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GreyFox77

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  1. If you animate a chair to move around, will the player or NPC sitting on it move along with it?
  2. Did you check if these bandits have an Aggro Radius behaviour set at their AI Data?
  3. If the GetRandomPercent falls between 1 and 24 the AI Package will fire once and the NPC will begin doing that package, but the AI Package will almost immediately reevaluate and have to pass that percentage check again to continue. If it fails at any time, it will simply fail the package and move to the next one, stopping whatever the NPC is doing. Try instead to randomize the procedures INSIDE the package itself instead of randomizing the package. So for instance if you are trying to randomly have an NPC go to X Y or Z location, simply have 1 AI package which has three random locations and durations instead of trying to randomize three packages Thanks a lot, much appreciated!
  4. If an AI Package has a Condition GetRandomPercent < 25.00Won't it just fire after being evaluated a few times? This is a question thats been bothering me for a while. Or will it upon not firing just skip the package until its Duration is over?
  5. Have a look over here http://www.creationkit.com/Region
  6. Is it possible to edit a _1 and a _0 armor mesh from import? In the past when I tried this the vertex orders always got messed up and the Weight slider scaling got broken (glitched) because of that. I assume 3ds Max randomizes NIF vertex order on import. Is there a way to maintain vertex order so models will remain consistent with eachother?
  7. Assuming you have a Skin modifier already: - Open the Modifier drop down list while having (one part of) your mesh selected - Click BSDismemberSkin Modifier - Select the whole (part of) the model so that it is red - Open the Body Part drop down list to pick the Biped Slot AKA Body Part Biped Slot AKA Body Part can be changed later in NifSkope still. Click the NiTriShape, Click BSDismemberSkinInstance, scroll down, extend the Partitions option, set it there Like this: http://a.pomf.se/ikuovc.jpg If you don't have a Skin modifier yet: Setting up a Skin modifier (weight painting) is a whole different ballgame. For starters I would recommend copying the Skin instance from an existing mesh that looks closest to yours as possible. After copying the Skin instance unto your mesh, you should do the steps above.
  8. It is possible to open said mods in the Creation Kit (or TES5Edit) and change the Projectile entry's values (mostly the Gravity/Speed & Range values) to those of a vanilla arrow (or another arrow which physics you like)
  9. Hair textures are usually saved in DXT5. This will ensure Alpha channel data is correctly saved. Probably the hair texture is set in Meshes\actors\character\facegendata\facegeom\<mod>.esp\<npc ID>.NIF
  10. I would suggest using the console, clicking your NPC follower, and using ShowInventory. Then if the console output says for example 1 - Cuffed Boots (000CEE78) -You can (with the NPC still selected) type RemoveItem 000CEE78 1 And then the boots will be gone and I suppose you can then give them others. Although Im afraid if their original boots were set in their Outfit, they might eventually revert to those.
  11. How is the general opinion on voice acting for private mods? I imagine it might be lame to record some lines if they'll never end up in a public mod that other people will play. Or do people see it as a worthy challenge still? Just curious, looking for some possible lines for a ship captain for personal mod, it uses edited work of (endorsed!) others and ported content from other games (which I own legally) so cannot be released as to respect others' work and copyrights.
  12. Thanks for your reply. I will use a Disable() command in my scripts, just to make sure.
  13. The BardSongs quest uses Function StopInnMusic() Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn) MUSTavernSilence.Add() EndFunctionhttp://www.creationkit.com/Add_-_MusicType Maybe that can be of use to you.
  14. Bumping my first question! Another question: If a script uses self.PlaceAtMe(SummonTargetFXActivator)Does the Activator remain a saved reference? Or is it deleted after playing? If its not automatically deleted I figure FX1 = self.PlaceAtMe(BanishFX) FX1.Delete() FX1 = NoneWill do the trick.
  15. If an AI Package has a Condition GetRandomPercent < 25.00 Won't it just (statistically speaking) fire after being evaluated 4 times (so like 20 seconds later)? This is a question thats been bothering me for a while. Or will it upon not firing (RandomPercent > 25.00) just skip the package until its Duration is over?
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