Jump to content

FunkyGandalfCat

Premium Member
  • Posts

    71
  • Joined

  • Last visited

Everything posted by FunkyGandalfCat

  1. Yes they are all ok, I doubt the textures are the problem, I am doing everything in the same way I did for ages, It wouldn't make sense to be something like that, I always update tangent spaces and all, the normals are not bad sided, coordinates are fine, UV is okay too. Everything renders normaly on Maya but not in nifskope or ingame. I will edit this post and provide the mesh and textures, thank you for the help so far guys
  2. Aye The texture paths are correct(diffuse maps do render, but normals do not or they are not rendering properly) thats why I think it might be a mesh problem I checked nifskopes nitrishapedata of the mesh to see if it was all ok, and they were I really didn't want to go back to old software since I wanted to upgrade a little, if I am not able to fix this issue as it is, I might try going back
  3. Hello everyone A few days ago I posted on another forum about this problem https://forums.nexusmods.com/index.php?/topic/10053043-normal-maps-and-cubemaps-not-loading-on-nifskope-20-dev-7/ I've been trying to solve it, but I can't find out any solution to this and it's getting quite annoying. I decided to test out ingame even if in Nifskope they were not loading, well turns out they are not rendering properly, or even not rendering at all. I've been creating mods for a while and I'm making the same steps as I always did and never got this kind of problem. I'm currently using Nifskope Dev 8(but always used Alpha 6, recently I decided to switch to a newer version), and I also use Maya 2019 Nif Plugin to export my meshes(Again, I've always used Maya 2016 Nif Plugin, but recently I switched to Maya 2019). Note that I am using the same export settings as I always used in Maya 2016 Nif Plugin. Having those things in mind, could be a problem in the mesh itself? and not on the textures? (I use the NVIDIA plugin to export and import DDS files on photoshop with the same settings I've always used) Thank you for reading, I'm completely lost in the moment.
  4. I tried changing the texture path but didn't work I doubt it would have to do with windows program files, since I have always used nifskope with my game installed there and never had any problems. I must have messed up something else
  5. Hello So, recently my PC had some issues and I basically lost every single piece of software I had, so after finally reinstalling and setting up everything I could go back to modding. So I decided to change to the most recent version of Nifskope, I have always used Pre Alpha 6 I think, and always worked perfectly, but as the title states I can't make normals and cubemaps load and show on Nifskope Dev 7, only the Diffuse map appears for some reason. For some reason, the texture path boxes looks like this: This is how it looks on 2.0 Dev 7: This is how it looked on 2.0 Alpha 6: Please give some light here, I am completely lost Thanks
  6. Aye I have also tried that Well, looks like it cant be done probably Thanks for your help anyways, I really appreciate it Kudos
  7. Thanks for taking up some of your time to try and help me Well, I did as you said, I don't know what I am doing wrong to be honest. Fist, I tried just using; Self.EnableFastTravel(false) on the marker itself. But the script won't compile I tried everything but the only way the script actually compiled was like this: Scriptname FGCDisableMapMarker01 extends ObjectReference Event OnInit() Self.EnableFastTravel(false)EndEvent This time the script actually compiled, but when testing ingame, I was still able to fast travel to the location. Also tried with Function and EndFunction instead of OnInit, but didn't work either
  8. Hello I have been struggling with this for a few days now. Well, in short, I placed map markers on some locations I made, but I don't want the player to be able to fast travel to those markers, I just want them to be visible on the map once they are discovered, the reason to that is that I implemented a travel mechanic between each those new locations, I really just needed the markers so the player can know where those new locations are. I tried via script, but I can't select the map markers as a reference on the property window, I also tried using Location property but didn't work either. Is it even possible to disable fast travel to a specific marker?
  9. Hello everyone I am trying to make an animated Menu Display Art for a spell I made, to appear on the red highlighted area on image here: The animation works fine in Nifskope. But I don't know why, CK instantly crashes when I try to import the mesh I made. I tried lots of things to fix it, even recreating everything from scratch more than 1 time using diffent NIFs as templates. I am kinda lost here right now, if please someone could take a look on my nif, I would be very glad. I will leave a link to the nif with textures. https://ufile.io/qhll0 Thank you.
  10. Hello everyone. For all the time I have been using Nifskope I always wondered or tried figuring out by myself what are the uses of each Nifskope nodes. Is there any list/wiki/tutorial that explains what each of them do? Thank you
  11. Hello everyone, I have been stuck with this it has been a week. Basically, My game crashes 2 seconds later after I exit Ulysses Temple after dealing with him. I can hear the DLC Ending Music and then it crashes. I tried looking for a fix on nexus, tried completing the quest again from previous saves, but none of that worked. Strangely is that I have completed the DLC before with mods installed and never crashed here, and now suddenly starts to crash. Does anyone knows a fix for this? A mod, a Console Command to complete it or anything? Thanks!
  12. I am creating a upgrading overhaul for Skyrim, but for that, I have to delete/alter some of the already existing recipes and such. The question is: Deleting/alter the already existing assets on Creation Kit will delete from the Skyrim master file or just from the Esp I created? Thanks!
