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joebenz

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Posts posted by joebenz

  1. Hello,

    I would like to ask for anyone to do a mod that prevents any reaction when we get hit by a sword or an arrow?

    I don't mean a god mode thing or a no bleed or injuries none of that. Only no animation/reaction when hit.

    Is it possible?

    Or if someone can tell me how to do it?

     

    PS: sorry for the typo error in title i meant "hit" instead of "hot". If someone could correct that i would be grateful :D

  2. Yeah i can understand that. It's quite an elaborate request that would be made from someone truely inspired. Nevertheless i'll do it :smile: don't know how though.

    I know very well 3D modeling and importing weapons into skyrim but skinning and armor modeling is quite something else.

    If anyone can point me to tutorials for making armor i would be glad :D

  3. Hello there,

    Got a suggestion to fellow Skyrim modders here:

    The outfit of Armando Salazar From Dead men tell no tales.

    There doesn't seem to be enough of sea/pirates themed armors or clothes. But they do well exist in the lore so it would fit lore wise with of course a twisted cursed look on to it :D

     

    I would sell my soul for this. Besides it would add a bit more diversity to skyrim modding instead of medieval armors or hot female followers.

     

    Tell me this isn't badass:

     

    http://www.cosmicbooknews.com/sites/default/files/pirates-dead-men-images.jpg

    http://images.cgames.de/images/idgwpgsgp/bdb/2786728/1440x810.jpg

    http://i.imgbox.com/qzECrpNp.jpg

  4. Am i the only one who is annoyed by the spamming of the R key when using laser muskets?

    I searched for a mod that auto reloads when the crank is empty but in vain :(

    So i ask for a kind modder to make a mod about this i woudl appreciate it :)

     

    and i think others would aggree with me :D

  5. Nice! I hope this makes it to the Hot Files. If you're lucky, Brodual will feature this is a video. You can expect an explosion of downloads and endorsements when that happens.

     

    It would be really nice if you could get in communication with Umknown357 and see if you two could partner (or at least share assets) from his mod, "The Four Horsemen" (which he now calls "The Riders of Oblivion"). The fist version was kinda "meh" (they were just guys in Daedric armor.) But in the next version he gave them all different appearances and special abilities/weapons. (See the "Users" images.) I don't know if he's still working on it these days, but he indicated that he wanted to put them into a quest rather than just random encounters.

     

    It be AWESOME to see the Horsemen on the actual Horses of the Apocalypse!

    That would be cool :D if he is ever interested to use them in his quest mod i would be glad to say yes :)

  6. I use PaintDotNet a free tool that converts into .dds perfectly. if you use photoshop, save your textures as .tiff and open PaintDotNet open the tiff texture and save as .dds it's a bit tedious but it does the job well.

    it works for me that way.

  7. Ok i found my awnser. Instead of directly applying an enchant on the weapon through script, i made an "enhance weapon" spell that applies the enchantment. Now the effects shows up when i'm in combat without me having to unequip and reequip and it works perfectly.

    I just need to make a few adjustments to specify in which hand it will be blabla.

    This thread looks more like a tutorial than a call for help. Ha!

  8. I'm halfway there. I created a quest with a reference alias with specific referance pointed to the player, added this script:

    Scriptname HeadlessAxeScriptQuest extends ReferenceAlias  
    
    Float Property TimeBetween Auto
    Weapon Property WeaponRequired Auto
    
    Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
    	If akBaseObject as Weapon
    		If akBaseObject as Weapon == WeaponRequired
             		Debug.Notification("Weapon Equipped")
    			RegisterForSingleUpdate(TimeBetween)
    		EndIf
    	Endif
    EndEvent
    
    Event OnUpdate()
    	If Game.GetPlayer().IsEquipped(WeaponRequired)
    		if Game.GetPlayer().IsInCombat()
             		Debug.Notification("Is in Combat")
    			RegisterForSingleUpdate(TimeBetween)
    		Else
             		Debug.Notification("is NOT in combat")
    			RegisterForSingleUpdate(TimeBetween)
    		Endif
    	EndIf
    EndEvent
    
    Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
    	If akBaseObject as Weapon
    		If akBaseObject as Weapon == WeaponRequired
             		Debug.Notification("Weapon Unequipped")
    			UnregisterForUpdate()
    		EndIf
    	EndIf
    EndEvent 
    

    Now whenever i get my specific weapon equipped, the script will succefully detect if i am in combat or not.

