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About OminousVoice
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OminousVoice's Achievements
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Hi all, I'm currently trying to modify the existing FireStormHandEffects.nif for use as an art file for a weapon enchantment. Thus far I've sucessfully managed to change the colours/textures, postion the emitter, get the flames pointing in the right direction, and have it function perfectly in game. All of this from trial and error in NifSkope, as I am a noob when it comes to particle nifs. This issue I'm having is because this is for a battleaxe enchantment, I want the flames to emit from across the whole axe head and not just the middle. Originally i wanted to change the shape of the emitter to stretch across the axe head, but I couldn't see any way of doing that. I figured the next best way to do this would be to add extra emitters. However I can't seem to get it to work. I tried simply duplicating the whole nif block and repositioning the nodes. I then tried duplicating the nodes within the parent branch. Neither worked. I think it has something to do with linking each emitter node to NiControllerManager and its hierarchy. it seems it can only deal with one target NiParticleSystem at a time. I can't duplicate NiControllerManager without NifSkope throwing up an error. Does any one how I can achive what I want i.e getting the flames across the axe head? is there a better approach?
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Summoning a portal with a destination menu
OminousVoice replied to OminousVoice's topic in Skyrim's Skyrim LE
I was thinking about using a talking activator and using the dialogue menu, just like the carriage drivers. But as I mentioned, my scripting skills aren't up to scratch. I think I may have to make some sort of quest, but quest scripting confuses the hell out of me. -
I have a challenge ahead of me. I'm attempting to create a summonable portal with a destination menu. The portal nif I'm using is the Sovngarde portal with all it's animations. And the destination menu needs to be dependant on discovered/quest locked locations (i.e can't go to the Forgotten Vale unless you discover it first). Basically it's a Bifrost bridge to various worldspaces. So, what I need help with is; 1. Altering/rewriting the current sovngarde portal script to play it's animations upon being summoned/effect end. 2. Creating a destination menu with dependencies. My scripting skills are meager so any help you can offer would save my bacon and earn you a credit on the mods release.
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https://www.nexusmods.com/skyrim/mods/28428
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Can anyone help me figure out what's going on here? This is my earliest save, fresh out of Helgen, no animation mods installed at that time. The problem appeared after installing Magic Casting Animations Overhaul SSE. I followed the installation instructions (they weren't particularly clear) and everything seemed fine until I noticed my characters left arm. Whether I equip 1h weapons, magic or staves in the right hand, the left arm will assume the above pose, even while walking/running. So I tested to see if the problem was pervasive. So I deactivated all animation mods, including FNIS, and loaded a save from before they were installed. The problem persists. I'm using the latest build of Mod Organizer 2 (2.0.8.3). Mod list available on request.
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SSE Fast Respawns And Rich Merchants
OminousVoice replied to earendurseregon's topic in Skyrim's Mod Ideas
This mod contains just an .esp and looks like it only edits settings/values and not world objects, it should work straight out of the box, no porting required. No harm in trying it (making a backup save first of course). -
The advantage of a 64bit .exe is massively increased stability. 32bit Skyrim can only use up to 4gb of RAM. So when your game is heavily modded the game has keep swapping textures, meshes etc, in and out of the RAM to keep up. A 64bit .exe can use much much more than 4gb RAM and can load everything it needs in one sitting. Over time as the mod support continues to grow, and things like SKSE and ENB become available, you'll start to see old favourites like SkyUI and SkyRe ported over, plus maybe even more ambitious heavy duty mods that simply wouldn't be possible on 32bit Skyrim. It's early days, but the future looks rosy.
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Porting them? No. Fallout 4 and Skyrim use different skeleton rigs for animations. Even if it were possible, porting assets from one game into another, even if both games are from the same studio, is against the terms of the EULA and a big no-no. The only option really is to recreate the Fallout 4 animations from scratch for Skyrim.
