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h1zchan

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Everything posted by h1zchan

  1. Hey there, just to let you know i happen to be making some animations to suit the Scutum type shields where the hand grip is perpendicular to the long axis of the shield board. Here's the link: http://www.nexusmods.com/skyrim/mods/61346/? It's still in WIP status at this stage but feel free to use them in your mod. Sadly I'm not really a programmer and don't know CK well enough either so this is probably the only thing I can contribute to your mod. Anyways, good luck modding have a great time
  2. I forgot to mention in the previous post, there are also many other variables in the settings panel under the Gameplay menu in the CK. You might want to try tweaking them and see what effects they have in game. Keep in mind though, many of these variables were carried over from previous generations of TES games and are no longer being used in Skyrim's game engine. Some of these disused variables and their effects can be found on this TES4 Construction Set wiki page: http://cs.elderscrolls.com/index.php/Category:Settings
  3. Regarding your complaint about high level NPCs having massive health pool, you can easily tone it down in the creation kit. In Skyrim, an NPC's HP consists of 3 components. For the sake of simplicity I'll write it out as HP = base health and racial bonus + level scaling bonus + 'NPC health level bonus' By default the base HP value of each playable humanoid character in Skyrim is 50 at level 1. On top of that there's also a racial bonus which by default is 50 for every single playable humanoid race in Skyrim. This makes most characters including the player start at 100 HP (50+50) at level 1. You can edit these attributes in the Creation Kit under the category 'Races'. Like the player, NPCs get hp increases as they 'level up'. While the player gets to arbitrarily choose between magicka, health or stamina to give 10 points bonus to at each Level Up event, for NPCs the distribution of the 10 points per level among the 3 attributes is governed by a class system not accessible to the player. (think TES4 Oblivion) You should be able to edit the leveling stats of these classes in the Creation Kit under the 'Classes' category. However unlike the player, the NPCs also get an additional health bonus governed by the variable fNPCHealthLevelBonus which by default is set to 5. This means at level 20, an NPC would get a 'Health Level Bonus' of 5x(20-1)=95 on top of the normal level scaling described in the previous paragraph. You can easily find this variable in the Creation Kit by clicking Gameplay --> Settings and searching for the keyword NPC. In case you have trouble finding it, the Gameplay menu is located on the top edge of the CK window alongside Character and Help. It took me a while to find it the first time I tried. In case you're not familiar with the CK, to start modding in CK you need to go to Files --> Data and double click to select Skyrim and all the DLCs you've got. Make sure you get a cross symbol infront of every one of them or else your mod might not take effect on DLC content. It will give you loads of error notifications when all the contents are loaded up. Don't worry that's normal. Depending on how good your PC is the loading process might take a minute or two. When you finish modding in CK, remember to save as its own esp file. The next time you want to open up this esp in your CK, you can open it up in Files --> Data and double click to select it like with every other mod. Remember to Set As Active File, or your changes won't be recorded in this esp and will just be lost when you close CK. And lastly don't forget to tick the esp in Skyrim's launch data list when you start your game to see the effect in game. Good luck modding. I wish I had time to play with these settings myself but I don't
  4. lol yeah I wish they could develop something that would automatically scale down the characters when in the wilderness, and scale them back up when inside cities, buildings and caves etc
  5. Hi all!. Does anyone know how best to contact ActusReus? I'm making a mod that might involve some mod assets from the Credo Project, and for that I need to get permissions from him. I don't know if he can see the private message I sent him.
  6. Great work Soolie. Sorry to hijack this thread. i made a few two handed spear animations. You may want to use them in your mod if you cant be bothered making your own animations. Here's the link - http://www.nexusmods.com/skyrim/mods/53455/?
  7. Hi all Just a simple question to see if what I'm planning to do is technically achievable Basically, I'm planning to add a 1 handed (right hand) stab animation into the game (as opposed to replacing the existing animation) to be triggered by the middle mouse button with the help of SKSE Is this viable at all? Has anyone tried anything similar before? I've heard people say it's impossible to add additional animations into the game back when SKSE wasn't available. I'm hoping that's no longer the case.
  8. Hi all I'm new to modding so plz be nice :smile: I hate how everytime when some enemy archers shoot arrows at me from higher ground there's simply nothing I could do to stop those arrows from hitting me in the head. Shields don't help at all because even the largest ones don't cover the upper part of the head when you block with them. I have the Locational Damage mod installed so getting hit in the head by an arrow is a serious disaster. I want to know if it is possible to alter the 3rd person block animations so that when you block with your shield and look upward, your shield also gets raised up like what you see in 1st person. In other words I want to be able to cover my poor little head with my shield when I look up, kinda like in Chivalry Medieval Warfare and in Mount and Blade if you know what I mean. So, is this technically achievable in Skyrim's engine? Is it possible to make upward melee attack animations too? I notice the archery and mage cast animations do allow you to point your weapons/arms upwards.
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