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Cthorthu

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Everything posted by Cthorthu

  1. Hi! Thanks for answering! That is same to half the NPC speed. They "run slowly", is not nice. Clarification: I am not a native English speaker. I say "run" for normal run (like the player character normal movement), and "sprint" for fast run. I did get the skeletons not to sprint, but anyway I want them to just walk slowly. Sample video (this is the player character with a skeleton costume):
  2. Hi! I've created this mod: https://www.nexusmods.com/skyrimspecialedition/mods/110102 (This mod allows to summon custom skeletons, with custom race based on vanilla human race). I want to make skeletons not run (only walk). I tried: Modifying NPC/race speed. Modifying movement type. Choosing "walk" as Preferred Speed in AI package. Disabling "run" movement in race data. Also assigning a movement type with "0" in all values". Modifying the follow distance (in AI package) to avoid them to run to follow character... Nothing works. Is it impossible to make a NPC only walk but not run?
  3. Thank you very much! I'm definitely going to try that
  4. (I also tried to disable "run" in Move Data tab in the race entry, but it doesn't work)
  5. Hi! I hope someone can help me :) My question is: In the "movement type" entries, how exactly does the data work? I can figure out the meaning of some values, but have unexpected results in game. It's hard to find this info, and the Creation Kit website has no detailed info. Even if you don't have complete info, any help will be welcome. Or maybe a link to a web with this info. The principal purpose is that I want to make a NPC only walk but not run (it's a custom race based on human race). So far I've managed to keep him from sprinting (by try and test without knowledge). Thanks in advance
  6. Very interesting. I'm learning and this is very useful Thank you!!
  7. Thank you very much Ishara! :) I was going crazy looking fot it
  8. Hi! I need a script to make a NPC teammate with player when spawning. I hope someone with scripting knowledge can help me :) NPC is not unique, it may spawn several times. I'm going to add this script to the NPC. I have this (incomplete) script: ScriptName CustomNPCTeammate extends Actor {This script makes the NPC teammate with player} Event OnLoad() xxxxxxx.SetPlayerTeammate() endEvent I wonder if there a reference that calls the actor itself (to replace "xxxxxxx") (Along endless searches in google and bing, I have seen "akActor" several times, and I think this may be what I need, but can't find the meaning of "akActor" and if this can be used in this context, I'm probably completely wrong). Not sure if I need to create this structure (taking in mind it is not a unique NPC): ScriptName CustomNPCTeammate extends Actor {This script makes the NPC teammate with player} ObjectReference property CtCustomNPC auto Event OnLoad() CtCustomNPC.SetPlayerTeammate() endEvent Any help will be appreciated!
  9. Hi! I have a conjuration spell, and I only need the summoned to draw weapon when player does (by default he only draws weapons when in combat). I think I need a property or script on the magic effect, but need to know which property determines this behavior. Thanks in advance
  10. Sphered, this has been a great idea. I had tried it before, with strange results, but thanks to your comment I have made new tests (also with strange results) but I have come a long way. These are my results: Test 1: Copy shader from legs to torso, so they have no skin tint. Result: It works! Now torso have no skin tint aplied. The strange thing is when reloading game, NPC had green color on torso (very strong emerald color, for no reason). But after spawning a new NPC and changing my race to my custom race on racemenu, NPC gone back to normal skin color. Test 2: Copy shader from torso to legs, so they do have skin tint. Result: Doesn't work. Legs still don't get skin tone. Another thing: One of my problems is the pink tone that the game applies by default to the skin parts (when no other color is applied by skin tint). I thought it is caused by the skin tint propiety, but in test1, I discover I was wrong. The game doesn't apply skin tone but still applying pink tone (very noticeably with pale color skin textures). Now I think it must be caused by other shader propieties or normal or specular textures. So thanks Sphered, your comment has been very useful to continue solving the adjustments that remain to be made to my mod :)
  11. That's intetesring but not sure on some points. Some info: My model has 2 NIF files: The head (the mesh as a face part, and also facegen for each NPC). The full body: This file has the upper body, hands, animal legs and loincloth. I removed subsurface textures (_sk) from all these files (and I have to say I accidentally solved the old neck seam problem).Normal maps for body-face-hands was exported by myself using standard formats (and "_n" marking).I also removed facetint textures from head file, so all meshes has 3 textures (_d, _n and _s).This way, the game applies skin tone to head, upper body and hands, but not to animal legs (and not to loincloth). So I want to "have the skill to" choose which meshes get skin tone.
  12. I have made a lot of tests. Meshes set as skintint reacts different to light in game (applied pinkish tone by default). It is very noticeable, even in a custom race with no facegen. And: How meshes are linked to face color? Can I link/unlink a mesh?
