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Everything posted by TheGreatEater
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So I have 19 Custom Spells (3 of them with custom graphics), and currently 3 custom (non-bound) weapons (Wooden, Elven, and Bone Wands. Each with their own custom scabbard. I don't really know how to do animations atm. So they are using dagger animations XD. Still turned out pretty cool.). With spells for Necromancers, Assassin/Nightblades (Caedisomancy (Assassin Magic).). And a few generalized spells. Added a power enchantment to the Schools of Magic enchantments. As well as did tweaks to Magic School Perks (as well as a few perks to boost Assassination with Bow perks (Deadly Aim and Eagle Eye). And a few global variable perks. To allow more followers (for the summoners), quicker respawns (1 week for cleared areas.). With NPC's having access to the spells. Well most of them. As well as entering enchanted items and weapons to LLists. I might make a few more magical weapons IDK. And while I would like to make magical armor ... Idk ... still on the boat on that, seeing as how I don't know if I can make anything good. Still I feel happy with how my first mod's turning out so far ^_^. ____________ Anywho, I was wondering on if there was a mod that: A) Allowed oneself to make their own Vampire Nest / Court? Since it'd be awesome if there was more than just one court of vampires. Or the ability to infect others and make my own court. and B) A Winterhold Mod that adds more quests / more of a story line? I mean I like the idea of the place ... but it's just kind of lacking and I get to be Arch-mage over 'teachers' who've been there for decades. Without really feeling like I earned it XD.
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So I have a spear (custom, using a modification of a spinal cord). Using Throw Animation ... but I can't get my character to throw. I can't attack at all with the equiped hand, and I was wondering if anyone knew how to use (or where a tutorial on making) throwable objects. Since I also eventually will want to make throwable potions and bombs. Second question is After making the projectile image. Do I need to make a magic effect (which has a link to projectiles), or do I skip that and simply use weapon / what have you?
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Bump. You can see the weapon on the ground between the legs. I see a lot of bound weapon threads via google on how to add textures to bound weapons, or the common advice of "simply attack a bound weapon FX to a weapon". But I can't find anything on what to do when a weapon rather than appearing in the hands when summoned, is firmly affixed to the ground. Now attack wise, it's reach, blood graphics, and damage are as if it were in the hand itself. But the weapon never moves from it's position on the ground between the legs. And when I alter it in NifSkope, it hovers but doesn't actually move when attacking.
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Bump http://i127.photobucket.com/albums/p142/nemrog/ScreenShot17_zpsz1jsgmso.png That's the problem. As you can see on the ground the item is on the floor. Now attack wise, in FPV it is "held" and when I attack the same range as the dagger (sword, bow, staff, what have you) attacks. But the weapon is stuck on the floor. And when on NifSkope I raise the Z value, or even the Y and X value it moves, but it's 'floating' and stationary. Rather than welded as a true weapon. How do I fix that problem?
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After my successful Bound Sword. I've been running into a problem where I can make a Conjured Weapon from normal weapon custom meshes. But when I make bound weapons from altered Bound Weapon Nifs in NifSkope. They all end up on the floor. And altering their position in NifSkope while it does alter it's position. Is still unable to be in the players hand. What do I do to fix that problem? I even tried replacing the weapon in my working Bound Sword, for a new weapon. And it ran into the same problem.
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Niftrishapes. Triangle Errors up the Ying-Yang.
TheGreatEater replied to TheGreatEater's topic in Skyrim's Skyrim LE
I discovered that the problem was that NifSkopes hates the OBJ files from Blender. I need to make a 3ds file, then have that exported in NifSkope as an OBJ ... which I think is utterly retarded. Still I ended up making a pretty nifty staff. -
Alright, so every attempt I've had at making a custom Bow has ended up in failure. Now the Mesh itself is fine, cleaned up, all the normals are recalculated, and everything is looking hunky-doory on the Blender-side of things. But then I try to bring it over to NifSkope and I get this Error. http://i127.photobucket.com/albums/p142/nemrog/Screenshot%207_zpslvrl9kay.png Now I know I need to reposition the bow in Blender. Or transform edit it in NifSkope. But that error has popped up so many times that by now I just don't care enough to do it atm. Since everytime I get that error, Skyrim commits suicide whenever I try to load it up. And that's not when it allows it, but does insane visuals (like rays of colored light, or planes that take up the entire game screen, or random glitches that kill my CK.). So anyone know how to fix that annoying error? Or would it just be best to avoid making bows, and stick to weapons that aren't prone to being massive bags of butts? (Btw, the Obj has been UVUnwrapped in Blender, and I do have a material image on it that shows up.). Edit: A more clear image of the screen shot. In attachments.
