Jump to content

Rosa15

Members
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About Rosa15

Rosa15's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. Hi:-) Just stumbled upon your Adopt a Hole program - that was running back in 2015. I wonder, is it still active?
  2. Imagine a crazy excited squeal! :laugh: You are going to finish this eventually, it's not abandoned! Yaaay! Thanks for this update, fingers crossed everything goes well at college and you'll get a new laptop soon.
  3. Hi again, Ishara:-) Well, that's the thing. His ID is MODRRowan. I put that there, but it's not working. I tried to manually fill the property, that worked, thanks - what baffles me is why the auto-fill doesn't work, though. Do I need to put it as a keyword somehow into the EditorID window, which is in the, methinks, magic effect window? But otherwise, THANKS A BUNCH! The spell is working now!:-)
  4. Hello:-) Thanks to IsharaMeradin I finally got my scripts to work and compile, so first of all big thanks to you, Ishara:-) Now I'm trying to make a summon follower spell following this tutorial: http://skyrimmw.weebly.com/skyrim-modding/making-a-simple-summon-spell-skyrim-modding-tutorial I ticked the summonable checkbox on the follower, then copy-pasted the script there at the magic effect, changing the message and the follower name. The message works fine, but the actor property won't auto-fill. I must have done something wrong, but I can't figure out what (I have like zero experience with scripting, the Hello world tutorial is my only experience...). Would anybody be so kind as to tell me where did I make a mistake and how can I rectify it? Thanks a lot! Here is the script as I changed it: Scriptname MODRsummonRowanScript extends activemagiceffect Actor Property MODRRowan Auto ;be sure to fill this property Message Property MODRsummoningRowan Auto ;be sure to fill this property Bool Ready = True Event OnEffectStart(Actor akTarget, Actor akCaster) If Ready; if we're ready MODRRowan.MoveTo(Game.GetPlayer(), 5, 0, 5, true) MODRsummoningRowan.Show() Ready = False Utility.Wait(3.0) Ready = True EndIf EndEvent
  5. Thanks so much, Ishara! That's a relief. I'll be doing a manual re-installation of SKSE, so hopefully that will be ok for the future, if ever I do gather enough knowledge for SKSE-reliant mods? Not sure I understand you entirely, sorry... :)
  6. Ok, so the psc should all now be in the Data\Scripts\Source as is written in the SkyrimEditor.ini. The TESV_Papyrus_Flag.flg is there too. I tested it out - and now the script can be added to the magic effect! I don't know if it works beyond that, will have to try out the tutorial and see what happens, but thanks a bunch! Can you tell me please if you think it safe to reinstall SKSE now? Sorry, I really don't want to mess it up now that it seems to be okay...
  7. Dear Ishara, thanks a lot for replying! I'm looking at your 1st and 2nd suggestion (the third possibly does not apply, since it does not allow me to paste any code at all, it immediately compiles as soon as I write the name of the new script), thanks a lot once more.
  8. Hello, I would be very grateful if anybody could advise me what to do. I have never tried any scripting before and I wanted to try to make a summon spell following one tutorial. When trying to add a new script, it goes immediately to compiling and fails. At first the error the CK gave me was missing TESV_Papyrus_Flag.flg. I followed the advice on the wiki to unpack the Scripts.rar, then reinstalled SKSE. Still the same error. I downloaded the TESV_Papyrus_Flag.flg off Nexus and put it in the Source folder. Then I noticed I probably unpacked the Scripts into a wrong folder at first, rectified it. Now it gives me a long list of errors and I don't know what to do. I'm scared of reinstalling the SKSE again at this point, I don't want to mess it up any more than I already did. Can anybody please tell me what's wrong and how I can repair it? Thank you so much! Here is the error message:
  9. Thanks so much, yeah, I use 3dsmax - I'll try that out and see how it goes. Yeah, I had checked the partition on a vanilla had several times now, and actually several times before, that seems fine... Thanks so much for your help again!
  10. Hi, yes, the hat is invisible in game, though it shows fine in CK. Thanks a lot for your tips! If you mean alpha property in the block list, no, there is none... As for body partitions, I'm not entirely sure - do you mean what body part it is set to in the BSDismemberBodyPartType? It is the SBP_131_Hair. In the BSDismemberSkinInstance it's to NPC Head. Sorry if that's not what you asked, I have barely started with Nifskope and modding and all this is still very confusing to me.
  11. Hi, thanks a lot. That's actually the tutorial I used, without success...
  12. Hi. I'm trying to import a custom hat into the game, it shows up fine in the CK, but if I try it on in game, bald head is the result. I haven't yet made the ground object, no success with that, not sure if that could influence anything... anybody has any idea what could be wrong, please? Thanks a lot!
  13. Hello! :smile: First of all, I'd like to thank you all for the great tutorials (and especially for the furniture markers and cure disease effect one, that was a lifesaver!). May I have a question, though? I'm trying to convert (with permission from the authors, Wawa and Maya40) a medieval barbette hat from the Sims 2. It shows up fine in the CK preview, but when I try to equip it in game, bald head is the result. I've followed several tutorials (mainly this one: https://steamcommunity.com/sharedfiles/filedetails/?id=431115306), compared it to couple of vanilla hats, but I can't find for the life of me what I've done wrong precisely. I'm a newbie to modding and the language of Nifskope is really over my head so far... :ermm: I used Autodesk 3ds Max to conver the obj to nif and I wonder if the fact I forgot to set weld vertices to 0 could be one of the culprits? I also haven't got a ground object (had no success creating it) so far and use a placeholder one in CK - not sure, could that affect it in any way? Just in case, I'm enclosing a link to the file - if any of you might be so kind as to look at it? Thank you very much for any help. http://www.mediafire.com/file/vh95ck0o4gunjrz/Barbette.rar
×
×
  • Create New...