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Firefox84

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Posts posted by Firefox84

  1. .nifs don't reference sound for Skyrim, you'll need to make those changes in the Creation kit. You'll have to make a new sound file then alter the Waterfall to point to it in the CK.

     

     

    Ah ok, I understand now. I see it now if I create a "movable static" object..

     

    Thanks man, helped me see the light =)))

  2. Sounds aren't added in .nifs but are added in game. You can mod the Sound file itself however, just look up the folder location in the Skyrim - Sounds.bsa.

     

    I understand that the sound file itself isn't inside the .nif, but I'm wondering about the reference, just like textures are referenced by a path to the texture in the .nif. When you add the waterfall in game you don't add a sound and an object, you're adding a nif which I would think would tell the game where the textures is and where the sound file is to be played.

     

    i know the sound file is in sounds.bsa and found it, but how does the game know what object to use with that type waterfall without a reference or path?? Also If i alter the sound file it changes the sound of all instances of that waterfall used throughout Skyrim. I don't want this, just need to change the path to a different file.

     

    Thanks for the help so far... but I am looking for a path to alter..

  3. I listed the name of the file I want to edit but I get lost in all the code in nifskope. The height of my experience is just reassigning texture paths with nifskope.

     

    So my question is, I'm using some "mini" waterfalls in my mod. (WaterfallBodyTall02.nif) but they are awful LOUD!!

     

    I either want to mute the sound all together or turn the sound of the crashing water down a bit, its very annoying.

     

    I don't intend on changing the vanilla version of the waterfall, so I am going to rename it and use it with my modified changes.

     

    Anyone know where I can find the reference in the NIF file to delete the sound path or is there one or is there an easier way to do this?

     

    Thanks in advance!

  4. Hey guys, I'm actually surprised I haven't seen this come up yet, but is it possible to make a Damage Number Mod? What I mean is when you hit a target a number of showing the damage you h it them for floats up or down kinda like in MMO's like ST damage, AoE Damage, and DoT Damage Ticks.

     

    I see this as being great for testing purposes where if you're testing an AoE explosion you can see just how many targets it actually hits so you can adjust if need be. It's hard to judge radius in this respect.

     

    Just a thought, comment if you have any additional input.

     

    ;)

  5. I wish it were that easy for me, I know how to duplicate or create a new explosion but I don't know how to set it up or why others are setup the way they are. Where can I learn this information I need? So far I do what you said, but I am getting mixed results. Arrows miss the target when I know I clearly hit them and the enchantment never works when adding the custom enchant to the Explosion, it worked for others, just not me, may be my understanding is a bit off on how explosions work and what each individual property box is for. I've seen some with an impact data set and others don't, do I know what this is for? Not at all, I'm assuming it has something to do with telling the projectile what to do when it reaches a target or how to act. Best guess not sure. I duplicate an Iron arrow, Rename it, and duplicate the iron arrow projectile and rename the duplicate projectile to my own version. I change nothing except the references. Like which Explosion to use ans which projectile to use instead of their defaults. If i need Impact data sets or Imod's (there is another something I know nothing about) what is an Imod? and why use the MAGShoutAnimalImod for an arrow explosion? Wouldn't PoisonHitImod be more of what I would be looking for? Its just Overwhelming, and all I want is to understand it better so I can make my own in that respect. Again thanks for the help and support.
  6. Yes I know they are out there and this is an Arrow Specific enchant, not a Bow enchant, thanks anyway. What I need help doing is attaching the ChaurusbiteFFContactEffect to an arrow that works with any given <mag> and <dur>.

     

    There are no other mods out there that have it, I've checked all the arrow and magic arrow mods. They use poison gas because its pretty much given to them in the CK. I however tested this and it doesn't last like a "bite effect" would on a dragon. Poison gas stays in the are you shoot it in, kinda redundant to use it on a flying dragon don't ya think?

     

    Still anyone reading this please refer to my OP.

  7. Hey Everyone!

     

    I would greatly appreciate any advice on how to get started with enchanting arrows with (DoT) poisons such as the Frostbite poison.

    I have tried several ways to do this, but for some reason my arrows always have no effect.

    I made arrows enchanted with DragonRend, but I can't do a simple DOT.

    Not sure if I'm making the proper enchant or what but I thought it would be FF contact and the arrow acts as if it doesn't know what ff contact is.

    Maybe this is for the weapon enchant only? I can do this effect just putting it on a sword, but how would you apply it to an arrow without having to apply poison every time?

     

     

    On another note, I've used the Effect: ChaurusBiteFFcontact on a weapon and seen that the effect can stack and tear down a dragon in no time.

     

    Would love to put it on an arrow for those pesky deer that run off and disappear.

  8. Ok so,

     

    I take the .dds (texture) I like and open with Gimp and extract it as .obj

     

    Next: I see in NifSkope that there is an -import- option for importing meshes in .obj form.

     

    Now what will this do exactly? Will I have to go ahead and put the files in the proper file structure before I start this process?

     

    skyrim/data/meshes/armor/mycustomarmor/customarmor.nif

     

    and

     

    skyrim/data/textures/armor/mycustomarmor/customarmor.dds

     

    I am so confused, I don't see a tutorial on how to use a premade .dds and apply it to a .nif and import a Standalone gear set into the game.

     

    I see one tutorial, it's quick, but it mentions something about models in the Armor Addon category, which im familiar with, but what kind of file does that look for? .dds?

     

    Thanks again!

  9. Hello Everyone!

     

    I have a "novice" question when it comes to textures and what not.

     

    What I found:

     

    I have found an armor texture created by another user and asked him if he could make a Standalone version for me because I don't like replacing the original game armor textures with his provided .dds files. I create my own "personal use" armor mods for my brother and I to more enjoy our game play experience.

     

    After getting the Original Modder's permission, I decided to make the Standalone version of the armor texture mod.

     

    All that is provided are the .dds files which to my understanding will replace the "vanilla" textures in game as long as the file name and path match that of the skyrim-textures.bsa.

     

    What I have found is some modders have the meshes included and this is what I would like to make for these .dds files so I can use the armor without replacing the "vanilla" armor textures.

     

    My Questions:

     

    I know I can use FO3 Arc Utility, to extract the .NIF from the Skyrim_Meshes.bsa

     

    How do I link the .NIF from the Skyrim-meshes.bsa to the .DDS files that are provided? Do I use NifSkope?

     

    Reason I ask is I have seen where on certain mods I would change both the meshes and texture directory names to name the armor something different, but when I load the mesh in an "Armor Addon" in the Creation Kit, it will not display the texture on the Mesh, and when I change it back to its original directory structure, it applies the texture to the mesh properly which leads me to believe there is a program that links the two files in the current directory structure and names at the time of creation. Am I correct in assuming this and if so what is the program used and how do I do this?

     

    Also am I correct to assume that the .NIF is just a "canvas" for the .DDS file, meaning I can use lets say the Elvenarmorm.nif from skyrim-meshes.bsa and apply or attach any .DDS file made for Elven Armor? to it?

     

     

    Thanks in advance for all the help guys!

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