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Non-ENB mod to reduce spell glow/bloom?
corrado33 replied to corrado33's topic in Skyrim's Skyrim LE
Wonderful, thanks! I think I can mess with this enough to fix everything. -
Ice spells in my game are WAY..... WAY... too blinding. My brightness is already all of the way down, my monitor brightness is most of the way down. Ice spells that leave ice crystals around (specifically from apocalypse magic mod) are just freaking blinding. I tried the "no bloom" mods on the nexus and those didn't help. Any other mods that help with this? I don't run an ENB preset, but I do run enboost.
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Annnnndddddd now I see why no one has really ever done this. :smile: I briefly thought maybe you could write a script (outside the game) that noticed when the mesh file was about to be accessed and give the game a random one... then I realized that the file is probably in memory and that would never work. :)
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You know there are mods that make the sun damage go away with hoods right? (That's what I do.) As to the OP: There are mods that reverse the feeding strength (stronger when fed instead of weaker.) And there are mods that change the spells/skills.
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[LE] Arrows and enemies re-using them
corrado33 replied to Myst42's topic in Skyrim's Creation Kit and Modders
I'm not entirely sure, but why not just look at "bound arrows" (used with the bound bow) script to see if any hints are there? -
I always thought it'd be interesting to be able to give people different body models in the game. So you could have "fat" npcs while other's were "skinny", instead of every NPC having roughly the same body type. I figured this would probably result form editing the game code that loads models. I'm guessing it's not possible, as it hasn't been done yet. :)
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[LE] Problem with Reference Aliases
corrado33 replied to RodgerTheGreat's topic in Skyrim's Creation Kit and Modders
The problem is once I set up a function for an alias, the script then tells me "[whatever command I'm using] is not a function or does not exist". I think it's expecting an object reference, but surely it's possible to use a reference alias there? ReferenceAliases and ObjectReferences are distinct things. Reference aliases will usually inherit events from the object filling them (so, e.g., an Actor filling an alias will have ReferenceAlias scripts receive events like OnEquip), but they do not have the same functions that ObjectReferences or Actors have. To access those you need to use GetReference() to obtain the ObjectReference filling the alias, and from there you can call functions on that variable as per normal. Likewise if you need to pass what's in the alias into some other function that expects an ObjectReference; you'll need to pull the reference with GetReference() and then pass that. In layman's terms..... a reference alias won't act like the thing you think it is until you do a "aliasName.GetReference().functionYouWantToUse()". The "GetReference()" gets the object that the reference points at. If you try to do functions on the alias itself, (for example "GetName()") you'll just get the properties of the ALIAS, not the thing that the alias points at. An example. If you have "Iron Armor" filling an alias called "ArmorAlias", this is what you'd get from the "GetName()" function. ArmorAlias.GetName() would result in "ArmorAlias" (Assuming that that's the name you gave it in the quest.) ArmorAlias.GetReference().GetName() would result in "Iron Armor" -
[LE] Casting a spell with an OnHit effect
corrado33 replied to Collygon's topic in Skyrim's Creation Kit and Modders
EDIT: I went to the wrong creation kit wiki.... and I think fallout4 handles onhit differently. I will tell you this. OnHit is run on the thing that IS hit, not on the spell or the player. So the script has to be attached to that... somehow? I think. -
In the end I just used MO2s "preview" feature which would show me both textures (albeit not on a model) at the same time, and I'd pick the "best looking" one. This only works for textures that are overwriting each other though. I just looked through the "conflicts" tab and moved mods around to get the best textures for everything.
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So I added a "doorway" to QASmoke so I can add an adjacent room to the main long hallway with all the crafting stations in it. I used "NorRmSmWallFrontExSm01". But I can't... see through the doorway. It just shows the default background color (even after I already put a room on the other side), but I can walk through it just fine (and then the adjacent room "spawns in" just fine, and I can see everything, but then I can't see back through the other way. I'd imagine it's because this doorway is supposed to be used for a loading zone? Or what am I doing wrong?