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GrayWolf04

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Everything posted by GrayWolf04

  1. Ok, I know that nobody is probably following this, but just in case, I've figured out a way to make this work. I just need someone who knows how to script using the creation kit, as my abilities are limited to the GECK, and even then I am not very good. What I had in mind was a mod that has a duplicate of all two handed weapons that are listed as one handed. The one handed versions are not available normally. When the person has a two handed weapon equipped and tries to equip another item, the script will check to see what weapon is currently equipped and finds its one handed counterpart. It then removes the two handed version from the players inventory and adds and equips the one handed version in the hand that the other item is not in. When the player unequips the other item or the one handed weapon, the script removes the one handed version and replaces it with the two handed version again. If anyone can make this, it would be very helpful. Thanks.
  2. In the movie Outlander, Kainan has a gun at the beginning that when tested on a tree, fires a blue ball of plama that causes the whole tree to go up in flames like a napalm strike in Vietnam. I wan wondering if anyone could help me out by creating a model for this gun and then implementing the projectile and effects. I belive the cut Lightning Gun from Fallout 3 has some scripts to create a gas trap at the point of impact, and that could be used in a modified way to work with this gun. Also, the gas trap will need to be enlarged to cover a greater area. Can anyone please help me with this? Here is a picture of the weapon. http://www.moviepilot.de/files/images/0254/5812/Outlander_gun.jpg http://www.moviepilot.de/files/images/0254/5812/Outlander_gun.jpg
  3. Anyone? All it'll take is some tweaking in blender, and A) I can't figure out how to use it and B) I don't have the time to try and learn (I've already tried before and spent hours and still didn't get anywhere).
  4. I'd like to see some weapons from the movie Outlander. I know that there is a mod with the sword from the movie, but a revised/updated version of it would be nice (See my other thread here: http://forums.nexusmods.com/index.php?/topic/742426-outlander-sword/) adn some armor from the movie would be nice, including a possibly unique armor that is based on the uniform Kainan wore with the added Viking armor over it. For those who are going to complain about it being non-lore, don't. You have your mods and preferences, let others have theirs. You don't hear anyone else complain about things being pro-lore, do you?
  5. I'm bringing this back up since I have finally found some time to return to Skyrim and have yet to see any mods like this. TO reiterate what I wanted to do, I want to have a sword that is one handed, yet equipped and used like a two handed weapon unless there is a second item or object equipped, such as another sword, torch, shield, or magic. The animations while equipped alone would be two handed, and with another item would be one handed. I do not know how to use scripts for this game, and would appreciate as much help as possible.
  6. I got in touch with the author of this mod and talked to her a little about the mod and gave some constructive criticism. She approved of it, however said that she would be unable to follow through with the suggestions that I had. She did however give me permission to do it myself or have someone else help me with it as long as credit was given. Would anyone be willing to help me out with this? All that is needed are some minor changes to the model and that's all.
  7. Thanks. I missed this due to the title being "Requests" instead of "Outlander".
  8. I recently saw the movie Outlander, and was wondering if anyone with modeling capabilities could create a specific sword from the movie for me. Below are reference pictures regarding the front, back, blade, and pummel. Back (Remove spaces to see image): http://www. therpf .com/attachments/f9/outlander-gun-outlander_swordb2.jpg-21158d1265762516 Front and Overall Sword. This is not the color it should look. This is a more "beat up" version, so things are not perfectly straight as they should be. Only use as a reference for the hilt. Use the other pictures for the blade: http://www.yourprops.com/norm-499c146ede27b-Outlander+(2008).jpeg Overall Sword from the back. The pummel is missing here. Note the way that the point is not perfectly symetric (Remove spaces to see image): http://www. therpf .com/attachments/f9/outlander-gun-outlander_swordb1.jpg-21157d1265762516 Shot of sword in the movie. Note the pummel and the size of the sword, as well as dimensions and other features. http://www.propbay.com/attachments/original/3322d1335441432-kainans-hero-alien-sword-7.jpg This is all I can provide for now. If someone could please make this, I will help in any way that I can.