  13. correct. You don't need the activator property then. Your script extends object references, and is on the activator object, which means it has access to all the usual ObjectReference functions as run on the object it is attached to. Explicitly, you can call self.Disable(), but Papyrus will also understand just Disable(). Thank you sir, It worked! Sorry about my lack of knowledge, scripting is quite hard to me, I go more for the 3d modelling side.
  14. Thanks for your reply. That is very helpful. But how do I actually move the object? I would like the object to completely disappear after interacting with it. Disable() should do the trick. I am trying to disable it, but does not work, I guess because its a Activator Property and not a ObjectReference. But how to make my activator work if its not set a Activator Property? I guess this will no work sadly. But well, thanks for your help, I actually learned a few things here. This is the Script btw. Basically, the script was supposed to make the object being used as activator AND another object to dissapear, ____________________________________________________ Scriptname GiveGlassMaceScript extends ObjectReference Activator Property GlassMaceLightActivator Auto WEAPON Property GlassMace Auto ObjectReference Property GlassMaceLightON Auto EVENT onActivate(ObjectReference akActionRef) Game.GetPlayer().AddItem(GlassMace, 1, false)GlassMaceLightON.Disable() EndEvent ____________________________________________________ When I compile like this it works.But if I add the line:GlassMaceLightActivator.Disable()The compile fails.Take a look:____________________________________________________ Scriptname GiveGlassMaceScript extends ObjectReference Activator Property GlassMaceLightActivator Auto WEAPON Property GlassMace Auto ObjectReference Property GlassMaceLightON Auto EVENT onActivate(ObjectReference akActionRef) Game.GetPlayer().AddItem(GlassMace, 1, false)GlassMaceLightON.Disable()GlassMaceLightActivator.Disable() EndEvent_______________________________________________ It fails while compiling this.
  15. Thanks for your reply. That is very helpful. But how do I actually move the object? I would like the object to completely disappear after interacting with it.
  16. Hello! So, while in the proccess of creating my first quest mod ever, I stumbled across this, basically: The character will find a certain item in the dungeon(that object being a static mesh), after interacting with this object(which is an activator), the player gets an item, ok, till this part, I scripted it without problems, after this I want to get rid of this activator/object, otherwise the player will infinitely get the item, but I dont know how to do it, the Papyrus wiki is confusing me in this part. and also, that said, can I move mutiple objects to the same place using this same script? Thank you!
  17. So, I dont know what the hell happens. I always used it without problem. Today I launched the SE CK But got stuck in this screen: http://i.imgur.com/JQVxTHf.png I tried diffent methods to open it, none of it worked -.- I also tried unistalling and downloading installing again, no succes.
  18. Hello everyone I have been trying to create a Stack of hits ability. I tried studying some mods like Ordinator. Which have abilities that work with stacking hits. I explored it but couldn't understand very well. One thing I noticed is that it lives Floating Variables from 0 to a final value of your choice. But I am not quite sure on how to complete create this, also if it would need scripts or not. Also two more questions regarding stacking: - Is it possible to make the effect stack on the specific enemie you are fighting? and not just an overral stack that will increase with every enemie you hit? For example: You are fighting 2 enemies at the same time, you hit the one them 3 times and the other one you hit 2, that said, one of them have a 3 hit stack on him, and the other have 2. - Is it possible to make the stack effect go down as time goes? For example: The stack limit is 10 hits, you are at 7, but every 3 seconds the stack decreases by 1 point? you had a 9 seconds gap between the last hit, you lost 3 points on the stacking and it went down from 7 to 4. What I am trying to do is to create a Bleed mechanic as seem on Dark Souls. If is there a tutorial for it that I could read or watch, or even if you could give me a little light on where to begin, I would be grateful
  19. Hello everyone. I have been messing with CK for a few days now trying to figure out how to change a spell range. I checked other mods like Apocalypse Spell package, trying to figure out how it works, but no success. What Am I trying to do? Basically, I am trying to create a spell that is going to cast(with a hotkey) while you have certain weapon equiped. And that spell that I am trying to create has a limited range. I dont want it to be cast very far (just like fireballs and firebolts do for example) So, Thats it, I just wanna know how to change range of spells, I would be very grateful if you could give me a light on that ^^
  20. Probally he is extremelly busy, and stopped working on the project. Or He realised that is almost impossible to put new creatures with custom behaviors ingame and stopped the project. Sad :/
  21. Hello So, what I am trying to do is a perk that modify the MAGIC damage taken from specific races and factions. Well, the spell description would be something like this: "This item provides you with resistance against dark magic. (Undead, Daedra and Necromancers does 20% less magic damage against you)" I was able to create a Physical damage version of it, using the Mod Incoming Damage perk entry point. It was easier(I guess) since I could point the specific conditions of the Attacker Tab, like putting a HasKeyword, then pointing ActorTypeUndead and ActorTypeDaedra keywords, and for the necromancers I used the GetInFaction and pointed the NecromancerFaction. Then used a Multiply Value and set the value as 0.80. Take a look: (Btw, I am very new to CK, so this can be complete wrong too, correct me if there is anything absurd going on here) But the thing is, the Mod Incoming Spell Magnitude looks like its not used to modify how enemy spells behaves towards the player, but how your spells will behave with you. So the question is: Is it possible to decrease the magic damage that is dealt by an specific group? Like I did for the physical damage? I completely lost in the moment. Thanks!
×
×
  • Create New...