-
Posts
58 -
Joined
-
Last visited
Everything posted by redxavier
-
Console Commands for Player Fitness (CO2/O2 consumption)
redxavier replied to kingofnuthin's topic in Starfield's Discussion
This is really great stuff. I'm interested in overhauling the whole Oxygen system as well. Ultimately my aim is to have a high starting base that slowly diminishes over time and with actions, to be replenished by using oxygen tanks or return to breathable areas. Spacesuits would increase or decrease your starting base, depending on their quality, and the best suits would have some small O2 regen. Some of my notes and findings so far on those you did not cover above. ;use this to increase overall oxygen value, default value is 100. setgs fAVDOxygenBase 200 ;not tested this one fully yet, but default value is 1 setgs fAVDOxygenMult 0.1 ;would think this would be the regen rate but haven't seen this really affect anything yet (not at 1 at least), though I'm trying this even lower value next time, default is 4 setgs fOxygenRestoreRate 0.01 ;been using this one for a while and think it works to lower the effect of sprinting, default is 1.05, not sure of the difference between this and fSprintOxygenDrainMult? setgs fSprintOxygenEndBase 0.05 ;used to lower the effect of jumping on oxygen, default is 5, so lower the less it costs setgs fJumpMinimumOxygenSpend 1 ;multplier for climbing up and over objects, default value is 5 setgs fMantlingOxygenMult 1 ;multiplier for oxygen use when overencumbered, default value was 3 setgs fRunningOxygenEncumberedMult 1.0 Below are additional items not previously mentioned with default values (though some of these are suspect since they were pulled from a source which had differences from the actual .esm defaults). fOxygenBlockBase = 0 fOxygenBlockDmgMult = 0 fOxygenBlockStaggerMult = 0 fOxygenHeal = 10 fOxygenRunAndGunMult = 0 fOxygenSwitchWeapon = 10 fOxygenToggleWeaponDrawn = 10 fOxygenVATSMeleeMult = 1 fPowerAttackOxygenPenalty = 4 fSprintOxygenEndMult = -0.05 fBowZoomOxygenDrainMult = 15.0 fCarbonDioxideOxygenCurve = 1.0 fCarbonDioxideRegenDelayMax = 5.0 fDamagedCarbonDioxideRegenDelay = 2.0 fDamagedOxygenRegenDelay = 1.0 fEncumberedOxygenMult = 1.0 fMinimumHealthPercentageForOxygenUse = 0.1 fOutOfBreathOxygenRegenDelay = 2.0 fOutOfCarbonDioxideEffectTimer = 4.0 fOutOfOxygenEffectTimer = 4.0 fOxygenAttackMagic = 1.0 fOxygenAttackWeaponBase = 7.0 fOxygenAttackWeaponMult = 0.1 fOxygenBashBase = 5.0 fOxygenPowerAttackMult = 1.5 fOxygenPowerBashBase = 10.0 fOxygenReload = 10.0 fOxygenToHealthMult = 1.0 fScopeSteadyOxygenToZeroGConversion = 2.0 fSprintOxygenWeightBase = 1.0- 5 replies
-
- player cheats
- player tweaks
-
(and 6 more)
Tagged with:
-
LE Witcher 3 Armor - Mysterious Elf/Avallac'h
redxavier replied to Sawura's topic in Skyrim's Mod Ideas
I don't believe anyone has been able to extract the models and textures from the new game yet. I imagine it won't be long though. -
I ended up downloading all the animation mods and found one that was close to vanilla but with less right arm sway that I believe may have been taken from the torch animation. I had started with the one you posted above, but found myself getting annoyed with constant 'hitting yourself in the face' part of it.
-
This was done by elecgs in the Weighted Items mod. Here's the blurb from that mod's description: Arrow weight is simulated through the use of a dummy item called "Quiver of Arrows", found under the miscellaneous category. The amount of this item is periodically updated so any changes to the number of arrows will be reflected. Note that the script only executes every five seconds, so there is some delay, but not much. As you can imagine, it does not work for new arrow types, but it goes someway in addressing the weightless issue.
-
Absolutely loving that Dark Coat of Plates armour. Keep at it!
