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GreyFox77

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Everything posted by GreyFox77

  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?
  16. I think you just have to load the mod's ESP in the Creation Kit, go to Headpart section in the list, open a hairstyle and click Unisex
  17. A model's transparency is controlled by its texture's Alpha channel. 1. Open a texture in Photoshop 2. At the Layers menu (usually on the lowerright), click the Channels tab 3. Click New. You now have an Alpha channel 4. Alpha channel works as follows: -Areas that are black are fully transparent -Areas that are darker shades of grey are more transparent than: -Areas that are lighter shades of grey are less transparent -Areas that are white are NOT transparent So if you want one part of an armour to be fully transparent (not visible), set that area to black in the Alpha channel. 5. then Save the texture as a DDS -if you only have pure black and pure white save as DXT 1 (1 bit Alpha) -if you have shades of grey save as DXT 5 The other prerequisite of making transparency work is to have a NiAlphaProperty in the .NIF model file 7. open the armour's NIF file in NifSkope 8. Right click the NiTriShape/NiTriStrips node of the Armour part that you want to use transparency 9. Node > Add Property > NiAlphaProperty 10. Save the NIF Now it works!
  18. Make a property of their default oufit, if applicable, then pass that property into SetOutfit(). Well, the problem with that is the script would have to be personalized for every NPC that has its own outfit.. I think I will probably end up going that way, but it does create a bunch of extra scripting :/ Thanks for your reply
  19. I'm afraid the only option I can think of is SKSE's function. You can't really store the value without a function it get it. Beth was weird about that. Tons of Set or Get commands but no opposite one. Yeah I guessed so, thanks. Though Ive read somewhere that GetOutfit gets the actors current outfit, and not the base actor's, so if I had to use the base actor as script Property it also wouldnt work out for multiple NPCs. At one occasion yesterday I managed to get a NPC to revert to default outfit after SetOutfit I did removeallitems on the NPC, gave the NPC a single Fur Armor and (while the NPC was using an Idle Marker) left and reentered the cell When I came back in the NPC had the base actor default outfit. But sadly I havent been able to reproduce it so it might not prove applicable via scripting Have you checked the Aggression and Confidence options under the NPC's AI Data tab?
  20. Greetings all. In my personal mod I have a few dozen follower/ally NPCs with a custom companion quest, where I tell them (besides to follow or travel etc) to change outfit. This uses the Actor.SetOutfit() Papyrus command. Now my question is: Is there a Papyrus command (sequence) that will allow me to revert the speaker NPC back to his or her's Base Actor Outfit? EDIT: I realise that the SKSE function GetOutfit might be applicable here. Is there a way without using SKSE functions?
  21. Hmm, it appears that the Ash Pile NIF file is very complicated. Im not entirely sure why.
  22. Going to just bump your thread here to see if anyone else can help, I have no experience with set/armor bonus thingies :/
  23. Well, you'll need the NiTriShape\BSLightningShaderProperty\BSShaderTextureSet, like so. The number in front of the NiTriShape may differ and is not that important! http://www.imagehost.eu/rlW.jpg You can use the same normal map (the texture ending on _n.dds) as the model you've edited, if it's only a simple change like colour changes.
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