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Crystalking52

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  1. Greetings, I downloaded a mod a while ago and could have sworn I extracted the contents before I deleted the zip file, but I apparently didn't. When I went back to re-download the mod a few days later, I was greeted with the file not existing page. Does anybody else have the "NCR Salvaged and Sierra T-51b Modders Resource" by captain-ultima available? Pictures: http://static-4.nexusmods.com/15/mods/130/images/59066-3-1432764592.jpg http://static-4.nexusmods.com/15/mods/130/images/59066-1-1432764593.jpg
  2. Greetings, I was curious if the Credits text files were determined by the ESMs or if they were hardcoded elsewhere? Or are those text files in the data folder just for show? Any help would be appreciated.
  3. Sorry for the bump, but I have jury-rigged a cumbersome solution to this. I took a container model file (in this case, the unused Bloatspore model) and took the animation file from a random monster (the kwarma forager animation) and renamed them both to mimic how creatures animation files are done up (the letter 'x' in front of the container model's name.) It brings up a bunch of errors in-game once per load, but just hitting "yes to all" dismisses them. Just thought people would like to know this.
  4. Greetings, I was just curious as to how easy it would be to give a container enough animations (IE movement animations would just be gliding along the floor and attack and dying animations would just be the container standing still) to function as a creature without the game crashing?
  5. Greetings, I was curious if somebody could re-texture the male farm boots02 to resemble the colorations of Karliah's Boots? (reference picture below) http://oi61.tinypic.com/rhveoh.jpg In other words, edit the texture of the top boots to resemble the bottom right boots (which are Karliah's Boots)
  6. Greetings, I was trying to edit the Barkeeper's shoes texture into something unique for the Chef's shoes (which currently uses the same texture as the Barkeeper's shoes), but I've run into a problem. After my brief edit in GIMP, my texture shows up with some pink squares (in-game and on the texture itself). Here's my layout of everything I did to help figure out what I'm doing wrong: 1. Extracting the texture from the BSA. 2. Booted up GIMP to load the texture (I have a .DDS plugin to enable this.) 3. Opened the texture and unchecked the "Load mipmaps" option. 4. Made my edits to the texture. 5. Saved the .DDS with the "Generate mipmaps" checked and the compression as "BC1/DXT1" Any clue what I could be doing wrong?
  7. Greetings, I was wondering if anybody could make a re-texture for the male version of the armor worn by Valerica? http://oi61.tinypic.com/4gp7cj.jpg
  8. I had inserted the script in before starting the quest but I've figured out what I did wrong. Turns out, I also needed to define the objects in the quest itself and not just from the script. Thanks for all of your help again sir.
  9. Terribly sorry to bump this, but I have just gotten around to testing the script in-game and it did not work. I had the .pex file in the scripts folder and named exactly the same as the default script but the game just used the vanilla script instead. Was it because I moved the .psc file out of the source folder or do I need to edit the dialogue topic in some way too?
  10. http://oi59.tinypic.com/2nrk5qd.jpg Weapons are also affected, though everything else sorts alphabetically (when in their own containers anyway.) I'm sure the secret lies within the inventorymenu.swf and containermenu.swf files, if only I could make heads or tails of the files it'd probably be a simple edit.
  11. Greetings, I was curious if there are any kind of modifications that make containers alphabetized that don't require SKSE or SkyUI?
  12. You have been very helpful sir! I shall make your suggested change as well since I hadn't though about the brief flash. Thank you very much!
  13. Greetings, I've recently begun modding Skyrim and I'm still a little shaky on the new scripting language. I was just curious how I would now ask the game what the player has equipped in the way of 'armor'? The script I am working on runs after completion of the quest "Fit for a Jarl" and is supposed to exchange the player's "Radiant Raiment Fine Clothes" for the standard version. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__000C7B03 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE Game.GetPlayer().AddItem(LvlQuestReward01Small) If Game.GetPlayer().GetEquipped(ClothesRadiantRaimentFineClothes01) Game.GetPlayer().RemoveItem (ClothesRadiantRaimentFineClothes01, abSilent = true) Game.GetPlayer().AddItem(ClothesFineClothes01, abSilent = true) Game.GetPlayer().EquipItem(ClothesFineClothes01) Else Game.GetPlayer().RemoveItem(ClothesRadiantRaimentFineClothes01, abSilent = true) Game.GetPlayer().AddItem(ClothesFineClothes01, abSilent = true) EndIf GetOwningQuest().Setstage(30) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment LeveledItem Property LvlQuestReward01Small Auto Armor Property ClothesRadiantRaimentFineClothes01 Auto Armor Property ClothesFineClothes01 Auto MiscObject Property Gold001 Auto However, the GetEquipped condition is apparently incorrect. What would be the correct way to state this then?
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