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About ragnaroklucifer
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A bit late... you need to port all the models into blender / 3dsmax format then use their reduce polygon options to do it. If there is a tool to batch port nif to 3dsmax. Then 3dsmax can use Batch ProOptimizer utility to reduce polygons.
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I am just wondering why not stick with C#. Obviously the program is limited to windows, so sticking with C# is not a problem. PS: C# is my favourite programming language :P
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Automation Tools for TES5Edit - Suggestions Thread
ragnaroklucifer replied to matortheeternal's topic in Skyrim's Skyrim LE
Hoping for the Item distributor to realise. I want to be able to easily create leveled lists by specifying number of items in the list. -
Skyrim modded 40-50 fps with gtx 1060
ragnaroklucifer replied to khiizy's topic in Skyrim's Skyrim LE
my game runs at 5X fps in the tutorial dungeon without any mod with gtx1060. It just keeps stuttering. It goes up to 60 before stuttering all in a sudden with FPS count dropping to 5X. It goes back up again after the stutter. -
In response to post #41198720. #41223970, #41504730, #42302635 are all replies on the same post. " Then, the criminal scum discovered that many of the members were dumb enough to use the same password on other accounts where they could steal real money." So my friend's banned account's password stolen from nexus could be used to logged in to his other accounts on other sites? Why not scrub the passwords of banned accounts? They can't log in anyway...
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How did you get the decompiled source as comment and the associated hex code for each line? Don't tell me you manually do it.... In UE explorer, I only see the option view token but it doesn't generate code like that. And how did you get the GUID and header for the function? How does it know the function is from which class?
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5) I just gave myself a daedric armour of revival and a necklace of revival, the magic effect is the same with a keyword and is also of type peak value modifier but their magnitudes stack and gave me +200 healing rate. EDIT: I get it now. It means same effect from same source won't stack (probably same keyword as well. Not tested though).
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Respawn Dungeons by console command
ragnaroklucifer replied to Platton's topic in Skyrim's Skyrim LE
It only works for interior cells though. Not world cells. -
On the wiki site: Does this include conditions listed on magic effect forms? That's it if I set the condition to "run on target" on a "Magic Effect" form, would it be running on the "Caster" or the actor reference effected by this "Magic Effect"?
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Dungeon lights off but can be relit mod?
ragnaroklucifer replied to Mookeylama's topic in Skyrim's Skyrim LE
scriptname nolightobject extends objectreference form property lightsource auto event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) spell spellsource = akSource as spell if spellsource && hasmagiceffectwithkeyword(spellsource) float posx = GetPositionX() float posy = GetPositiony() float posz = GetPositionz() float angx = GetAngleX() float angy = GetAngleY() float angz = GetAngleZ() objectreference lightsourceref = placeatme(lightsource) disable delete lightsourceref.setposition(posx, posy, posz) lightsourceref.setangle(angx, angy, angz) endif endevent bool function hasmagiceffectwithkeyword(spell akSpell) int i = GetNumEffects() while i > 0 i -= 1 if GetNthEffectMagicEffect(i).haskeyword(MagicDamageFire) return true endif endwhile return false endfunction not sure how it would work. And no I don't think the game engine turns on the light by replacing the object. With a skse plugin you can change those light properties directly for the base form but not for the object reference. Not sure what light source object is decoded yet. -
Dungeon lights off but can be relit mod?
ragnaroklucifer replied to Mookeylama's topic in Skyrim's Skyrim LE
Realistic lighting overhaul EDIT:Nvm, thought you meant lighting. you mean flame spell to light torches?