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sirxazor

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Everything posted by sirxazor

  1. Trying to spawn base id of the Crimson Fleet Mission board outside the key (for example my outpost) but it does not work. The base id of the mission board is 001B39B9 When I spawn this item with player.PlaceAtMe the mission board works fine INSIDE the key... if I put it on my ship, it works (while still docked to the Key, or within the Key space) if I load to another location, the Mission Board does not work anymore on my ship. if I spawn the mission board at outpost, it does not work (no missions show up in the interface) could someone help me with this?
  2. I have always been bothered by the fact that when you are dual wielding swords they give you this awesome ninja style running (third person) but as soon as you go into first person (still running) there are these 2 weapons in front of you which shouldn't even be there in the first place, they should be on the sides. Is it possible to change the running animation for 1st person so that it looks similar to the running animation in third person? As in move the swords to the side, etc.
  3. http://imageshack.us/a/img252/8031/2013011400010.jpg http://imageshack.us/a/img594/8094/2013011400009.jpg http://imageshack.us/a/img402/4601/2013011400008.jpg http://imageshack.us/a/img152/5807/2013011400007.jpg http://imageshack.us/a/img201/6456/2013011400011.jpg Is this stunning for ya?
  4. I downloaded the dual sheath mod for dual wielders I finally got it to work with custom swords but the sheath is sticking out because of the "belt" part. I was wondering if someone could move the sheath around in a 3d program for me because I have no idea how to import / export those nif files :( The sword file is here http://www.mediafire.com/?s1erxz6i4uo7mpa if someone could please edit the sheath so that the belt part is on the other side that would be awesome, thank you. Heres a screenshot to show what I am trying to fix http://img9.imageshack.us/img9/6678/2013011300008.jpg As you can see I need someone to move the belt part to the other face of the sheath so I can then rotate it on nifskope and match the left one :)
  5. I would like to add the idles which are already in the game for the wolves (sit, lay down start, lay down up, etc...) to my pet wolf I tried some things here and there but I cant get this to work. I tried to set the template actor as dog and copy the scripts / def and attack as well as spells so that maybe my pet wolf would pick up on the dogleydown markers which are all over the map but no luck. I know the wolves have all the animations already, but I cannot manage to get it to work =/ someone please help, thanks in advanced!
  6. thanks guys this worked perfectly!
  7. I have customize a couple of npcs already and I have downloaded some very cool armor but now I have a problem trying to add the outfits of this cool armor into the customized npc because they are not the same plugin file. Is there a way for me to combine or have these open at the same time so I could select the outfit of the new armor on my edited npc?
  8. ooMMMG!!! THIS THIS THIS! except I did not delete anything since the folders did not exist, just c + F4 and restart the game = fully matching body now thanks so much!
  9. ah I forgot to clarify editing for NPC females I tested on my char and it works fine but for some reason the npc are all weird.
  10. I have been downloading a lot of female mods and for some reason the head skin is always darker than the body, I tried going to creation kit and select the first skin for nords then changing it to the most white I could but still did not help at all :(
  11. Have you guys modified your homes at all? perhaps changed a few npc here and there? Currently I have 4 npc in my home (wife, housecarl and bard) the horse cart markus (which I plan to replace with a female npc) changed all the outfits of the females to nocturnal robes and right now working on making couple of guards around the house (so many bandits come around is not even funny) Also made the farmhouse where the horse goes about double in size so I can put my shadowmere in there as well.
  12. thank you very much for your help! Yes, that canine folder helped a lot silly me didn't even think of looking in there haha! Because of how the pet system works in here I had already made a separate NakedWolfAA to something like NakedWolfFollowerAA (it was shown in the tutorial I followed I didn't understand why but I think I know why now so you could later change the model to anything you want) After changing the nif model in nakedwolffollowerAA to WolfPet.nif (and removing the first texture in there wolf.dds to wolfpet.dds then changing the correct path in the nif file I got it to work :) Now all the regular wolf have the default skin and my pet has this unique white fur with blue eyes heh thanks for the help! if anyone is interested in this Pet Wolf let me know and I will send ya the files or put it on the site. The pet does the follow: Follow me - follows you arround Wait - waits for you Time to go home - sends the wolf back to your current home Give me everything you got, Dog - Allows you to bring up the inventory of the Wolf to give or take items Hopefully later I will be able to create armored wolves in the future with the help of someone that would be awesome :)
  13. Okey guys so after work today I made some progress I guess? lol here we go. I downloaded Nifskope and open up the only wolf file under the meshes / wolf folder (wolftest.nif) and I found this: http://img690.imageshack.us/img690/7873/uniquetexture.png Now my question to all of you experienced modders... What should I do in order to make my texture unique to my pet? Make a copy of the file and name it something like wolfpet.nif then remove all the textures in that file and add the one I want for my pet? or do I add my texture into this file in the same area the other textures are at? thanks in advanced!
