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ReverendFelix

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Everything posted by ReverendFelix

  1. I having trouble getting some custom voiced lines to play in game. The files are fine, and properly installed. The mod in question is the only 1 active , but the characters voice lines simply do not play. I've spent 2 days trying to sort this out. As I'm not new to mod use, I'm really pulling my hair out over this 1. Any weird FO4 things I may be missing here? Edit; I had to put a bunch of archive info in the custom.ini. Now the voice files are working. Yay!
  2. Nope, no glow. I have been focusing on one piece, studying it's properties. But I really am just staring at numbers I don't understand. The pieces in question is a free resource, and I'm currently at a loss. Here's one if you want to take a look; https://drive.google.com/file/d/1OW5v5-6E-svbCNcLVw68umPG74tjIQgT/view?usp=share_link
  3. Honestly, texturing is not my Nifskope area of expertise. I'm much better with manipulating meshes with it. But this doesn't look right to me; One of the meshes has normal ambient shading in game, plus the issue. I was planning to use it for comparison with a mesh, but like I said, not really confident about this stuff yet. So here I go... learning more!
  4. Yeah, I had the idea to blend the scripts too. But it seems a bit out of my scope at the moment. I'm still a little green regarding MW scripting. I may just end up trying my hand at it though. Disturb The Dead(DTD) does have some other bits to it that I liked the idea of. A grave robber notoriety with status curses, and added loot-able skull piles and sarcophagus' to Mournhold. So a patch definitely has merit. I really am enjoying the Sepulchral Curses mod, it definitely is a game changer. I just want that next step 'DTD' supplies. Thank you, I'll work on it.
  5. My only thought is looking into how mannequins are made for the game. Perhaps there may be an answer there.
  6. The textures on the body do not react to lighting changes properly. You can see part of a keg and the shield on his back are very dark. I haven't been able to find advice to fix this anywhere. Edit; The only info I have involves Nifskope, and some texture setting on the mesh. Unfortunately, there isn't enough detail to know exactly what to do. Just a mention that it was resolved. Here is a better example of my issue; My entire character should be dark.
  7. So I've been trying my hand at dialogue entry. I need to know how (if possible) to make an npc have only the topic you want them to have. My npc is getting way too many topics, which really is not ideal.
  8. my guess is, MW will consider a spell with autocalc legal which means NPCs can use it, unlike a 1 mana cost 999 dmg spell. and to not have NPCs that get random spells, i guess they have to be set to blocked. That logic makes perfect sense to me. Though it still seems odd that mod spells get added to npc's automatically. Maybe Bethesda set it up that way to make it easier to 'hand out' new spells to npc's. Anyway, as a modder it's valuable info. Thanks again.
  9. No problem lol. i found the culprit. It turned out to be from this mod; http://www.nexusmods.com/morrowind/mods/44407 Arxis, the hulking fabricant companion. And yep sure enough, his spell was set to autocalc. I changed it in the cse, and have yet to encounter it in game since. Good thing too, that spell is OUCH! While it makes no sense to me why the autocalc setting does this, I certainly concede to the fact of it. Thanks to everyone for helping me sort this out. Gold stars all around :thumbsup: Edit; I feel it's worth mentioning... I apparently still have an older version of the mod. It has since been fixed and I certainly recommend it.
  10. "the enabled autocalc option gave it to all the generic NPCs" I don't understand how that could be the case. As many spells use the autocalc function and don't give out the spell randomly. Don't get me wrong, I'm am open to the idea this is correct. I just need to "see" it, to believe it (I'm just that way). So... what mod is this Bitterwind from, pray tell?