-
Warner Brothers shuts down skyrim mod
redxavier replied to tomhankslol's topic in Skyrim's Skyrim LE
A petition sounds like the last thing MERP needs. Think of it this way, if the rise in popularity alerted WB to the mod's existence and precipitated a cease and desist, why would showing that even more people want the mod reverse that decision? Remember, the more people playing a free modded LOTR game, the less likely they are to pay for LOTR games developed under the license that WB controls. -
Looking good so far, though I think the pauldrons are a bit too low and flat, looking a bit too much like modern shoulder pads.
-
[WIP-RECR-IDEA] Armamentarium Summa Diversitas
redxavier replied to centurion101's topic in Skyrim's Skyrim LE
Very pleased to see that you're still working on this. Armories of Cyrodil sounds like it will be a must have mod. Just be wary of 'feature creep' and trying to add so much stuff you can't keep up with it all! -
I don't know if you can restrict the weapon directly but you could certainly use an OnEquipped activated perk that allows for their effective use. Something like "if weapon X equipped and Y condition is met" then weapon speed is normal; when that weapon X equipped and the condition isn't met then you don't get the normal speed perk to be active and thus the weapon will be slow. Alternatively you can do it the other way around and have a negative perk that cancels when your warmaster perk condition is met (so if you have a two-handed weapon equipped, a perk lowering the speed of your attacks will be activated until the condition is met and the 'restriction perk' is turned off). This latter one is probably easier to do because you won't have to make individual speed adjustments to every weapon.
-
You might have duplicate faces in those places, have you checked there isn't another layer of faces there?
-
LE The CK and legal problems left and right
redxavier replied to jaysus's topic in Skyrim's Creation Kit and Modders
bulls***. The CK's principle function is to work with Skyrim assets using the Skyrim engine. It's not a game creator nor it is a game engine creator. You cannot make an argument that it's not there to protect Bethesda's stuff; the CK is the access platform for everything they've done in this game. And not just assets but game mechanics and code, they don't want that stuff being stolen by other game companies. The CK EULA is there to say, no, our stuff is our stuff still because you're using our software to modify our code and bring your creation into Skyrim. The only thing they 'own' is the esp, since that's the only thing that's created by the CK. That's your 'new materials'. What the SW EULA says is irrelevant. Modders don't sign anything and don't have to use its uploading service. By not uploading things onto SW they thereby void any of its terms (which are a little loose). This is about the CK license agreement that Jaysus thinks was written so that his models could be used and sold without gaining him any money the very second it's been loaded into the CK, to the point where he's openly threatening people. -
If you've loaded both skyrim.esm and your .esp file into the CK, you should be able to find the new armours in the armor records, look for something out of place. Open them up when you find them and then simply change the Display Name to something you want.
-
You need to make the name of the parent node of your source nif the same as the target nif. In the first node, go to where it says txt, double click on this and then type in the name of the node in the other nif file.
-
LE The CK and legal problems left and right
redxavier replied to jaysus's topic in Skyrim's Creation Kit and Modders
I think you may be misunderstanding the EULA, either in part or in whole. The key thing to keep in mind is language vs intent. What does the CK EULA intend? To protect Bethesda's assets or to steal your work? Your weapons are of a high quality, there's no doubt about that, but let's not assume they're a vital resource that Bethesda must somehow try to get their hands on and have written a EULA to help them do precisely that. Equally, why would Bethesda spend time and resources suing people for creating mods with the CK in violation of its EULA? Just think of this in practical terms rather than one informed by paranoia and mistrust. Also, as has been explained a few times to you in your thread, the CK EULA covers materials created by the editor, not materials created by other software. But let's look at what has happened so far. Almost a thousand mods have been uploaded to Steam Workshop and how many have been claimed by Bethesda or Valve? How many mod authors have had their property taken away from them? -
LE How to create: New type of workbench or workplace
redxavier replied to Semtex's topic in Skyrim's Creation Kit and Modders
So, if I understand correclty, you've got a writing table working but there's no menu for it, but the menu and your items do come from when you have them on another workplace. How about duplicating one of the other workplace types instead of creating a new one? At least that way you might be able to retain the menu structure. -
LE Where to Put Textures For New Armor Set?
redxavier replied to mgbeach's topic in Skyrim's Creation Kit and Modders
How about creating a "Heroic Dwarven" folder under data/textures/armor? Once that is set up and you've moved your new textures there, open up your modified nif files and re-direct the texture path to textures/armor/heroicdwarven. Alternatively, just rename the textures to something other than the default name and keep these in the armor/dwarven folder (and again changing the texture in the nif files). -
Yeah, even a hardcoded total number of perk trees doesn't mean we can't get creative with how each is used. Similarly, if new skills can't be created in the traditional sense, we should be able to mimic these using other game mechanics.