  14. I am a confused here. are you asking for a mod tool that you can download to mod npc to your own liking, or are you asking for already released mods that replace current npcs to your liking?
  15. Thanks I might try it later today after work.
  16. K I managed to get it working (15mb more than the original but w/e lol) Old Texture http://img204.imageshack.us/img204/8276/2013010800004.jpg New Texture http://img820.imageshack.us/img820/2359/2013010800008.jpg Now LAST THING I need is how to make this texture UNIQUE to my Pet so that all the other wolves look the same... anybody pleaseeeeeeeeee? thanks!
  17. I managed to unpack the wolf textures for my wolf, I found the one I believe my pet is using (wolf.dds) and as you can see in the screenshot I provide I made the texture much lighter and changed the eye colors to blue. Now I am lost as to what I should save this as, you can see in the screenshot all my options. Can someone experienced tell me what I should do please? Thank you. http://img546.imageshack.us/img546/4891/myproblem.png
  18. even tho I made wolf .2 bigger than the rest of the wolves it still doesn't feel "unique", just a bit bigger. It's all working great the wolf accepts all the commands (Follow Me, Wait, Go back home) and I was wondering if someone could point me on the right direction to start changing the texture for my wolf. I don't think there should be a problem since I made separate race, skins and all that for the mod so there would be no problems later on. Any ideas? Thanks! PS this is my wolf Cerberos :P http://img24.imageshack.us/img24/3775/2013010800001l.jpg
  19. I dont know what I did but I decided to seek for help here. I had this think working but because I was messing with the dialog I think I f***ed up. This is what I did: 1 duplicated the form of the current hound pet Gnarnm (or w/e his name is) 2 changed name of pet, some stats and added the Wedogfollow script 3 I also removed the line getis done from the wedog script because when you send them home they cannot be reused but this fixes the problem. The problem is that the hound will only follow me and when I talk to him to wait he keeps following and the follow me dialog does not appear (only way and go home)
  20. I managed to get it to work using the edited SaddleBone from 3ds max, this is what I did: I removed bhkBlendCollisionObject and NiTransformController from the crashing skeleton (with the modified SaddleBone for better placement) and I copy pasted the ones from the working skeleton then changed the values so they match. It worked, HOWEVER, the character ROTATES when you are moving while mounted... Think you can help me out? thx
  21. I tried to check why just adding the modified SaddleBone was crashing the game in the working skeleton, and I saw some differences: http://img850.imageshack.us/img850/1363/workingnot.jpg http://img52.imageshack.us/img52/5312/workingnot2.jpg Is there anyway I can change these so they match? maybe then the game will stop crashing?
  22. This is the current working skeleton that lets me ride Snowy Sabre Cat in skyrim: http://img819.imageshack.us/img819/6563/skebefore.jpg This is how the skeleton looks in 3ds max when I import it: http://img209.imageshack.us/img209/1742/skemax.jpg And this is how the skeleton looks after I move the SaddleBone to the correct placement so that it aligns ingame: http://img835.imageshack.us/img835/3324/skeafter.jpg Can someone please tell me how to do this correctly WITH SKELETONS... thank you EDIT: also, I tried just adding the modified SaddleBone (After 3ds max edit) to the working skeleton, and it crashes the game when I spawn the NPC...
  23. those settings screw the skeleton at export as well, everything disapeared...
  24. can you please link it, I do not see it in the sticky
  25. The only reason I am asking is because the settings from the sticky meshes 3ds max tutorial f***ed my skeleton, everytime ingame it crashes.
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