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Y'alls thoughts on if this would be cool for a mod?
TheGreatEater replied to TheGreatEater's topic in Skyrim's Skyrim LE
What's the difference between using the "IsInCombat" and using the "GetCombatState" script commands? And they'll be both craftable, as well as found on enemies in the world. But I was thinking they'd be interesting to not only have, but also give variety and story immersion to magical enemies, by having them wield magic armor that is appropriate for their type of spell casting. Edit: Oh BTW, I finally made a sword (I'm working on the other items atm). Here's what it looks like. http://i127.photobucket.com/albums/p142/nemrog/NecroSwordShowcase_zps6zf8qiej.gif -
Super Squees! My first fully custom sword.
TheGreatEater replied to TheGreatEater's topic in Skyrim's Skyrim LE
IDE~A!! I was thinking of making polearms. So I could make a spear, and do that. That would actually look rather BAMF (and I'm giving you credit once I put out that mod.) -
Super Squees! My first fully custom sword.
TheGreatEater replied to TheGreatEater's topic in Skyrim's Skyrim LE
Right now I'm remeshing Skeletons to make one for Elves (Crafting material for the Necromancer Bows), Orcs (crafting material for Necromancer War Axe), Khajit (for the Necromancer Crossbows), and Argonians ... What item do you think would work well for them? Or should I make their skeletons be used for a shield / bound heavy armor? And I'm glad that turned out better. When I get finished with the Necromancer Upgrade part of the Overhaul I'm making. I'll load it up on Nexus, and post a link here for everyone to have fun with it ^_^. -
Super Squees! My first fully custom sword.
TheGreatEater replied to TheGreatEater's topic in Skyrim's Skyrim LE
http://i127.photobucket.com/albums/p142/nemrog/NecroSwordShowcase_zps6zf8qiej.gif For some reason there's some grainy-ness from between the game, the GifViewer on my lappy, and when Photobucket uploaded it. But that's the sword. -
Super Squees! My first fully custom sword.
TheGreatEater replied to TheGreatEater's topic in Skyrim's Skyrim LE
MarkarthWizardsQuarters02 ? Edit: For some reason my post only showed the coc location. Before derping. But yeah, I'd be happy to share the file when the Armor+Weapons are done. But atm, it's only a WIP_Test Mod that I'm using for testing and seeing how this part of the finished mod will look. Which themselves will be part of the mod I'm making for Skyrim SE. -
It took me about three days to get everything right, findout how to fix all the bugs I made, as well as trial and error. But I finally made my very first sword. http://i127.photobucket.com/albums/p142/nemrog/ScreenShot3_zpsxgpr76ta.png?t=1484627307 http://i127.photobucket.com/albums/p142/nemrog/ScreenShot4_zpsnamb4fxu.png?t=1484627310 http://i127.photobucket.com/albums/p142/nemrog/ScreenShot5_zpso38fvcmu.png?t=1484627316 What it is. Is a fractured spirit skull. With the blade coming out of its mouth (which forms the handguard). With skeletal fingers along the blade. Which holds in the Necromatic energies. I'm thinking of making a bow for Elven Skeletons. Orc Skeletons will give a War Hammer. Khajit will give a Cross Bow. But I don't know what to do for Argonians ... Since the only thing I can think of for them is that they heal real well and can breath underwater. Doesn't really inspire any weapons, so I'm open to suggestions. Oh! And what do y'all think so far? I mean it's not as awesome as when it's in action (where it just looks all sorts of epic as you slice into peeps with the forces of death (forged from the sacrified body and soul of the innocent).
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Y'alls thoughts on if this would be cool for a mod?