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Alrighty. I could enter the Battlehorn Castle Great Hall prior to purchasing the upgrade from the dude in the IC marketplace. After purchasing I get an all expenses paid trip to the desktop each time I try to enter. I can still get into other areas of the castle via the back door, but as soon as I try to enter the BattlehornCastleGreatHall cell it's CTD time. I've checked for conflicts in TES4EDIT, checked my load order in WryeBash and nothing seems amiss. I can't figure it out. Load Order:
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For some bizarre reason Slow Time is doing the very opposite of its stated effect. I've thoroughly checked every plugin I use for any conflicts, Not a single one touches the Slow Time shout or the Slow Time magic effect. I even did a bit of testing. It would seem that the effect is being applied at the wrong magnitude. The 1st word of the Slow Time shout has a mag of 0.3. However using the sgtm command to compare I found it was applying a mag of 3.0. The trouble is since the slow time effect is a hard coded effect archetype, there's no way to fiddle with it. I'm at a loss, any help would be greatly appreciated. EDIT: Aha! I found the guilty plugin. It was Balanced Magic. Strange though, as it doesn't touch the slow time effect at all. I guess I'll be stuck with vanilla magic for the time being.
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Script to detect kill move during knockback effect
OminousVoice replied to Haugerud15328's topic in Skyrim's Skyrim LE
http://www.nexusmods.com/skyrim/mods/21493/? This should help. -
"Gein Wo Thu'ul" said Tordin. "'One Who Thunders'. The dragon tongue never did have an accurate translation for 'Thunderer'." The translation was as much for his companions as it was for the dragon. The Nord stole a quick glance back at the airship. The prospect of returning to the air turned his stomach. He glared back at the dragon. The creature would deny its slayers its soul, thus allowing its possible resurrection by Alduin. This did not sit well with Tordin. However this exchange may prove a fruitful case of 'know thine enemy'. "Zu'u aal ni kuz hin sil, nuz Zu'u fund lost hin for. (I may not take your soul, but I would have your name.)"
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"Mercy is a noble trait, but rarely found in dragons. Believe me I know all too well." said Tordin, directing his voice toward the retreating Abdul, but his eyes never leaving the dying dragon. "However the the dragons death is inevitable, either by a final blow or injuries already sustained. The question at hand is what is more merciful? A quick death, or a few more agonising moments of life?" Tordin sheathed his hammer, but kept his shield raised. He refocused on the dying beast, which at this point was struggling to remain conscious. He spoke to the creature. "Zu'u mindok hin sahkren, dovah. Fen nii nok ko hin undaar getiid?(I know your tongue, dragon. Will it lie in these your final moments?)" The dragons eyes opened slowly. Its gaze focusing again on Tordin. This mortal was more fluent in the dragon tongue than any it had encountered in this age. The beast spoke, it's rasping voice weak yet still resonant. "Zu'u mindok pogaan truk, joor. Zeyda ol hi mindok dii sahkren, Zu'u mindok soven do dovah haar. Pah Zu'u qiid los fah zinaal dinok.(I know many things, mortal. Just as you know my tongue, I know the secrets of the dragon priests. All I ask is for an honorable death.)"
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As the Jazeera landed, Tordin took the opportunity to slide down the mooring rope. As his feet touched the ground he took a moment to calm his nerves and thank the gods he was on solid earth once more. An ominous growl snapped his attention back to task. The grounded dragon was just a few dozen yards away. He unsheathed his hammer and unslung the shield from his back. He spotted Raj descending from the Jazeera. Tordin moved closer to the injured beast, raising his shield and adjusting his grip on his hammer. The dragon was gravely injured to be sure, but it was still dangerous, if not more so now. It could still use its Thu'um to devastating effect. Tordin heard Raj's call for a net. He figured he'd give Grella time to load it and the dragon something to concentrate on. He slammed his hammer against his shield, emitting an almighty clang. Little arcs of lightning leapt from the point of impact. The dragon's head swiftly swung round to the source of the sound. "Luft zey, dovah!" ("Face me, dragon!") Tordin barked. "Duziir joor!" ("Insolent mortal!") The dragon hissed in response.