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Erenna

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  1. Here's hoping I win, and thanks for running this!
  2. Hello. For some reason, I've found that whenever I equip a custom set of clothing that I've made, it crashes the game for some reason or another. Linked is the crash log from the last time I tried to equip the item in question. http://pastebin.com/MKAuk9Fu Thank you. PS: If anyone can help me figure out just -why- it's not displaying anything in the CK when I try to add a specularity or normal map, that'd be helpful.
  3. So, I'm trying to create some clothing for Skyrim. I'll grant you, it looks pretty craptastic right now, but I feel that I should at least get the hang of the creation process before getting more practice creating clothing. Anyway, for some reason even though I've set the vertex groups for the skin partitions, as well as set the, 'Export Skin Partition' and, 'Export Dismemberment Partitions' options, it's not actually exporting with a BSDismemberSkinInstance node when viewed in NifSkope. Anyone have any idea why? I can post my .blend file if necessary.
  4. So... Yeah. I know I've been asking for a lot of help recently, but I'm trying to make a code block that detects the specific animations that an enemy is using. I've already made a code block that finds the closest NPC to you, but as it stands I can't seem to make a code block that finds out -exactly- which animation they're using. When I try, it recognizes that they're attacking, and that they're power attacking, but not what particular variety of power attack they're using. Hence, my need for help. EDIT: Fixed. Apparently, the, 'IsAnimPathIncluded' function was detecting the forward moving animation, since it technically played after the power attack animation and thus was the current animation. I compensated by using, 'IsAnimGroupPlaying' for the forward power attack group.
  5. ...OK, should've been more specific. What I want it to do, is react to -any- key that's pressed and store the key that's pressed in a variable.
  6. Hey there. I'm trying to make a script that waits for a keypress, then stores it in a variable. Problem is, I can't figure out how to make the script pause until input is given. Anyone know how to do this? (Yes, I do realize this is probably fairly simple for most people, but none the less.)
  7. Fixed it. Apparently, I forgot to put, "Specialidle_" before the name in nifskope. Now, problem 2: When the animation finishes, the character's mesh spazzes out, momentarily moving off to the side while some lower parts stretch, and coming back standing at an odd angle. Any thoughts? EDIT: Finally fixed. The spazzing animation was due to a lack of a return to the neutral position, and the crash was caused by empty frames. Thanks for all your help!
  8. Nah, the 'If magiceffect use' thing isn't the problem. I'm seeing the, 'ParryMagic Script Enabled' message so the variables are being set. Also, changed the variable definitions to right after the scn portion, still not working. Here's my new code. Also? Yes, I am trying to animate this in third person... Hold on. Do I need a first person animation and an animation object to go with it, to get it to play even in the third person? scn ParryMagic short played short mindex ref PL ref playervar begin ScriptEffectStart Message "ParryMagic script enabled." set PL to NewHtHparryL set mindex to GetModIndex Cyrodiilic_Combat set playervar to PlayerRef SetDebugMode 1 mindex end begin GameMode if OnKeyDown 36 if played != 1 Message "Parry Animation Initialized" playervar.PlayIdle PL 1 set played to 1 endif set played to 0 endif end
  9. Ok, so I'm trying to start out making a combat overhaul for oblivion, simply because I feel that Unnecessary Violence isn't complete enough, and I don't like Deadly Reflex's gore. However, I've run into a bit of a snag. I'm trying to create code that will let me press the J key to trigger an animation, to see how it looks in-game, but it's not working. Here's my code. scn ParryMagic begin ScriptEffectStart message "ParryMagic script enabled." short mindex ref PL ref playervar set PL to NewHtHparryL set playervar to playerref short played set mindex to getmodindex Cyrodiilic_Combat setdebugmode 1 mindex end begin GameMode if OnKeyDown 36 if played != 1 message "Parry Animation Initialized" playervar.playidle PL 1 set played to 1 endif set played to 0 endif end This takes on the form of a passive ability, added at the beginning of an invisible starting quest. The ability adds properly, even the onkeydown part works properly. The, 'Animation initialized' message shows up but for some strange, strange reason the animation itself doesn't player. Any thoughts? Thanks.
  10. The bashed patch is an extension created by the Wrye Bash utility, it's supposed to merge various leveled lists and resolve a good number of conflicts. Currently, its masters are as follows: Skyrim.esm Dawnguard.esm 3rdEraWeaponsMoS.esm hothtrooper44_ArmorCompilation.esp WayOfTheMonk.esp Anyway, moving the moonpath to elseweyr quest ESP didn't help. Anyone else have any thoughts?
