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Daimonicon

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  1. I mean indirectly so that the book or document can be opened without taking it with you. I had thought of including a small map embedded in a note. The option "Can Take" brings unfortunately nothing. Can you solve this with a script like you can also indirectly access a chest ?
  2. You often don't think of the obvious. It took me a while because I had to redo a lot of things, but it works fine - so thank you very much.
  3. Hello, I have created two guards for my house mod to help me with enemy encounters while at home. I have set the respawn flag for both of them when I didn't realise that a respawn takes 30 days. Of course, 30 days makes the guard concept completely obsolete. Now I wanted to set it to essential to prevent them from dying. I also made them a bit more resistible, but the game ignores these changes during the current playthrough. I assume that after 30 days the game only spawns the known reference and not a new copy of the base actor? So changes like daily routines, better armor/weapons unfortunately don't work. What I actually want to get at - Can I kill the guards currently placed in the game (Console?) and then spawn a new ref of the Base ID with changes? Or can I place my own spawn instead of the actor that is not bound to these 30 days ?
  4. Seems to have been exactly that problem - you really save my playing time, thank you. Now I can finally try alternative ENB presets.
  5. Hello, does anyone know how scripts that rely on time react to a timescale that is more or less that is more or less different from the default (20 ?) ? For example Light On/Off scripts ? Example Example I have noticed that the script stumbles slightly when using unusual things like waiting 30 days at a time or using an extreme timescale for tests. timescale from 8000 or more. Of course this is not usual in a normal game. Is it possible to intercept or circumvent this in the script?
  6. Hello, I'm not sure what name this programme actually has - tesvTranslator, sseTranslator, xTranslator installed for me. Does anyone have a tip where to find a tutorial or more information, how to use own dictionaries in xTranslator ? I mean I can create them and fill them with content but I can't use them. I mean, if I understand it correctly, they are supposed to help translating in addition to besides Google or similar ?
  7. I currently have "Northwind ENB" installed and wanted to see if I like NVT ENB better because the brightness at night is much better than I can set with Northwind - from 10pm it's blind flying. https://i.ibb.co/JQq0XCt/20230317164047-1.jpg Almost has something of a Spectrum wave
  8. Hello, I just created my modlist and am testing through everything again before I actually play. I noticed the error that you can see in the attached video. I can not even really assign or describe the whole thing. Is it a shadow bug or some weird light refraction ? If anyone has any idea what this is and how to fix it. Link https://gist.github.com/Daimonicon/32b25082c79b33f3f427bb3611a1f84c Video
  9. From a functional point of view, there were no problems. I was also surprised how rarely the marker is used in the game. But well if it makes no difference one can also assign the single marker manually if necessary to a XMHeading. If I remember correctly the only advantage was that user location automatically identified it as a marker. Thanks then I save my time with the nif.
  10. Hello, for some reason the Nif-File of the Horse Marker is missing. And only the red exclamation mark is displayed. With Oldrim I am pretty sure that the Nif is missing because I unpacked the base BSA files and there it is not present. It should be (Marker_Horse.nif) without further path. It is also missing in the SSE Creation Kit but there I have not unpacked the BSA and cannot see it. Short in both versions only a red exclamation mark is shown, in Oldrim definitely the nif is missing. Apart from that maybe someone has an idea what's wrong - I must be able to simply copy the Nif from the XMarkerHeading, rename it to Marker_Horse.nif and assign it to the Horse Marker ? Or does the nif from the Horse Marker contain special instructions ?
  11. @Rasikko Hello, I had overlooked the post. The function seems to work fine so far. With the changes it is better readable I have taken over immediately - thank you
  12. Yes, there was indeed a single checkmark that I forgot to export. The engravings are now clearly visible. This is how I had imagined it. I have also created the MipMaps. Need only the Diffuse Texture MipMaps or all so also normal and whatever else you have ? In Nifskope all options are now correct. However, the textures now have an excessive shine and they seem very bright.
  13. That it should work in principle is already good. I have uploaded the nif file and the textures - Maybe the error can be found there. I had created next to the normal map a Hightmap but that seems to make no difference except in 3dsmax. Nif File: https://drive.google.com/file/d/1j3BQM0vG77Jsa9WuuqC5EXG-ybO7hMH5/view?usp=sharing Diff: https://drive.google.com/file/d/1Mg7mR8TsMV288R9XnaP9pwYpWJdTPuox/view?usp=sharing Normal: https://drive.google.com/file/d/1D_CDcPUJxKSDM388_cR66T4Q3_GoCKzB/view?usp=sharing Hight: https://drive.google.com/file/d/1Y7N_Z9iAHmv37qGhYEqqpqdXu4F4q0-1/view?usp=sharing
  14. The question has been answered. I foolishly used copy and paste too often. Thus I have queried the same object reference 12 times.
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