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TangerineDog

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Everything posted by TangerineDog

  1. If you've got the same problem, here's why it doesn't work: The armature is different, so the animation made for one armature won't correctly translate to the one in the .nif. If you import the skeleton.nif instead, the animaiton will show correctly. Also, you'll be able to edit and export it using the skeleton.nif.
  2. I'm using Blender 2.91 and have the niftools addon v0.0.3 installed. Using this, I was able to convert some .hkx files to .kf. Hovever, importing any of those .kf files into a new scene with something life the malebody_0.nif from Oldrim results in a hideously deformes mess of limbs. Not the vibe I'm aiming for. I don't even know what to ask except: what am I doing wrong?
  3. I've created a few new tree variants and placed them in game. Now I'd like them to show up in the TES5LODGen created LOD correctly. I figure I need the Billboard .dds and .txt files for that and have prepared those. Now I just need to name them. The vanilla tree LOD files have files like TreeAspen01_0006A9E6.dds though. Load Order seems to be important here, right? So do I just name my own files correspondent to the mod's position in the load order?
  4. Well, not quite - let me try to clarify. Imagine two landscape textures, LMeadow and LSnow. I want to remove every instance of LSnow. Making LSnow use the .dds of LMeadow andadding the corresponding grasses accomplishes that in a way. If, however, I add a mod that changes the original LMeadow Landscape Texture by, say, adding grass types, I suddenly have two different types of meadow in the game - the now much more lush original LMeadow and the modified LSnow that looks like a meadow without the newly added grass type. To avoid having to make patches for every grass mod I want to use, I'd like to simply have the actual LMeadow everywhere instead of a modified LSnow. That's why I'd like to replace one Landscape texture with another instead of editing the texture I want to get rid of.
  5. I'm looking for a way to complately replace a Landscape Texture with another one. But since I'd prefer it if mods that edit certain textures would affect that texture everywhere, not just in its original places, simply making the old texture point to another .dds doesn't solve the problem completely. Is there a way to do this? TES5Edit offers the 'Replace Landscape Texture' Script, which sounds promising, but I have no idea how to use that and can't find any tutorials either...
  6. I love the first few levels of the game. Iron armor is actually not terrible, iron swords do some work, wolves are still dangerous... I want that to last. So while I want skills to improve, I have reduced the total level XP gained by increasing a skill to 0. In effect, that lets you optimize a fighting style without there ever being a rift as great as that between a lvl 50 character and a lvl 2 wolf. [Edit: like, even if you have One Handed at 100, that's what, 11 points of damage instead of 7 with an Iron Sword? You notice that, but the game still is a challenge all the way through.] Think along the lines of College Wizards offering the robes corresponding ro your skill level, not overall level. That's something I love. That's also why, to still have some progress, I adjusted the leveled lists to include all the basic armors at lvl 1, slim chances for enchantments included, and so on... that includes the vendor lists. So now I'm trying to figure out if I've missed anything. If there's anything that only ever happens at a certain level I'll obviously never reach 'cause I'll be lvl 1 forever. Quest triggers, dialogue options and the likes. Things that, in a game devoid of Player level, no longer have to be locked behind a level barrier.
  7. Thank you! I've been away from the game so long that I've completely missed your post.
  8. I'm trying to remove leveling progress from the game. That includes reducing XP gain to 0, adjusting the leveled lists of low-level the basic equipment (Iron, Steel, Hide, Leather) so you have a minute chance of finding better gear and mid level enchantments, making sure all random world encounters can still happen without overpowering the player, setting the level of some encounter zones lower than 20... And what else? What else is governed by the player's overall level that I'm missing? I'd really appreciate any help :)
  9. UESP says that there are miminum levels for certain random world encounters. Where in the corresponding quest tab do I set that minimum level?
  10. In an attempt to prolong the part of Skyrim I enjoy most - the beginning, when Wolves are still dangerous and Iron weapons actually kinda viable - I made a mod that akes you level up only very slowly. Still, I'm not keen on leaving my current Character high and dry. She's the one I've played the longest yet. So I'd like to set her to Level 3 and continue playing her with the mod. Will setlevel 3 do that without messing up the game long term? And if I'd ever want her to be her current level again, would setlevel do any long term damage then?
  11. How does the main outdoors level? I get attacked by adequately leveled Sabre Cats around areas I've visited early in the game, like Whiterun, as it should be, but sometimes it's lvl 2 Wolves in other areas. I thought it was just leveled markers scattered around the world that spawned the animals, but wouldn't they just stop it with the wolves after some time?
  12. Just found this on UESP. The formula to determine the required XP to Level up is (fXPLevelUpBase)+(Current Char. Level * fXPLevelUpMult) And those are in the game settings section. Well, IĆ¢ll go ahead and give that a go. Might do the trick.
  13. I'm trying to 'adjust' the ending of the Winterhold questline but for the life of me I can't find Tolfdir's dialogue after the disappearance of the monks when he tells the player that there's nobody more deserving of being Arch Mage. Do you know where it's hiding?
