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Iamiko

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About Iamiko

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    United Kingdom
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    Skyrim
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    Tied between Fallout 2 and Deus Ex 1

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  1. A very relevant point that I don't think anyone has addressed yet is how the EU VAT laws change will affect PAID mods. The "quick and crude" of it is that any sales across national boundaries within the EU or from non-EU to EU are liable for this VAT. And they REQUIRE two bits of infallible and non-contradictory evidence as to your country of residence. If Valve take the onus upon themselves to handle the VAT then it takes the burden off of the mod author, but the mod buyer STILL has to present two forms of evidence as tot heir location which will stand up in a court of law. Like I said, it's the "Quick and Crude" of it, I suggest that anyone who is interested in it takes a look at the URL below. More info at: euvataction.org
  2. Are you sure? I thought "GetMovementDirection == 0" was not moving and the returns of 1 through 4 are for the directions? No, I haven't as I'd abandoned IsMoving by the time I discovered the equipping issue. Worth checking though, will have a look at that.
  3. Ok, got it kind-of working by checking that "GetMovementDirection" equals zero. Unfortunately it only updates when an object is equipped or unequipped, looks like I need to write a script and that's going to add some overhead by checking regularly if the character is moving. Edit: forgot to add, thanks porroone. your suggestion put me on the path of GetMovementDirection!
  4. Good thought, and one I'd considered while bashing my head on the wall. The Savage Strike perk adds a damage multiplier to standing power attacks, rather than checking if the player is still or not.
  5. Currently working on a personal overhaul of the heavy armour perks and I have encountered a slight hitch. I am trying to add an effect where if your standing still, you gain a slight AR boost so I set a condition on the perk "IsMoving == 0.00". Now, this is working... even when my character is moving! I have tried reversing it for the sake of testing that the condition was actually being checked and if set to "IsMoving != 0.00" then the change doesn't apply, regarless of whethere my character is moving or not. Got several possible causes right now and was hoping someone could shed some light on ways to check them. (a.) IsMoving is not being read or updated correctly by Skyrim while my character is moving (game bug in that case?). (b.) the "IsMoving" function that the perk condition is calling is different or is returning a different result to the one called by "player.IsMoving" (Unlikely, but possible) (c.) "IsMoving" cannot be called as part of a perk condition check. (d.) My implementation sucks and I missed something obvious. This is a screendump of the current perk configuration: Any help would be greatly appreciated!
  6. Ok, so it seems there's no way to export or import a *.nif for this build of Blender *bangs head on desk*, but I did get the bow nicely rigged to a custom skeleton. Only downside is I don't know if an extra bone will be needed in each limb to prevent mesh distortion, using two per limb atm. Thanks Ghosu, that weighting guide was very useful for fixing the issues caused by the auto-weighting! Next job, working on the UV map unwrapping of the mesh, been holding off on that in case I had to make mesh alterations. Edit: Found a handy forum post that helped me get the mesh out of 2.6 and into 2.4, also got the UV map nicely laid out now too. Now to get the bones in from a stock bow and work out how to weight paint in 2.4 ^.^ Edit 2: As of about 10 minutes ago, I got her in-game and seems to be only a slight rigging issue where the limbs have a slight buckle in them when the bow is fully draw. She's a monster though, may have to look into a mob that changes the bow's position on the back slightly as the bottom of the bow is nearly scraping the floor! Still need to make a new texture as I altered the mesh somewhat to fix a few flaws and have also learned never to trust auto face gen, half the faces were backwards >.< but thanks again for the advice, it got me on the right track!
  7. Awesome, thanks folks :) will have a look at that once I've watched Avengers Assemble as I need a break :) only stopped for coffee, food and sleep in two days and I need an hour or two off!
  8. Ok, so I've been working on this model for a couple of days and I've got the mesh to the point where I'm happy with it for now. The question I have is this: Where do I go from here? I'm using Blender 2.64 and the only guides for bows in Skyrim I have found are for 3D Max and while I MIGHT still be eligible for a student licence for 3D Max, I would rather not use it as to be honest I object to using software from a company that thinks £3,300 for an electronic download is reasonable. You can see a screenshot of the mesh so far here: http://skyrim.nexusmods.com/Images/145400 Not posting the image directly in case anyone's reading this on a mobile device :)
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