  9. Problem was resovled. Cause was unknown, but loading a saved game from nine hours earlier has fixed the solution.
  10. I could really use some help with this. It is pretty hindering to the game.
  11. I was playing Fallout 3 today and paused the game to take a break for a while. When I came back later and resumed, everything was fine. It wasn't until I talked to Dogmeat, the follower I have, that I noticed a problem. When I talked to him, the subtitles would show him barking as usual and the game would transfer to the conversation mode as is normal. However, he does not actually bark (no sound). he just stands tehre panting and the box at the bottom says "<bark!>". I can't do anything. The only way for me to get out of this fix is to use the CAM (Close All Menus) console command or to load a previous save. I have talked to other NPC's without a hitch and they all act fine. It appears to just be Dogmeat. I have uninstalled every single mod and run the game through the FOMM with only the Fallout 3 and Broken Steel ESM files checked and he still acts the same. I have tried extracting all of his audio files from the Sound.BSA file and putting it in the Data folder with the same folder structure, but still no luck. This is apparently not a mod issue and extracting audio doesn't appear to be working to help with it. Can anyone help me out with this please? Any help at all is much appreciated. Thank you.
  12. I'm having trouble with getting the pictures uploaded, so I apoplogize for that. However, I think you can still get the general idea, so if anyone wants to try and tackle this, then it may be easier than you think.
  13. While messing around with the GECK recently, as is what I do best, I decided to play with the skeleton .nif files for the human and creature models to see how the human body was affected by each different skeleton. All were pretty odd and some were just downright funny, but when I came to using the dog skeleton, I noticed something different. Sure, the person was rubberbanded of course, but when the torso .nif flie is replaced with a dog's skin .nif file, the results look very promising. It is beyond my abilities, but if someone with experience using Nifscope and Blender wanted to, they could modify the Dog's skin to fit the new skeleton, and thereby create an anthro looking creature. I can't do so at the moment, but I will post some pictures within an hour or so to give you all an idea of what I am talking about. Let me know what you think about this.
  14. Can anyone help me with this please? I hate having Dogmeat or any of my other followers blow my cover when I don't want them to. There's bound to be someone else out there with a similar problem.
  15. This thread has been moved to the following link: http://forums.nexusmods.com/index.php?/topic/731758-help-needed-with-custom-race-skeleton/
  16. Is it possible to create a new race that uses a custom skeleton rather than the human one? I know that the skeleton for humans can be changed, but this is universal to all humans. I am working on a mod that is similar to the Chimera Tank mod, but instead of a tank, the player turns into a creature. For example, I want to have a dog as a playable race. By copying the dog's skeleton.nif file into the proper place, the human skeleton is replaced with the dog's. This works fine for the custom race I want, but since it is universal, all the normal human races including the ghoul races have the same skeleton and look hooribly disfigured. How do I make it so that the custom skeleton only applies to the single race. For more information on this mod, you can see the thread on the VGU Network website at (http://www. vgu network .com/topic/16085-help-with-model-change-via-script/). Just remove the spaces to see the thread. The only reason it is on this other site is because I did not get any responses here. If this is in any way violating any rules, please let me know and I will remove the link.
  17. No problem. That's one thing I hate about text: you can't tell the emotion or tone used behind the words.
  18. I'm making a perk similar to the Cannibal perk where you have an option to eat creatures that are killed. I copied the cannibal perk and renamed it, and chaged the script so that for now it only restores health. The problem is that even though I added the creatures I wanted to the list of possible "meals" and set the OR option on each one, I can only eat the mole rat, which is the first creature listed. Also, I can eat the creature multiple times rather than just once. Anyone know how to fix this? Also, is there a way to remove the meat from the creature afterwards so when you search it after eating it, it doesn't show up with Mole Rat Meat or Brahmin Steak? Thanks in advance.
  19. Then perhaps you can suggest a better section, ok?
  20. Does anyone know how to make it so that Dogmeat still growls when he detects an enemy, but does not seek the enemy out and when discovered, the enemy attacks the player and not dogmeat? I've tried messing with the AI Data in the GECK, but that doesn't do what I need it to do. Also, Dogmeat shouldn't run away either. He should just stay put and growl until the threat is gone. Also, can you add perks or perk effects to dogmeat, such as light step?
  21. Does this mean that nobody likes a challenge?
  22. I have a mod that I am working on, and it requires a very detailed script in order to function, but I have no capabilities to create the script myself. I need someone who is experienced at creating moderate to complex scripts who doesn't mind doing one for me. I have a baseline script already compiled so they don't need to start from scratch. If you are interested or would like more details on what the script needs to do, please send me a PM. Thank you.
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