     

    Now all i need is a way to apply an existing enchantment to the weapon when i'm in combat and when i am not, the enchantment is removed from the weapon. Or maybe a way to swap the meshes or apply an additional effect.

    http://www.creationkit.com/index.php?title=WornObject_Script

    But for now i find it difficult doing so and my searches have proven unfruitful.

     

    EDIT:

     

    Found a way of adding an external enchant to the weapon using this line:

    WeaponRequired.SetEnchantment(WeaponEnchant)

    But when the enchantment is applied, i have to unequip the weapon and reequip for it to show up which is troublesome.

     

    My second option is to apply a .nif mesh to the weapon or dynamically swap a mesh through scripting.

  9. Hello,

     

    I asked my question in the troubleshooting section of the forum until i realized it was the wrong section.

    But i will benefit from this by explaining what i intend to do.

     

    So basically what i am trying to achieve is very simple in itself:

    to apply an enchantment to my weapon (or attach a .nif file to my equipped weapon) when i am in combat. And when there i am not in combat anymore, the enchantment is not there anymore.

     

    I tried numerous things and searched almost everywhere.

    I found something that could be intersting, a script that could add an enchantment:

    QuoteScriptname _NewScript extends ObjectReference
    
    Enchantment Property WeaponEnchant Auto
    
    Event OnEquipped(Actor akActor)
        ;This can be changed to cast as Armor instead to set an armor enchantment.
        (GetBaseObject() as Weapon).SetEnchantment(WeaponEnchant)
    EndEvent
    
    Event OnUnEquipped(Actor akActor)
        ;This can be changed to cast as Armor instead to set an armor enchantment.
        (GetBaseObject() as Weapon).SetEnchantment(WeaponEnchant)
    EndEvent
    

     

    I could start with this but i need some guiding to do so.

    The real reason i need an enchantment is that it was the only way i found that could apply an external .nif file to the weapon. So if an enchantment is too complicated to do, maybe finding a way to directly attach a .nif file to the weapon during combat could maybe be possible?

     

    EDIT:

    i made a small script attached to the weapon to check if player is in combat but i get a compilation error when compiling.

    This is the error:

    HeadlessAxeHeatActivate.psc(12,0): the parameter types of function onupdate in the empty state on script headlessaxeheatactivate do not match the parent script form
    No output generated for HeadlessAxeHeatActivate, compilation failed.

     

    this is the script

        QuoteScriptname HeadlessAxeHeatActivate extends ObjectReference  
    
        Actor Property PlayerRef  Auto
        bool done=false
    
        Event OnEquipped(Actor akActor)
    
                RegisterForSingleUpdate(1)
    
        endEvent
    
        Event onUpdate(Actor akActor)
    
            if !done
                if akActor == PlayerRef && PlayerRef.IsInCombat()
                    Debug.Notification("Player is in combat")
                Else
                    Debug.Notification("Player is NOT combat")
                Endif
            Endif
    
        endEvent
    
        Event OnUnequipped(Actor akActor)
    
            done = true
    
        endEvent
    
    
    
  10. OH yes this is gud! :D i will defenetly keep an eye on this one! I too wanted a weapon as a request but endend up learning 3d and importing into skyrim and the result was better than i expected.

    This is beautiful. i'll be waiting for the skyrim version.

  11. If it still does it even with all your mods uninstalled then it is the game itself. Maybe it is something in one of the .ini files that messes everything up. I know that there are some things in it that should not be touched or it will cause problems. You can try to move all of them in a seperate folder and start the game so that it will create new ones.

  12.  

    Just a heads up for anyone interested. Ever since my last post into this thread i learned how to do 3d models along with proper importing into skyrim.

    So with all that i made from scratch this very exact axe included the heated one with the glow:

    http://www.nexusmods.com/skyrim/mods/82297/?

     

    Feel free to check it out :D

    From noob to pro in a matter of weeks, well done! I hope you continue making models for skyrim.

     

    Thanks ^^ in all honesty i hope i won't do it again xD it was a pain to do but you never know :)

  13. I was wondering where are stored the SkyUI icons you see in the magic menu? the little red fire for fire spells, the snowflake for ice spells etc... i searched but can't seem to find any.

    I am making a mod that adds new spells and thought of making my own custom little icons for SkyUI users.

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