Jump to content

Cloen

Members
  • Posts

    29
  • Joined

  • Last visited

Nexus Mods Profile

About Cloen

Cloen's Achievements

Explorer

Explorer (4/14)

0

Reputation

  1. So I tried to find a solution to this and either found sites taken down or posts saying "it's illegal" again and again. I know converting Oblivion models to Skyrim is illegal but I'm trying to convert a modder resource with modder made models to Skyrim, which is not illegal. Also yes, I have permissions to do that from the original creator. How do I do that? From what I could gather from my very frustrating google search you don't even need Blender anymore but a program called Nifutilsuite that could convert and generate collision in a couple of clicks. It didn't seem to work in my case though and always crashed. Any updated guide for what I'm trying to do?
  2. Scriptname Swordchange Extends ActiveMagicEffect Weapon Property SwordBody Auto Actor Property PlayerRef Auto Event OnEffectStart(Actor akTarget, Actor akCaster) If akCaster == PlayerRef PlayerRef.RemoveItem(SwordBody) EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) If akCaster == PlayerRef PlayerRef.AddItem(SwordBody) EndIf EndEvent So I went for this script and put it on the magic effect to summon the npc. The npc is summoned just fine but nothing happens to the sword, it stays there *Edit: I fused this one with the first script I wrote and it now works! At least in part.... I can't get the spell to not be recastable while active AND the sword gets added back right after the npc is summonednot after the actor faded away *Edit2: Got back to this script and managed to make it work, BUT not on a summon spell. Apparently with summon spells only "onSpellcast" works but not "OnEffectFinish" so I was getting the sword back right after I was summoning the npc. Now I changed the spell type to a cloak effect and the sword gets removed and added back just fine and at the right time, now I just have to make the npc be summoned by the script and make it fade away when the spell ends *Edit3: I. DID. IT! I'm so happy Had to use the MoveTo command and summon the npc as a ObjectReference, then put the same command on a xMarker when the effect of the spell ends
  3. Thanks for your kind help. That's what I had in mind at the beginning but that would make the spell all based on scripting, so I decided to go the easy way. I made a summon spell to summon my npc this way I can just use it as a reference without the teleporting out of a cell thing, then add the removing part to the magic effect. So the player casts the summon spell, the script removes the sword, the effect ends and the scripts adds the sword to the player inventory. The big question here is, what happens when a summoned npc is flagged as a follower, does it override the spell duration? That would be a problem
  4. Scriptname Swordchange Extends ReferenceAlias Spell Property SpellCasted Auto Weapon Property SwordBody Auto Actor Property PlayerRef Auto Event OnSpellCast(Form akSpell) If akSpell == SpellCasted PlayerRef.RemoveItem(SwordBody, 1) EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) PlayerRef.AddItem(SwordBody, 1) EndEvent Something like this? I swear I have no idea about what I'm doing
  5. I can see how it would easily bug though, the sword shouldn't be equipped to work. Let's say the player equips it, summons the follower, the spell ends but the player equipped another weapon meanwhile. if the condition would be to have it in the inventory it would make everything easier.
  6. I am working on a quest and tl;dr in a part of it the player discovers that the sword found inside a dungeon can take human form. I need a spell that summons the follower an unequips the sword and reverse. I actually found enough material on google to work on a script for both actions separated but I have no idea how to make them work together, and that's kinda the point. Can anyone help me?
  7. Thanks!!! Yep, I was thinking about it... I heard there's a SKSE plugin which allows to fast travel from interiors though, maybe I could put that as a requisite
  8. I'm close to release my first follower mod but while I'm good with textures and other stuff I have no idea how to write a script. I would like to give to this npc the ability to teleport the player to every major city, she is supposed to teleport as well. I don't know how difficult this can be but I suppose it's similar to how carriages work, just that instead of having a different carriage in every city the npc teleports with you. Is it possible to do? Can anyone help me?
  9. Is there any SkyRe compatible mod that let my character dual wield fists + one handed sword?
  10. the modder only specified that the resource can be used freely but you have to give credits to him. No mentions to porting to other games, he ported the mod to Skyrim though specifying that modders could use it in the special edition. It will be kinda hard to contact him since the last time he logged on nexus was 2 years ago... His mod though is the only resource (I'm aware of) with the model I need (a beach umbrella)
  11. I am working a lot on new textures, I didn't know I could do that honestly! I created myself the textures for buildings, the desert and a new face. This is Mudai's Temple, on the road for the big lake. Seen in first person view is massive, if you notice the waterfall on the right... That's the biggest waterfall in game with double the original size (which I'm using for testing btw, I'm still far from adding clutter to exteriors) I had the idea of having stone made mushrooms and have them grow on the sand, every building is made with this type of stone I also created my first thing with blender...well, it's not much, it's an orb I'm going to use to light the deep sea. Also I'm still very far from completing the landmass but I roughly sketched it - it is very huge. I have a question though, can I convert modder resources from Oblivion?
  12. A question about the legality of what I'm doing... Some mountains of my mod are red colored, they serve as house for orcs and goblins, more than a dungeon is going to be inside those red mountains. I'm going to use the original game models but with a texture I took from a modder resource, meaning if I don't want to change the color of every dungeon in the game I have to upload the original game models with a different path for the textures. Is this legal? Otherwise I'd have to find a modder resource for those caves
  13. It's ok to me having it "outside" of morrowind. The stuff in this is going to be so no lore friendly I prefer it being a forgotten island somewhere on the road for Akavir. It kinda explain the presence of a strange immortal japanese woman-creature and a god only some ever heard of. I can even try to explain with the main quest the rumors of the Nerevarine going to Akavir, we know so little about it I have a lot of room for a story by the way... I'm still making dunes and the esp alone is already at 12-13mb
  14. I successfully moved the entire desert to 323,-73 can anyone check if it conflicts with Tamriel Rebuilt? Also I'm open to name suggestions. Edit2: If you don't have other suggestions I'm changing the name of the desert to Eremos - greek word for both desert and "place where God will appear"... and we have both desert and a god waiting to be found. I'm keeping the name Neptune for the arabian city and I'm going to split it in half: Neptune's Ruins and New Neptune. The names for the akaviri villages are yet to be found.
×
×
  • Create New...