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skyflash71

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  1. wow thank you!!!! the first method works perfectly while you are using a template nif file to scale your object you can also use it`s Material and export without any problem !!! , we need to report this bug to the nif plugin`s github Page
  2. try to add a utility.wait(1.0) function after Object.Activate(Actor) or try Object.Active(Actor,true) to see if its working or not. i guess the wait can fix this problem you can decrease the wait interval if it worked
  3. according to CK`s page you should be able to use this function to unequip the item from specific slot Function UnequipItemSlot(int aiSlot) native Try the Slot Mask to see if its working
  4. i`m not really sure what causes this bug ,so here is what i`ve done so far , i made some animations with blender and converted them to work with Skyrim Special Edition for my new Spell pack mod , i added the Animations to behavior file via FNIS and made idles in Loose Category of Master behavior , i`m using scripts to play the Animation by calling (Debug.SendAnimationEvent(AnimationEvent) function , the Animations plays without problem the problem occurs after the Animation is done , my character simply freezes with Two-handed Weapon in one hand , i can sheath the weapon ,sometimes i cant even jump for like a minute then my character simply draws the weapon and the situation goes back to normal , when ever i use this animation with weapon drawn it doesn`t freeze and i can also fix the problem by unequpping and equipping the weapon back , but since these are Combat animations it makes absolutely any sense to use it without weapon or force re-Equipping the weapon. this video can visually show the issue
  5. https://www.nexusmods.com/skyrim/mods/103344?tab=description is the best i could find so far works with latest version of blender 2.91 the tool provides everything that you need for creating animations for characters in blender
  6. go to Character/Faction create x2 factions Hobbits and Nazgul add hobbits to Hobbits faction in character/actor/your hobbit npc add Nazgul to Nazgul faction go back and edit each factions in interfaction Relactions tab add new faction and change the Opposing/Affiiated Faction to PlayerFaction set Group Combat Reaction to Neutral add another faction to the list and this time change it to Nazgul faction and set Reaction to Neutral edit the Nazgul faction add playerfaction as Enemey add Hobbits faction as Neutral you are done , now the hobbits are neutral to player and Nazgul while player can fight Nazgul
  7. Thanks it worked, I was looking into shader and alpha property of effectshader Guess I was total wrong about static objects, yeah the icy weapons are part of my current spell pack project if you invest in destruction frost specialization you would get ability to bound powerful icy weapons like icy battle axe and icy great sword, I could make the models with blender and I made quite a lot of new spell arts and weapons but I can't convert them I tried all guides online to export them as a nif file but get errors during exporting
  8. Hello mod community I want to use skese weapons modification functions in my scripts for skyrim special edition but simply when I use SKSE functions the ck gives me error that this function does not exist, I read all related posts about this issue and tried all of the ways, I extracted the script. Zip file in data folder in both scripts/source and source/scripts pathes, then I tried either copying skse archive data to script/source or just copying to sources/script,I edited the creation ini file and added new script direction none of them worked, I used skyrim 1.5.53 by then I just got suspicious about my game version maybe not working with skse and updated my game to 1.5.80 using latest skse 64, I have tried all of the preparation steps that I wrote above, none of them are working though my skse works very well with other mods using it, I remember that I never had these issues with skyrim legendary creation kit I could compile skse scripts without any problems, so what should I do to make Creation kit detect skse 64 functions,any help would be appreciated
  9. Recently Im working on nifskope and made a lot of spell arts so I have a good knowledge of Effect properties one of my spells is based on shield model I want to make a steel shield look like a bound shield but use it as a spell or projectile later I couldn't manage to use a effect shader for the shield it makes the whole model invisible it only works with a light shader, it can help me later for icy weapons
  10. Hello friend I have most of these mods both on LE and special edition they are working fine I suggest using this guide to make your game stable it worked on my skyrim LE though I never experienced a ctd on SKYRIM SE, https://www.nexusmods.com/skyrim/mods/50244/?
  11. For graphic mods just go to YouTube and search "skyrim next gen 2019" there are some videos showing their graphics in game and suggesting the combination of mods and enb they are using, download any mod with parallax graphics they are amazing, use 4k versions of UNP or CBBE they are some complementary mods increasing UNP and CBBE graphics even better, use "men of winter" and "bijin women all in one" mods they are a complete overhaul for character's graphics use ASIS mod this mod make a huge difference in game's difficulty and increases the npc's AI intelligence a combination of ASIS and ultimate combat overhaul and duel will make game really challenging and fun for the rest of the mods just go to Nexus mods category and sort based on endorsement and download every mod from page 1 you can read which one you like most
  12. Hello mod community I want to use skese weapons modification functions in my scripts for skyrim special edition but simply when I use SKSE functions the ck gives me error that this function does not exist, I read all related posts about this issue and tried all of the ways, I extracted the script. Zip file in data folder in both scripts/source and source/scripts pathes, then I tried either copying skse archive data to script/source or just copying to sources/script,I edited the creation ini file and added new script direction none of them worked, I used skyrim 1.5.53 by then I just got suspicious about my game version maybe not working with skse and updated my game to 1.5.80 using latest skse 64, I have tried all of the preparation steps that I wrote above, none of them are working though my skse works very well with other mods using it, I remember that I never had these issues with skyrim legendary creation kit I could compile skse scripts without any problems, so what should I do to make Creation kit detect skse 64 functions,any help would be appreciated
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