TheGreatEater replied to TheGreatEater's topic in Skyrim's Skyrim LE
The gloves in a way transform into the weapon. Think of it like having a bound weapon, but stored rather than the aether, in a physical location. Then when the battles over the spell sword reverts back to it's mundane counterpart. Since I'll be doing an EquipItem with the sibling items, it shouldn't be too much trouble to mod armor rating when the sword is formed. Or ... and this just popped into my head, the inherent drawback of loosing AR (by gloves amount) would be enough to sway people InVerse on whether to take it or not (especially since in my group of mods (tied to my alchemy / perk upgrade mod section) Light and Heavy Armor has a direct affect on unarmed damage (so punching people out is a viable fighting strategy). Thanks for your two cents ^_^. -
I finally got the ability to work with Nif-files, and I admit I'm having a blast (even if I'm slow as heck when it comes to modeling, it's still fun). But before I got too into it. I was wondering if it's something the community or others would find interesting in the overhaul I'm making (well it's more like a ton of mods in one mod. But still counts right?). So I was thinking of types of mage armor and heavy armor that would be cool. And am atm starting with villainous npc gear. What I am working on atm is a Necratic Sword (a necromancer sword that will be craftable). When: ;Is the player in combat? If ( Game.GetPlayer().GetCombatState() == 0 ) ;State is 0, so player is peaceful Debug.Notification("Player is not in combat") (this will instead be an EquipItem(name of mage gloves). Else ;State is not 0, so player is not peaceful Debug.Notification("Player is in combat") (this will instead be an EquipItem(swordname). EndIf So when out of combat the person who has this equiped would have a form of light necromancer armor (Since I also have the Heart and Flesh of all main racial types as alchemical ingredients. I could have different types of weapons / fist armor depending on what was "Sacrificed" for it.). But when in combat the gloves would transform into a sword that has fragments of the species skull and fingers, with necromatic energies around the chunks making a black blade. _____________________ So ... is that something worth continuing? Or is shapeshifting weapons that also function as armor something not worth persuing?
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Actually found the solution to my problem, and it was simple as it was extremely stupid. I was using Skyrim SE, which I didn't know until I started digging. Has a different set up on doing things. So all the tutorials I've been watching were outdated. So I just downloaded Skyrim the old version.
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So I found something that can help me with my little problem of unable to make custom meshes. And I found Gmax and the Niftools for it on youtube out of pure luck. But when I try to import a Nif file I get the following error: Object size mismatch occurred during file read: ===[ Object 1 | BSInvMarker ] ==== Start: 647, Expected Size: 14, Read size: 16 Anyone know how to fix that problem? Or what file / dll I need to go into to alter the expected size or what have you?
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I'm having the worst luck when it comes to doing Nif to Blender tutorials since whenever I loadup an exported Nif file to Blender I get nothing. I was wondering if I anyone had a Blend.file model of a Skyrim person? Since at least that way I have a model to work off of, and hopefully it'd be easier to export an Obj to Nif, then the other way around. But Google isn't showing up anything XD for blender models for Skyrim. Any help will be appreciated. (And I know that the problem isn't 100% Nifskope, since I can do custom textures easily.)
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Problems scripting gold reward... Help me?
TheGreatEater replied to Lustborn's topic in Skyrim's Skyrim LE
It was in dialog. Although I might try questing it. Atm I'm just putting it on hold while I work on other parts of the mod that I can make some progess in (it leaves me feeling much less frustrated). When I get back to that I'll repost. But I do want to thank you for your replies and your time. I appreciate it.- 30 replies
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Problems scripting gold reward... Help me?
TheGreatEater replied to Lustborn's topic in Skyrim's Skyrim LE
property areas grey, and won't let me add to it.- 30 replies
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Problems scripting gold reward... Help me?
TheGreatEater replied to Lustborn's topic in Skyrim's Skyrim LE
I'll try that later today and let you know how it goes. Thanks for the reply though.- 30 replies
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Problems scripting gold reward... Help me?
