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I don't play, I only create mods
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[LE] Help With the Creation of Magic Effects in Skyrim
CPU replied to JigsJosh's topic in Skyrim's Creation Kit and Modders
Actually, if you are OK with just a 2D object it is not really complex. Create a simple 4 vertex object (a square) with a texture. Do your symbol in the texture. Create the magic effect of type script and add a script to it. Create a "Static" object and add your NIF to it. In the event OnEffectStart of the magic effect you can put some code (I can write it for you if you need) to spawn the new object, place it over the caster and move it as long as you need. In the NIF you can use the NiMorphController to add a spin rotation on the Z axis to have it turn. -
[LE] Q>About Quest Script Casting and linking Function()
CPU replied to utofaery's topic in Skyrim's Creation Kit and Modders
In your code there are no actual link to the objects you are using. You cannot use simple variables you need to use properties. ScriptName ScriptObject Extends ObjectReference ScriptQuest Property LocalQuestScript Auto Event OnActivate(ObjectReference akActionRef) LocalQuestScript.TestLinkFunction() EndEvent And remember to fill the property with the quest. In case the script extends an object that is owned by the quest (ReferenceAliases for example) then you can just use GetOwningQuest() and cast it to the script name to use its functions. -
Good luck with your work. I always support games that are built to support modding. Tried to pre-order but I think I have to wait November 29th. Good luck!
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Introducing our new Community Managers: Pickysaurus and BigBizkit
CPU replied to FenexFox1234's topic in Site Updates
Welcome to a good role in the modding community. -
In response to post #56080861. My point of view. Consider old downloads also. So old modders (still alive) will get a benefit. This will probably be just for the first dividend. The consider just the delta of downloads.
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You have an open door on LL, oh somebody that does not exist, is not humanoid or else, and (in fact or theory) is not in this dimension. :laugh:
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Hello "mod mafia" here. I advised you to PM the site owner if you have problems with any of the moderators. And I, personally, agree with all the actions took by my "mafia colleagues". And yes, was me that get you 1 warning point and make impossible fo you to post for one week. I hope during this time you will reflect and learn, for the future, to avoid to insult and attack.
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Or you can use some SKSE plugins, like the extremely stable and useful PapyrusUtil that in its part Storageutil, allows you to add variables to objects (and so Actors) And all info you edit is stored in the SKSE co-save. High performance and low to carry about it.
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LE Help With Vampire Follower Feeding Script
CPU replied to achintyagk's topic in Skyrim's Creation Kit and Modders
Hello Terra Nova, you can slightly improve the performance of you script in this way Actor property PlayerRef auto Actor[] DeadActors = new Actor[10] ; We need an array to place all those dead actors, if any, inside. Keyword property ActorTypeNPC auto ; Ignore all actors that do not have this keyword. Function ArraySetDeadActor() ; Array stuff ================ Int i = 0 ;============================= ; Cell stuff ================= Cell kCell = PlayerRef.GetParentCell() Int iCell = kCell.GetNumRefs(62) ; Real NPCs ; ============================ While iCell iCell -= 1 Actor kDeadActor = kCell.GetNthRef(iCellIndex, 62) as Actor if kDeadActor.isDead() && kDeadActors.HasKeyword(ActorTypeNPC) ; The keywork is OK only if you need to filter out creatures. DeadActors[i] = kDeadActors i += 1 endif EndWhile EndFunction I hope this helps. Why it has better performance? * The number of items got from SKSE is restricted to only actors * The cycle has better performance because the check condition is lighter * Less castings * The init to init the array can be done directly at global variable instanciation level, without requiring an init function -
LE Recruiting for my mod project!
CPU replied to Darkrogue21's topic in Skyrim's Creation Kit and Modders
I am a scripter (actually a really advanced one.) And an average builder (but i don;t like to do it, so I will not do it.) If you need help on a Follower mod, just PM. By the way I wrote a full Follower tutorial guide, but cannot be posted on Nexus because it contains some "adult" stuff inside (but maybe now, with the new rules of Nexus it can, not sure.)