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MontbelloKnight

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    TES, Dragon Age, Soul series, Mass Effect, Final Fantasy Tactics, Age of Empires

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  1. Sounds good, but the main issue is the visual effect of the arrow being deflected, @lofgren: OnHit could be useful if we were to do the magic projectile disguise thing, but that is way too complicated and will likely be really buggy. I still think the best way to get it is by adding the metal impact data to characters wearing heavy armor. I'll take a look at the SKSE functions reference, maybe there is something useful there.
  2. I also was bothered by this some time back, so I took a look around the CS. This is what I found; Bows have the ImpactDataSet "WPNzArrowImpactSet" which determines the way the arrows will behave when colliding against different materials. Within this setting, each type of material is matched with it's corresponding phys behaviour. "MaterialArmorHeavy" is matched with "WPNArrowVSMetalImpact". All it takes for the later to reflect arrows is to change it's "Orientation" field from "Surface Normal" to "Proyectile Reflection", and it works, it in fact makes arrows be bounced away. Now the problem is that the game does not apply this "MaterialArmorHeavy" classification to heavy armors, and there is no way to add this trait to armor sets nor any other item or addon, it can only be applied to races and creatures that have the "Impact Material Type" in which to select this classification. I was disappointed, because the only way to have arrows bounce was to mark my character's custom race as the arrow deflector. I did it though, it works for me since I never go into combat without being absolutely covered in plate, so arrows that hit me are deflected, as are ice spikes. The obvious downside of this is that if I am ever surprised by attackers when I am not in my armor, and they hit me with an arrow, it will bounce off my character's skin or clothes as if it was plate armour, which will indeed look absurd. As much as this works fine enough for me, this patch of a solution is kind of lame and I am willing to work with anyone also looking for the ideal solution to this problem. It is as simple as to find a way, with SKSE or hidden within the CS, to change the character's "Impact Material Type" field to MaterialHeavyArmor when a heavy armor set is equipped. Or to find a way to apply this to the armor pieces themselves, but I looked everywhere and could not find it.
  3. 1- Yes, open your enbseries.ini located in your Skyrim data folder [c:/program files/steam/steamapps/skyrim/data]. 2- Then in that text file look for this line "EnableDepthOfField=true" 3- Change it to "EnableDepthOfField=false" Hope it helps :]
  4. You must also make sure that the mesh has a NiAlphaProperty block.
  5. With the Creation Kit, you can delete the specific light object that was console-placed. However, this would also remove it from any other places it was used on.
  6. It s almost certain that one of your mods is causing this, so what you should do is unistall the game and delete everything related to it, even steam and the left-over folders, so that there is nothing left of your current messed up Skyrim data. Then you install everything back, and see if the game is still bugged without any mods active, if it isn't, then you activate your mods one by one to find out which is the cause of your problem. I know... it is kind of drastic, but it's all I can think off.
  7. The Race menu is one of Skyrim´s most taxing features on the system load. It seems that your computer cannot handle the game while you are using custom races\outfits with high poly meshes and hi-res textures and going in and out of the race menu, so it crashes to desktop. If you can play fine without those kind of mods, maybe that is how you should do it. Or you can always upgrade your system.
  8. I had a similar issue once, on the outskirts of Whiterun, and I could finally stop the crashes when I reduced the size of the textures of the outfit that I was wearing, they were 4096x4096 and I shrinked them to 1024x1024 and then the crashes were gone for good. It seemed like my system could not handle the game with those huge textures. Perhaps you should try lightening your system's load
  9. The only way I can think of, would be to create a new key as a static activator, that way you can place it on the air and it will stay there, and then put a script on it that adds a collectible key to the player when you press enter while looking at it.
  10. I am afraid you will need the creation kit for that, but you should try it, it is a friendly tool.
  11. It is likely this happens because the armor you are wearing was not bone weighted properly. Try using the crossbow with different outfits and see if the animation is bugged with those as well.
  12. Yes, dealing with skyrim's limitations is always the hard part. But there is always a way...
  13. Although It will be great if you can have special animations, I think with the crossbow animations as you have it now, it already looks pretty amazing. I can handle animations, I just don't know if there is a way to export them from blender into Skyrim by now. I would make the animations and deal with the export issues, but I have sooo little time for modding. If my school term ends and still no one has provided animation, I guess I'll do it then.
  14. I am not sure if BladerRavinger and the others are still working on this, but ghosu's musket mod is going quite well, the only thing it lacks is a quest, but maybe it will be added later. Last week I sent him a working beta musket for testing purposes, he replied saying he was having trouble with his creation kit and said no more. If the people I was working with no longer wish to continue, I guess I'll just upload my musket model to be used with ghosu's mod. It is a very beautiful rifle model, I'll not have it waste away.
  15. Well said Blader, just put an end to it. We already started working on it so, there is little point in keep arguing. We have work to do.
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