TheGreatEater replied to Lustborn's topic in Skyrim's Skyrim LE
I did what your pic did (Since I have a similar problem) placed it at the beginning (before the if 'statement', before endIf, and after that.) All of them come up with this message. Here's my script as of now. if (Game.GetPlayer().GetGoldAmount() >= 10000) ; lines to remove gold from player then adds key to player Game.GetPlayer().RemoveItem(GoldBase, 50) Game.AdvanceSkill ("Alchemy", 1.0) Elseif (Game.GetPlayer().GetGoldAmount() < 10000) ; lines to remove gold from player then adds key to player Debug.Messagebox("Sorry you don't have enough Septims.") MiscObject Property GoldBase Auto endif And since it won't compile I can't check properties, and when I remove it, and click on the properties tab (and the RemoveItem bit) I for some reason can't add or edit properties (it shows up, but all of it's greyed out). Edit: Sorry for dropping into the subject. But since I have the same basic problem, I thought I'd use this thread instead of making a new one. Have a look at the script I posted near the end of page 2. It shows where the property should be placed. Properties MUST be places OUTSIDE of any events or functions. It can't go inside the if statement. It can't even go inside of the event or function that the if block itself is inside of. If you post the entire script you've got, I can show you quickly where it should go. However, there's a much easier way. Instead of typing it in manually, just open the properties box for the script and add a new one that way. Then if it still doesn't work, show us the script you've got then. Okay. Added the GlobalVariable you had on Page 2. The Error I get with that in it is: Starting 1 compile threads for 1 files...Compiling "TIF__04019D48"...C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__04019D48.psc(17,0): no viable alternative at input 'GlobalVariable'C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__04019D48.psc(17,25): no viable alternative at input 'GoldBase'No output generated for TIF__04019D48, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__04019D48 _________________________ The code attempt is: if (Game.GetPlayer().GetGoldAmount() >= 10000) ; lines to remove gold from player then adds key to player Game.GetPlayer().RemoveItem(GoldBase, 50) Game.AdvanceSkill ("Alchemy", 1.0) Elseif (Game.GetPlayer().GetGoldAmount() < 10000) ; lines to remove gold from player then adds key to player Debug.Messagebox("Sorry you don't have enough Septims.") endif GlobalVariable Property GoldBase Auto Basically a quickie fragment. Looks to see if player has X gold. if so removes it and when I get this fixed. will advance numerous Skills at once. With higher rates (through Dialog Choices) equaling a greater advancement of said Skills (and it should go to show in the above code, that I'm both new to scripting and not all that good at it atm XD. But I'm learning ^_^.)- 30 replies
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Problems scripting gold reward... Help me?
TheGreatEater replied to Lustborn's topic in Skyrim's Skyrim LE
I did what your pic did (Since I have a similar problem) placed it at the beginning (before the if 'statement', before endIf, and after that.) All of them come up with this message. Here's my script as of now. if (Game.GetPlayer().GetGoldAmount() >= 10000) ; lines to remove gold from player then adds key to player Game.GetPlayer().RemoveItem(GoldBase, 50) Game.AdvanceSkill ("Alchemy", 1.0) Elseif (Game.GetPlayer().GetGoldAmount() < 10000) ; lines to remove gold from player then adds key to player Debug.Messagebox("Sorry you don't have enough Septims.") MiscObject Property GoldBase Auto endif And since it won't compile I can't check properties, and when I remove it, and click on the properties tab (and the RemoveItem bit) I for some reason can't add or edit properties (it shows up, but all of it's greyed out). Edit: Sorry for dropping into the subject. But since I have the same basic problem, I thought I'd use this thread instead of making a new one.- 30 replies
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There's something that doesn't belong.
TheGreatEater replied to TheGreatEater's topic in Fallout 4's Discussion
I don't necessarily think it should be done via a Karma system [although with Dialog, being a D-nozzle should have more of an effect than being a goody two shoes]. But let negative dialog, or choices actually do something rather than you spending time stealing everything not bolted down, killing off non-immortal settlers to make your own settlements, and basically being the worst person imaginable and you still end up hailed as a savior / best human ever. Sure I can see the basic same end result [you use X to get into the Institute. Then from there choose which faction you'll side with.], but like in Dues Ex. Being evil, had an effect on game play, in Fable being evil or good not only affected game play but also appearance. With both affecting which quests where opened up or closed off. As is. Be evil. You're the best human imaginable, and loved by your respective factions and companions. Be good. You're the best human imaginable, and loved by your respective factions and companions. Be wishy-washy, same thing. In the end nothing you do ultimately matters. And that kills the RP aspect of the game itself. Sure you can kill off one faction or another. But those not of that faction still think you're awesome. At least with a karma system. Little things add up, and affect how others treat you, or things that you can experience in a playthrough. [Not saying F04 is horrible. Just that lack of actual choice is a bummer.] -
There's something that doesn't belong.
TheGreatEater replied to TheGreatEater's topic in Fallout 4's Discussion
In what way is it working? Even if all actions are accounted for, it's not used in anything. Maybe a random raider shoots you in the head instead of misses becuse you stole that sweet roll 2 hours ago?? :D Nah, getting hit is more luck and agility than Karma. That and Raiders shoot you in the head because they're a bunch of paranoid boogers. Heck they start shooting you the second they see you even if you didn't shoot them first. Even with the Player Faction saying that the Raiders are neutral to you. So yeah, not really karma. That and they shot me in the head on my good playthrough where I was giving water to the dying, meds to the ill, and mother Theresa-ing up Boston.