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Braffel

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Nexus Mods Profile

About Braffel

  1. Is this still impossible? I usually play a mage and very often i find that it would be cool to just hulk out for a bit, and a bound armor and shield spell would go very nicely with that.
  2. Ah actually, this is probably 100% impossible, since none of the NPC eyes move either. I was just imagining they did since they headtrack the player. Would it be possible to have the player headtrack the nearest NPC then? This is mostly for killcams so the player just does not look dead straight into the air infront of him/her, but would looks nice in third person aswell i think.
  3. Would it be possible to make the players eyes move around a bit? The character looks so dead, they dont have to look at anything in specific either, just move randomly.
  4. Okay, for anyone interested i fixed it. Or rather i sidestepped the problem. Any time the stock NordRace was involved things worked fine, so in the end i went "well screw you too buddy" and did this: elseif (Target.GetActorBase().GetRace() == CVONordRace) Target.SetRace(NordRace) Target.SetRace(NordRaceVampire) elseif (Target.GetActorBase().GetRace() == NordRaceVampire) Target.SetRace(NordRace) Target.SetRace(CVONordRace) What it does is instead of switching directly between the two races it takes a pitstop in the stock NordRace race, its impossible to notice this happening ingame, but now all the face values save. Except face tan, but thats for another day. If everyone manages to get the skin tan back, post it here.
  5. The only things that wont save now is the hair and the eyebrows, the face, scars and etc work perfectly. When i morph into the more human looking form i get the default hair and eyebrows, abd then when i morph into the vampire form again i am bald everywhere. The thing that it does when i use the custom race is that it reads the parts set in the "Face Data" tab, for some reason when the stock NordRace is in the mix the stuff that i have made in character generation takes higher prioroty and sticks. Currently looking into what you above me mentioned.
  6. Minor bump here, still working the issue. Pretty frustrating! Works perfectly with the stock NordRace, but as soon as i use my custom one that is as far as i can tell almost identical it breaks.
  7. I guess i somehow have to make my customrace CVONordRace act like the stock NordRace, but im not quite sure whats different about them. Anyway the reason i made the new race was to classify the "non vampire" changes version of the player still be a vampire and i making every nord a vampire seemed a bit exessive :)
  8. Hey ho, i'm making a spell that toggles the physical changes from vampirism, i.e. the eyes, the paleness and the general face changes. To accomplish this i made a really basic script spell included here: Scriptname CRCVampireDaywalkerChange extends activemagiceffect bool isvampire Event OnEffectStart(Actor akTarget, Actor Caster) Actor Target=Game.GetPlayer() Game.DisablePlayerControls() VampireTransformIncreaseISMD.applyCrossFade(2.0) ObjectReference myXmarker = Target.PlaceAtMe(Xmarker) MAGVampireTransform01.Play(myXmarker) myXmarker.Disable() if (Target.GetActorBase().GetRace() == ArgonianRace) Target.SetRace(ArgonianRaceVampire) elseif(Target.GetActorBase().GetRace() == ArgonianRaceVampire) Target.SetRace(ArgonianRace) elseif (Target.GetActorBase().GetRace() == BretonRace) Target.SetRace(BretonRaceVampire) elseif (Target.GetActorBase().GetRace() == BretonRaceVampire) Target.SetRace(BretonRace) elseif (Target.GetActorBase().GetRace() == DarkElfRace) Target.SetRace(DarkElfRaceVampire) elseif (Target.GetActorBase().GetRace() == DarkElfRaceVampire) Target.SetRace(DarkElfRace) elseif (Target.GetActorBase().GetRace() == HighELfRace) Target.SetRace(HighELfRaceVampire) elseif (Target.GetActorBase().GetRace() == HighELfRaceVampire) Target.SetRace(HighELfRace) elseif (Target.GetActorBase().GetRace() == ImperialRace) Target.SetRace(ImperialRaceVampire) elseif (Target.GetActorBase().GetRace() == ImperialRaceVampire) Target.SetRace(ImperialRace) elseif (Target.GetActorBase().GetRace() == KhajiitRace) Target.SetRace(KhajiitRaceVampire) elseif (Target.GetActorBase().GetRace() == KhajiitRaceVampire) Target.SetRace(KhajiitRace) elseif (Target.GetActorBase().GetRace() ==NordRace) Target.SetRace(NordRaceVampire) elseif (Target.GetActorBase().GetRace() == NordRaceVampire) Target.SetRace(NordRace) elseif (Target.GetActorBase().GetRace() == OrcRace) Target.SetRace(OrcRaceVampire) elseif (Target.GetActorBase().GetRace() == OrcRaceVampire) Target.SetRace(OrcRace) elseif (Target.GetActorBase().GetRace() == RedguardRace) Target.SetRace(RedguardRaceVampire) elseif (Target.GetActorBase().GetRace() == RedguardRaceVampire) Target.SetRace(RedguardRace) elseif (Target.GetActorBase().GetRace() == WoodElfRace) Target.SetRace(WoodElfRaceVampire) elseif (Target.GetActorBase().GetRace() == WoodElfRaceVampire) Target.SetRace(WoodElfRace) endif utility.wait(2.0) imageSpaceModifier.removeCrossFade() VampireChangeFX.stop(Target) Utility.Wait(1) Game.EnablePlayerControls() VampireChangeFX.stop(Target) EndEvent Static Property XMarker Auto Sound Property MagVampireTransform01 Auto imageSpaceModifier Property VampireTransformIncreaseISMD Auto imageSpaceModifier Property VampireTransformDecreaseISMD Auto effectShader property VampireChangeFX auto Race Property ArgonianRace Auto Race Property ArgonianRaceVampire Auto Race Property BretonRace Auto Race Property BretonRaceVampire Auto Race Property DarkElfRace Auto Race Property DarkElfRaceVampire Auto Race Property HighElfRace Auto Race Property HighElfRaceVampire Auto Race Property ImperialRace Auto Race Property ImperialRaceVampire Auto Race Property KhajiitRace Auto Race Property KhajiitRaceVampire Auto Race Property NordRace Auto Race Property NordRaceVampire Auto Race Property CVONordRace Auto Race Property OrcRace Auto Race Property OrcRaceVampire Auto Race Property RedguardRace Auto Race Property RedguardRaceVampire Auto Race Property WoodElfRace Auto Race Property WoodElfRaceVampire Auto The character i use to test this with is a nord and this script works perfect the way it is now, but the problem is if i change the NordRace entries to my custom CVONordRace entry, if i do that the details of my character gets washed out as i cast the spell, for instance the hair and eyebrows get reset to what they are set to in the raceitem instead of what my character originally had. To make the CVONordRace i duplicated the NordRace and set the copied data to NordRace and added it to the HeadPartsAllRacesMinusBeast and tagged the overlay head parts list, still tho the details reset if i use the custom race. Any ideas?
  9. In RPG's i always love seeing my own character, i'm vain like that i guess! The third person kill animations are great for this, but i also would like to make a mod that tries to activate a free camera that centeres to the side of the two characters when that player has a conversation with a NPC and then reverts to what the player used before the conversation. Is this at all possible with the creation kit and scripts? I know that you can use the third person camera during conversations, but im looking to automate and move the camera a bit.
  10. It seems to be the Travel (to the dead prey from the objectlist) procedure that never ends, i tried removing the Wait command but he still just stands there, absolutely no idea whats going on now.
  11. Originally posted this in the wrong forum, apologies. I would love a bit of help and input on why my hunting package isnt quite working like it should. I figured the best way to explain the current state of my package would just be to add a picture to the thread that shows all the various inputs and coding attached to the template: http://i.imgur.com/Un59E.jpg The hunter patrols and kills random prey as it should, it also approches the dead beast and stands around for the wait command, the problem is that it never moves again after that, i figure i somehow have to clear the objectlist and get it back to the patrolling sequence again, but how?
  12. Ops, think this might be the wrong forum, reposting.
  13. I would love a bit of help and input on why my hunting package isnt quite working like it should. I figured the best way to explain the current state of my package would just be to add a picture to the thread that shows all the various inputs and coding attached to the template: http://i.imgur.com/Un59E.jpg The hunter patrols and kills random prey as it should, it also approches the dead beast and stands around for the wait command, the problem is that it never moves again after that, i figure i somehow have to clear the objectlist and get it back to the patrolling sequence again, but how?
  14. A bump before i drop the subject.
  15. Is it at all possible to copy the character from a save to another save? Basically i would like to simulate new game+ and continue leveling and adventuring, but with the same character.
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