  13. Thanks for your reply, but that is not the answer... Torso+legs are one file with several meshes, with no texture sets. I'm pretty sure this is a property of the mesh. All meshes that apply skin tone are set as "skin tint" or "face tint". There are no data in armor or armor addon that forces skin tone. Anyway thanks for you time! :)
  14. Hi! I'm making some custom race, half human half animal, and there is one thing that I can't find: How do you set a mesh to apply or not apply the character skin tint? In my case, animal legs with human torso, the game applies the skin tint to the torso but not to legs. So I need to know how to enable/disable this on each mesh. I tried enabling/disabling the "skin tint" property in NifSkope and in OutfitStudio (replacing that for "default"). Results was: no effect; blue skin (very blue, for no reason); instant CTD (most times). This is a huge X-File for me. Can you help me?
  15. wow YES i'm seeing the light hehe The parts 2 and 3 of the video have all the detailed info I need. It describes the entire process for creating the basic follower dialogs and adding the sounds. It is perfect! Of course modifying vanilla quests was not an option. I will study this to give my follower the voice he deserves. Thank you very much for taking your time. I really appreciate it :smile: Have a nice day!!
  16. I'm lost. Sovrath and Maxarturo, I really appreciate your info, but I have no idea about how to do it. I have some experience with Creation Kit, making armor, weapons, leveled lists, characters with their custom skins, editing races and places... but this is getting too hard for me. I understand your words, but I can't find things like "Dialogue Share Info". The second video has a lot of useful info for making new dialogues from scratch. But I only need that my character utter a growl when you say him "follow me", "wait", "do this" or "need to trade". I found the quest "DialogueFollower". I tried to duplicate it, but the duplicate has no topics. So it seems to I have to make all basic follower dialogues from scratch, and then assign the effect of recruit, wait or open barter menu (maybe using scripts in the topic info window?). Is this correct? There is no way to use vanilla dialogue with a new voice sound?
  17. Hi! I need to create a voice type, but I don't know how to start. I want to duplicate a basic voice type (for excample, "male brute") and simply replace audios with my custom records. I need it for a custom follower. He doesn't need custom dialogue, he only needs his own voice (mainly growls). I know this: The voice type entries has no dialogue or audio data. They seems to work as a keyword. The voice lines are created in quests. The voice type defines the dialogue options (so I want to duplicate a vanilla voice type with basic follower dialogue options). But I don't know: What entry (quest?) do I have to duplicate to make a copy of the brute male voice type? Any help would be appreciated :)
  18. TyburnKetch, your fear is justified. Accidentally I updated to 1.6, and game didn't run (was stucked on first black screen), probably because of my intrincated load order. Thanks to the "downgrade patcher" I managed to restore the game. My first recommendation is to make a backup of the entire "Skyrim Special Edition" folder. If you make a backup, you will no regret. Said this, your issue is not so hard: New plugins may not work with older game versions, but old plugins will work with newer game versions. If you make a mod for 1.5.97, it will work with 1.6 SE/AE (except some mods based on Script Extender). It may have some minor incompatibilty, but this is how it always was. Should you upgrade to AE? Upgrade if you want. The question is: Do you want? I think upgrading is a good decision for not modded game, but in modded Skyrim you will loose important content if you upgrade to 1.6. My think: Make and release your mod in 1.5.97, it will probably work for anyone. If you "upgrade", it may not work for 1.5.97.
  19. I'm interested on playing a modding 1.5.97, so probably I'm going to make a backup of "old" Creation Kit Thanks for your response!
  20. Hi! Creation Kit have been released on Steam. This is good news. But good news are always bad news when talking about Skyrim updates. I'm wondering: This new version of Creation Kit is fully compatible with Special Edition? Is it created specifically for the Anniversary Edition? Anyone created plugin will be fully compatible for Special Edition in addition to Anniversary Edition? There will be any issues related with the difference between SE and AE? Links of interest: Skyrim Special Edition: Creation Kit (Steam): https://store.steampowered.com/app/1946180/Skyrim_Special_Edition_Creation_Kit/Creation Kit Downgrade Patcher (Nexus Mods): https://www.nexusmods.com/skyrimspecialedition/mods/67096 Any comment will be appreciated Have a nice day
  21. Vale acabo de descubrir que realmente hay un gato llamado Mordisquitos en el juego jejejeje Genial referencia a Futurama :)
  22. Anyway, if the weapon is a submachine gun, if fires pistol ammo. Automatic carbine >>> Uses rifle ammo >>> It's an assault rifle Automatic carbine >>> Uses pistol ammo >>> It's a submachine gun So, there are two options: If uses rifle ammo: Weapon must be recategorized to "assault rifle" (but this way it will have inconsistencies because having noticeable less damage per shot than other assault rifles).If is a submachine gun: Weapon must use pistol ammo. There are also special cases, compact carbines that fires small sized rifle ammo. This weapons are called PDW ("personal defense weapon") but there are still very rarely nowadays (and this category would require a new ammo type in game...).
  23. You can use the "high poly" bodies on Nexus as reference to find the character model
  24. No more no less. This is necessary. I tried, but I don't have the modding skills to do this... yet
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