-
Also, don't forget that the model preview render can probably only show dedicated gnd/go versions of models. If you're simply using the _0 or _1 model as the gnd version, that may be why it's not showing.
-
Just seen it myself. OMG is a pretty good summnation. Some of it looks amazing, and not in that 'oh interesting to see that but I can see how it wouldn't have worked' way. They may just have been very selective but it all looks to be fully functional and I'm actually even more disappointed to see these features didn't make it in - especially spear fighting and footprints in the snow. This the full list: Seasonal foliage Flowbased water shader Killcams for magic Killcams for arrows Water arrows Assassin vision Guards can relight torches Paralysis runes Moving platforms in dungeons Water currents in dungeons Dark dungeons Follower commands (and training) Favourites for follower Adoption Build your own home More spell combinations Goblins High level draugr Waygate fast travel Epic new mounts (flaming horse) Mounted combat Dragon riding Soulbug familiar Kinect dragon shouts Screen space ambient occlusion Enchanced underwater visuals Footprints in snow Verlet surfaces for non-rigid objects Ice and fire arrows Werebear Lycanthropy skill tree Vampire feeding Become a Vampire lord Vampire imp minions Giant mudcrab
-
This is really useful stuff. I think you've been a little liberal with some of the swords, Alastor's for example, but slight variances on what is lore-friendly are bound to occur.
-
They look good, though I suspect these are mixed and matched Witcher 2 assets. If they are, you should really acknowledge as such.
-
These are looking great so far. I hate to ask but what are your plans for release? Not so much in terms of when but how. Will weapons be released individually (like the Conan swords), in small packs as and when you complete them (not unlike Jaysus' weapons) or as a single "Bob's Armory" mod when you consider that you've done all that you want to do? Thanks. I'm really looking forward to using the Lucern Hammer.
-
LE Ripping Witcher armors
redxavier replied to luddemann's topic in Skyrim's Creation Kit and Modders
It's not easy at first. Even the simplest of items like the helmets need to be resized and adjusted to fit the Skyrim head. For the shields I did, I had to also move the handle to a place which worked best, a compromise between the 3 holding positions that Skyrim uses (rest, guard, defending). The armours are much more complicated and require extensive rigging. For starters, the arm default arm positions between the two games are completely different and you have to use an armature to move things around even before you can start making sure it fits both the _0 and _1 bodies (and then have to do this again for females). Unfortunately all the meshes require some cleaning work as well, in that some faces have to be manually flipped so you don't get see through parts when viewed from other angles. This seems to be a result of the Blender import script. The more you do it, the easier and faster it gets though. -
LE Anyone got custom gnd.nifs working properly?
redxavier replied to hucifer's topic in Skyrim's Creation Kit and Modders
How have you been creating the gnd files? Have you exported the nif file from Blender/Max or have you copied over the object in Nifskope? The latter is the only way that works as far as I can see because the import script can't do some of the branches which means you get an incomplete nif. What I've done which works, is to open up a vanilla gnd/go nif, export the mesh as an obj and import this into Blender. I then import my model and resize it to the same dimensions as the vanilla one, export this resized mesh as a 3ds file, and import over the mesh in the vanilla nif file. I then copy the shader branch from the same vanilla nif I used as a source and reassign the textures (otherwise it appears invisible). -
I've come across a problem whereby simply changing the shader on a model can cause it to become invisible in game. This might be a shader copied from an item of clothing into a nif file of a shield or other armour item. I've especially noticed it with gnd or go models. Using any copied shader other than one already used in a gnd or go model will turn your mesh invisible. The moment you replace that shader with a shader copied and pasted from a go nif file, it will work again. Literally the only thing being changed is the shader branch in Nifskope. Yet this relationship appears murky and inconsistent. With a helmet nif file I can use pretty much any shader from another nif file, seemingly regardless of what type of object the source is, so I can use a shiny shader or a non-reflective cloth shader. Yet with a shield, I'm much more limited and cannot use a shader copied from a piece of clothing. So, my question is, what is it about a nif file that makes it only work with some shaders and not with others?