  14. I know how to change the amount of XP gained, but is there a way to change how many XP are needed to progress to the next level, thus making leveling up happen faster or more slowly while gaining the vanilla amount of XP?
  15. In the Perk entries in the CK, there's the Apply Combat Hit Spell function that can successfully apply a 'lingering' Spell to the player (like you'd find on Falmer weapons thanks to the Perks crFalmerPoison01 to crFalmerPoison05). The Papyrus command DoCombatSpellApply works fine with Spells without duration, but any spells with a duration longer than 0 seconds cause a CTD. Even when I just change a property that points to a spell without duration - and doesn't CTD - to point to the actual Falmer poison spell, bam, back to the Desktop :( The logs don't even register anyhting. How can I apply a spell with a duration of more than 0 via Papyrus?
  16. Thanks for the advice! It will be heeded :wink: Well, in this case, I'll leave the Game.GetPlayer() in and use it without arrays and go to testing it. This is certainly gonna be interesting. FIngers crossed. Edit: and no, += 1 didn't compile, but I got to =+1 on my own devices :)
  17. Phew, I'm glad to hear that :D Thanks! In that case, I'll feel less bad for not knowing what it is I'm doing.
  18. I did that. I actually know the properties tab and auto-fill functions, believe it or not :D Still, I can't get it to compile in this form. I'll work in the arrays now, it's usually 5 potions except for one, and why they left that one out of the game, who knows... Well, I can always abandon the project or if you're afraid I'm gonna hurt someone with it :ermm: I do realize that it can be exhausting to deal with non-professionals, and I'm sorry.
  19. That I did - but why can't the PlayerRef apply the Spell to itself? Also, with akAggressor.DoCombatSpellApply, it doesn't compile anymore, saying DoCombatSpellApply is not a funciton or doesn't exist - amybe because akAggressor is an object Reference while DoCombatSpellApply is part of an Actor Script?
  20. :ermm: I must be doing something wrong... If I change it to PlayerRef.DoCombatSpellApply(DamageHealth05Spell, Game.GetPlayer()) nothing happens anymore. If I change it to Game.GetPlayer().DoCombatSpellApply(DamageHealth05Spell, PlayerRef) the bandit hitting me is poisoned and dies.
  21. I solved that by having a potion the player needs to drink to advance the story anyway add this spell. This occurs in the very dungeon the opponent is in as well. And a triggerbox i nan area the player needs to pass through after the fight (but can't pass through before) removes the spell before the player enters the vanilla world again. Sure, that's more story-based than any form of elegant coding. It' a mod I'm doing for a friend so I want it to be as little engine-murdering as possible nonetheless :turned: However, after scripting this, I decided to try my hand on something that has bugged me for a while: there's no mod that makes NPCs use poisons without changing more about the game. With a script that checks for inventory items, this should now be possible without me having to add an ability to every enemy template, I reckon. Of course, now that the script will, in fact, be called on multiple times in battle, I want to make sure it can be, as @NexusComa put it, drilled and still work. So far, I haven't had any issues running this script in a room with 10 poison-equipped bandits thrashing me. But I'm using only what I know Papyrus to be able to do and I don't know if, for example, you can add a hierarchy of importance to items on a form list.
  22. I can only echo that - and to all who posted, thank you! FWIW, my own script is working fine so far (edit: and this is not to say that I'm not eagerly going through your scripts trying to learn how to improve my own scripts myself), it is however attached to an Ability I've given the Player. You say you wouldn't do that - could you explain why you wouldn't?
  23. Can the game crash because a long script is triggered twice in rapid succession?
  24. I'd be grateful if you could help me. I'm adding a spell to the player that checks for certain items in an opponent's inventory when he hits the player and removes one of them on each hit - I've removed all the ckecks if that opponent is actually the attacker in the code further down just to improve readability :smile: Since I'd like the order these items are removed in to be random, I thought I'd just generate a random number that determines which object is checked for. Should that item have been removed already or - also a possibility - should the opponent never have had it in the first place, the script jumps to the next item and checks for that. The problem now is that if the number is,for example, 2, and 2 has been removed already, and it checks for 3 and 3 is gone as well, the script just stops - but 1 is still there and doesn't get checked! So for this one hit, 1 could still be left to be removed but not be removed. And of course, this is because once the script has checked 2 and 3, the last if is done and I don't know how to make it jump back to the beginning of the event, so to speak. The script so far is this: Another problem is that once all the items have been removed, the script shouldn't just run on and on from top to bottom, checking for items that aren't there anymore, but 've found a workaround for that that I've removed as well just to avoid having too long a text here. If you have any thoughts on how I could make the script do what I want, would you mind helping me out? Edit: I think I just solved it. How 'bout this: By having it run thourgh the whole thing TWICE, no item can be missed no matter where in the list it starts and I don't need to avoid a loop either. :) Now I just need to add a variable that differentiates between the first and the second run-through to avoid an item being checked for twice in one hit.
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