working perfectly and thank you
  4. I try to make new arrow and also quiver, but arrow wont show when ready to fire https://imgur.com/wRZOw3u ,arrow showing after I release my fire and shoot the object, https://imgur.com/wdK6XOE any body can help me with this? I will attach my .nif, just ignore the texture. Thanks
  5. Thanks thanks for replying, as you said that "&&" is for conditional, but the condition still run to "else" if I have only one item between WOPshield2 and WOPSoul in my inventory, when i dont have both item, "debug.messagebox" working, I need both item to do "else" not one of them with "or"
  6. yeah Wow, thank you very much for the details and the sample file! I had taken the advice and tried it using a torch, and between this and the example with the sword, I think I can get it to work. While I had used outfit studio before, I had no idea I could do something like this with it. Big thank you to everyone who had posted - it really helped me get where I needed to go! YW. yeah glad to help
  7. if you want to be equipped as sword, Open Outfit Studio. Find any weapon like sword, in Skyrim - Meshes0.bsa with BSA Explorer. Drag the weapon (ex. sword) to Outfit Studio. Drag your pouch .nif to Outfit Studio with the weapon (ex. sword). Select your pouch on the right panel of Outfit Studio. Use move object tool. Move the pouch in the correct position of weapon sword pomel. Delete the sword by select on right panel of Outfit Studio. Click File export to NIF. Choose name and then done. Now you can add the NIF to ck with make a new weapon, just duplicate any sword on ck.here i made a sample for you, btw i am not trying it yet https://www95.zippyshare.com/v/HZTDI5MF/file.html
  8. Hello, i trying to make activator which spawn object on it, everything is working, but only when i do activate, the conditional is must not filled. this is my code : Armor Property WOPshield2 Auto MiscObject Property WOPSoul Auto ObjectReference Property WOPshield3 Auto Event OnActivate(ObjectReference akActionRef) If (Game.GetPlayer().GetItemCount(WOPshield2) == 0) && (Game.GetPlayer().GetItemCount(WOPSoul) == 0) Debug.MessageBox("Player has no requirement item on inventory") Else Game.GetPlayer().RemoveItem(WOPshield2,1) && Game.GetPlayer().RemoveItem(WOPSoul,1) WOPshield3.Enable() Endif EndEvent when i only have this "Game.GetPlayer().RemoveItem(WOPshield2,1)" the item in my inventory is removed, but "WOPshield3.Enable()" is spawn means the "Else" is working. but i dont have this "Game.GetPlayer().RemoveItem(WOPSoul,1)". Why the conditional filled and not showing the message box "Debug.MessageBox("Player has no requirement item on inventory")" ? Did my "&&" operand wrong? Thanks
  9. if you can provide me the 3d model as obj then i will try
  10. Hey I just downloaded a good looking muscular male body, but I don't know how to working with it for default male body around skyrim SE worlds. Here I have a link to .obj so hoping if anyone can make a body slide for this male muscular. https://www.mediafire.com/file/qzj0ptcyjrjez0b/MuscGuy.obj/file Thanks in advanced !!!
  11. Hello, i already make some editing on mesh, everything done and trying to make this available on CBBE sliders. but no hope, I only do the default sliders, take a look 1. this what i've done 2. and this downloaded mods i want to make my mesh will working (fit) with the body shape in any sliders % like in number 2. I have searching and do whatever i can but still fail, or if anyone can work with mine and show me how to do that i would appreciated. thanks :smile: https://www75.zippyshare.com/v/3Gj6fZNo/file.html
  12. hey i am using AFT mod currently, and hope i can buy unlimited horse from stable master in each town. Perhaps generating random color or just one color per town. thanks :)
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