  11. I've run into a bit of a problem with Skyrim. Apparently, whenever I attempt to strike an NPC, most often a wolf that appears on the road between Riverwood and Whiterun, the game crashes. Furthermore, whenever I try to load a save from right after I follow Hadvar into the helgen keep, the camera starts bouncing and the walking sound keeps on playing, but the player remains frozen in place, whether input is given or not. The debug log's pastebin link and the mod load order is below. Load Order Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm 3rdEraWeaponsMoS.esm Omegared99-Compilation.esm JSwords.esm moonpath.esm NoKillMoves.esm ApachiiHair.esm Unofficial Skyrim Patch.esp AsharaPrinceOfTheWoods.esp Bucklers-Complete.esp calyps-investigator.esp Cloaks.esp Dread Huntress Armor.esp DreamBurrowsRegalAssassin.esp Ebony Mage Armor.esp FionaOutfit.esp GDRangerArmor.esp HentaiNightmareArmor.esp HentaisJamellaArmor.esp HentaisTemplePlateArmor.esp hothtrooper44_ArmorCompilation.esp Omegared99-WeaponSets.esp R18Pn - Torumekian Armor.esp R18Pn - Ritter Armor - Heavy.esp R18Pn - Leere Armor.esp R18Pn - Eisen Platte Armor.esp Scarves! Skyrim Edition!.esp theRoadstrokersRogueSorceress.esp theRoadstrokersAlvinHewOutfitSet.esp TonasOblivionScarves.esp Vidala'sDress.esp 3rdEraWeapMoS-lvlList.esp Dr_Bandolier.esp moonpath_questdata.esp WayOfTheMonk.esp MidasSkyrim.esp AmbrosiaFashions.esp SamuraiBlades.esp Bashed Patch, 0.esp Link to debug log Debug Log
  12. I reinstalled the game after a few problems arose with installing FOOK2 1.2 over FOOK2 1.0, but sally is still showing up when I sleep even though 1.1 supposedly has the fix built in, which would lead me to assume that 1.2 does as well. Still confused, I hope someone out there has a solution.
  13. Oh, that's what the third to last and second to last mods are for. Namely, FO3 Wanderers Edition - FOOK Support.esp and FWE - FOOK DLC Support.esp. That is, they're to allow FOOK and Fallout Wanderer's edition to work with each other. Thanks for letting me know that BOSS works with fallout 3, but it still didn't fix the problem. It also seems that she always shows up after 12 hours, or the end of my sleep, whichever is sooner.
  14. Hello. For some reason or another, when attempting to sleep in my megaton house, after I wake up sally appears at the entrance to my room and initiates conversation as though I had interacted with her normally throughout the course of Mothership Zeta. I cannot avoid sleep without significant debuffs due to a mod that adds a need for such into the game. I would like to request help with this, if at all possible. Thank you, and my mod order is listed below. Fallout3.esm CALIBR.esm FOOK2 - Main.esm FOOK2 [*censored*] World and Neighbourhood Kit.esm Unofficial Fallout 3 patch.esm Anchorage.esm BrokenSteel.esm PointLookout.esm ThePitt.esm Zeta.esm FOOK2 [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm CRAFT.esm FO3 Wanderers Edition - Main File.esm FOOK2 - Mothership Zeta.esp FOOK2 - Main.esp FOOK2 - [EVE] - Energy Visuals Enhanced.esp FOOK2 - [DIK] DLC Improvement Kit.esp MyFOOK2 - Black and White Tranquility Lane.esp MyFOOK2 - No Rape Victims.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (Broken Steel).esp Marts Mutant Mod.esp Marts Mutant Mod - DLC Anchorage.esp Marts Mutant Mod - DLC Broken Steel.esp Marts Mutant Mod - DLC Point Lookout.esp Marts Mutant Mod - DLC The Pitt.esp Marts Mutant Mod - DLC Zeta.esp Marts Mutant Mod - Master Menu Module.esp Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp Fellout-Full.esp Gore_no_more.esp FO3 Wanderers Edition - FOOK Support.esp FWE - FOOK DLC Support.esp Mergedpatch.esp
  15. Hi, I've recently taken an interest in some of the quest mods by thirteenoranges, particularly, "And the realms of the daedra". However, after the first few clean hits that I land on an enemy the game crashes. I've tried uninstalling it, and this only happens when, "And the realms of the daedra" is installed. I'm currently able to play the game without it, since NMM removes the new files and replaces the old ones when a mod is uninstalled, but it's still something I'd rather have in my game. Can anyone help me with this?
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