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TallgeeseIV

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About TallgeeseIV

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    United States
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    Final Fantasy VII / Legend of Zelda: Ocarina of Time
  1. I'm making a sort of middleman mod that sends data from another person's mod to my mod. I used Wrye Bash to set the "ListeningAgent" mod to be dependent on the other mod already and that's working. If you're asking why: I want my primary mod to function on its own without crashing due to dependency, but be enhanced by the other mod for people who have it, and I don't want to make 2 different versions. Passing Global variables from the other mod's script is working. I used FISS to save them from the agent and reload them into the primary mod, seems to be working great. I just need to detect the state the other mod's script is in. Making matter's worse, the other mod's script that I want to check the state of is an ActiveMagicEffect which, although only ever cast on the player and only once at a time, technically can have multiple instances. I tried Importing it, extending it, referencing it, nothing seems to work, although probably because I'm not doing it correctly. I CANNOT modify the other mod's script, I want the other person's mod to remain entirely intact. My listener mod is just an agent to send data to mine, not to interfere with his. So... How the hell do you do this? After 3 days of failure, I'm pulling my hair out over here. EDIT: I found a workaround so I don't really "need" this anymore, but I am still curious as to how this is done.
  2. Exactly. Also do not forget to include the "NiStringExtraData" block near the beginning of the model in nifskope. Set the first string to "Prn" (I'm guessing it stands for Position/Rotation Node) then set the second string to "QUIVER" The game engine reads the NiStringExtraData block for details about placement and this will ensure it's attached to the Quiver bone regardless of the skeleton people are using.
  3. So, I've learned about the "NiStringExtraData" block in NifSkope, which when applied with "Prn" as the first string and "NPC Spine2 [spn2]" as the second string, did not help. Then after a myriad of other failed attempt I tried just adding the bones of my custom object directly to the character skeleton. That did the trick for putting the wings in the correct place on my back, however animations won't play, most likely due to the skeleton having no hkx animations for those bones and overuling the .nif's animation, which if this is the only way, totally kills this project as I do not have the time or commitment to make a new version of EVERY SINGLE ANIMATION FILE.... So far, it seems that animated equipment with each individual mesh linked to a separate node works, but having one mesh skinned to many nodes just doesn't work. Any help would be greatly appreciated....
  4. I know bumping is a bad habit, but I have zero views and was already pushed to page 3. Does ANYONE know how to attach an independently animated mesh (not using hkx files) to the player skeleton?
  5. So I've been working on a set of angel wings that I pulled from another game. I couldn't get the animations but that's no problem, it's easy to animate. The model already has a rigged skeleton including the skin modifier in 3ds Max. Here's my problem: With or without a simple animation, the model works in Skyrim but WILL NOT attach to the spinal bone of the skeleton. The model sits at my players feet once the object is equipped, as if it's aligned to the world xyz instead of relative to the player. Its x and y rotation do not change. The animation isn't the problem. I figured that out and it does work. The problem is, with a static mesh version without the bone structure, i can skin it to use the spinal bone and it works great... but then i can't get the animation. If it's skinned with the bone structure, I can't make the game draw it relative to that spinal bone. The spinal bone can be added to the skin modifier with no vertices in its envelope, which causes the game to ignore it anyway. I also tried linking the spinal bone to the first bone in the wing structure, same result, no effect. Is it possible to have an animated armor/clothing piece attached to the player that also has multiple bones (independent of those within the player skeleton)? Please let me know if there's any additional information, screenshots, files, etc. that i can provide to help figure this out. I've tried everything i can think of over the past 2 days and i figured it's time to get help. Thank you for reading.
  6. Yep, I wasn't saying it was ApachiiSkyHair. It could have been any of the 7 or 8 packs + patches i was using while it was crashing. ApachiiSkyHair is just the only one i re-enabled. and the crashing was gone.
  7. I've done a lot of tinkering with that particular sword, and I can tell you that it's about 75% script driven. With that in mind, it's likely a problem with old scripts. try uninstalling all the mods that would probably use scripts, aka, most things that aren't just models or texture packs, then go into your Data/Scripts folder. Make a backup of everything there (i usually just create a new folder named "Backup" then move everything into that folder) then reinstall the mods that you uninstalled. See if that fixes it. If not or if it totally breaks the game, just delete all the newly created scripts and move the backed up scripts back there.
  8. So I've been having a lot of CTD's in Dragonborn and until a few hours ago, restarting, reloading and going back to the placeit happened seemed to work. Well then one arose in Raven Rock and happened every single time. I went through today and systematically removed all the mods of particular types (all texture packs, all model edits, all custom armors, all animations, etc. etc.) and guess what I found the culprit to be... A HAIR PACK. I don't know which one, and most likely it was actually a custom hair for NPC's patch, but still, anyone still having CTD's after removing the known culprit mods, try removing hair packs, then adding the one the you use back in. The latest version of ApachiiSkyHair seems to be working now with no CTD.
  9. oh, that's good to know, thank you!... but why are you telling me that here? haha, this is a thread about dragonhunter's armor....
  10. most of the time yes, but the game recalculates movement speed when eqipping and unequipping items already so for armor it isn't necessary. Well on that note, how would one circumvent a change of speed when equipping a weapon? (It's silly that this happens at all since you're still carrying the weight of the weapon regardless of whether it's on your back or in your hands.) And getting back on the original track of this thread, do we have any news about the armor? O.o agreed that it's silly, and getting back on track. as for your question, in my experiences it hasn't been an issue. the run speed has been changed consistently until i remove the armor, or add a piece of equipment with a script that changes it further.
  11. most of the time yes, but the game recalculates movement speed when eqipping and unequipping items already so for armor it isn't necessary.
  12. I'm sorry for going off-topic but can I just say, In the future in the REAL world, I would hope our sniper rifles won't be designed to give away a sniper's position... it makes sense for a multiplayer game, but seriously, bullet trails leading to the sniper who fired? who thought that was a good idea??? I think the only reason they do that is because its a High Velocity round. So high in fact that there is no air behind the bullet what so ever. ehh, it's possible but i really think they just BS'd it to balance multiplayer gameplay.
  13. ahh, that's not the one i've been using... here's the exact script i used for anyone else interested. Begin OnEquip player player.setav SpeedMult 200 ; 200% run speed con_SetGameSetting fJumpHeightMin 128 ; 200% jump height End Begin OnUnequip player player.setav SpeedMult 100 ; default run speed con_SetGameSetting fJumpHeightMin 64 ; default jump height End
  14. hmm, well there aren't any script functions that i'm aware of to change textures of a model, buuuut i can think of a work around. you'd have to create the scar model overlaying the body model and rig it to move the same way the body model does, similarly to how the BoS power armor has a overlaying parts for decals. then delete the body model and just have the floating skin. make it an armor in the geck, quest item, hidden in inventory, and use one of the body addon slots. then it will show on your character no matter what armor you have one with it. then you make enough copies for however many variations you want. then in the script for it you set the conditions to add the new one and remove the old one from your inventory without displaying a message. couldn't say for sure this is the best method, but it would work, i've done things similar to this with armor parts.
  15. changing timescale and casting effects definitely, io use those all the time. not sure about the second one, i haven't experimented with quest scripting yet.
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