  11. Literally any npc that seems to have enough mana to cast it, does so right away. Most only get 1 or 2 shots off, but some wizards in daedric shrines and similar, really spam it hard. I looks like a large central orb, with 2 opposing orbiting smaller orbs. I'll look for that spell... Definitely taking frost dmg, among others. I'll try to check it in the menu (active spell effects little squares) when it hits. I am using Patch for Purists. But as we all know, higher mods in your LO win the conflict. So this problem MUST be found and killed! I'm not really sure what could cause this. But auto-calculate only gives a spells casting cost based on it's factors. I.E. touch/target, instant/DOT, magnitude, and etc.. So I do not believe it would affect anything like this. I don't use any crazy spell mods, so my guess is I'm dealing with 1 mod with a simple mistake. The challenge is finding it among the 234 mods I'm running. Not to mention non-esp types as well.
  12. First let me say, I do not support, condone, or condemn OpenMW. It's just not a part of things for me. Yeah AC Optimized is found here; http://stuporstar.sarahdimento.com/updates/downloads/ It's great! But it does add attach scripts to containers in order to be more light weight. Admittedly, both versions create a lot mod incompatibilities.. No DTD is not set in stone. I like the look of the mod you suggested, and it will most likely solve my dilemma. It seems more lore-friendly as well, which for me is a +1. I appreciate your help :thumbsup: For the record, I would still like to know how to fire off 2 OnActivate scripts simultaneously. Just in case I ever want/need to.
  13. Most of my npc's initiate combat with some crazy spell. It does around 60 dmg to me in 1 shot(on 100 difficulty btw). It seems to be a combo spell like the one Gedna Relvel uses. I have no idea where it came from, how npc's got it, or how to find out. Any advice.
  14. Ok yeah, more info. I am attempting to make a patch to make Animated Containers Optimized and Disturb The Dead mods both function together. However, the mods both add an OnActivate script to objects. So that's the scope of my issue. Regarding your snippet, is the idea to 'activate' both scripts simultaneously? Because yeah that would be ideal. Otherwise I would have to alter the scripts, and get permissions to release the patch publicly. Which can be virtually impossible these days.
  15. Are you using vanilla resources? Or a custom resource?
  16. Hello all. I couldn't find any relevant info on my issue. I'm trying to patch 2 mods that both call on objects using OnActivate. So the question is, how to activate both scripts with a single object activation.
  17. Oops... wrong forum. Moved to http://forums.nexusmods.com/index.php?/topic/12855366-2-onactivate-script-help/.
  18. @Sphered Jeez... Glad I re-read post sometimes. I just got what you are saying. Must have been one track minded earlier. I'll see what I can do with your info, now that I understand.
  19. @Sphered The centurion in question needs to unique I believe. Reason being a inventory change. His name is "The Keymaster", he's level 50, and contains a key. I really would love it if he acted more like the vanilla centurions though. Like doing that start up then attack thing you mentioned. That would be ideal, but as I previously said, using a custom NPC made that too complicated for me to figure out. I'm still fairly new to Skyrim modding. I considered making a duped centurion leveled list, where all the variables are The Keymaster.
  20. Linking the centurion to an x marker is a good idea! Regarding the parent thing... I tried out the other way around. It wouldn't let me use the static for the centurion's parent. So I got the x marker idea while looking at how Clockwork removes the debris in front of the tunnel entrance. And I tried to set it up originally like the vanilla centurion ambush style. But it uses a level list for the centurions. I couldn't figure out how to make it spawn my custom one. So yeah, I got creative. Thanks for the feedback.
  21. I'm working on a mod that adds a custom steam centurion. It is supposed to act like a vanilla one, basically. Pull a lever and it attacks you. I ran into trouble right away, but worked out a plan. Put a static centurion in place, then do a swap when the lever is pulled. I got the static to disable, now I just need a way to enable the actual centurion. It doesn't seem possible to enable the static as a parent for the centurion. Nor have I been able to successfully link both to the lever. So what can I do? Edit; Okay I have it all working now using an x marker as the parent for the static and the centurion. The only problem now is the centurion spawns in the wrong spot. Is there a way to get an actor to spawn exactly where you want them too?
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