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BrotherBob

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Everything posted by BrotherBob

  1. In response to post #10411475. #10411755, #10411811, #10411839 are all replies on the same post. Actually, something weird happened. I opened my browser and went to the Skyrim Nexus and had been apparently logged in as another member (i.e. the page read [so-and-so]'s account, with [so-and-so] actually being someone's username). I was too freaked out to try to post something and see what the effects might be, since it would just be wrong to do so, so I logged out as quickly as I could and logged back in as myself.
  2. I was having the same problems with the BVFE_Serana.esp plugin, so thanks for this! I would imagine that similar issues would occur for other custom and standalone followers, so this would be the go-to remedy.
  3. I'm not sure about the chests. As for the "To Skyrim" problem, the door actual has to be linked to the outside Skyrim worldspace for that to happen. For the leaning on walls, I'm quite certain tha NavMeshing is important, as well as ensuring that the NPC has an AI package that allows for that special animation.
  4. Using trace statements, it appears that the Projectile part of Event OnHit is pretty much useless. It always returns None. egocarib suggested the following on another forum: I'm just reposting in case anyone needs help with that.
  5. Sorry, that's part of a Magic Effect that is attached to the Actor, not the Projectile. I just didn't include the first line. I'm just wondering why it won't work. I figure that if I can get this script to work, I can get another of my scripts to work, which is much longer, but I can upload it if anyone is interested. Incidentally, it involves using Silver projectiles against vampires.
  6. If you're doing it properly, I don't see how it could screw anything up.
  7. Since nobody has said anything: I would start by making a new Projectile an importing your work into it. Then, I would edit the Projectile to have the Speed, Gravity, etc. that is desired. Next, I would use those tutorials that explain how to create new spells and use them to create a custom spell that uses the new Projectile.
  8. I created a new Actor and gave it an Ability. The Ability consists solely of a MagicEffect with a script attached: Projectile Property SteelArrowProjectile auto Spell Property SpecialSpell auto Actor Target Event OnEffectStart(Actor akTarget, Actor akCaster) Target = akTarget endEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if akProjectile == SteelArrowProjectile SpecialSpell.Cast(Target, Target) endif endEventDespite properly setting the properties, the Actor never casts the spell when hit by a Steel Arrow. Am I doing something wrong?
  9. I had similar issues, so I went poking around the Nexus and decided to take a shot in the dark and install this. It fixed the issue for me.
  10. How would I go about finding the resolution of the lip textures?
  11. Make a new .esp file that is dependent on the two other mods. Here's a thread for that. Create a new faction and add all of the zombie races (from the two mods) to that faction, and you should be done at that point.
  12. The Creation Kit won't allow you to use a .esp file as a Master for another .esp file, unless you use a workaround.
  13. Perks don't show up in Active Effects. If you want something to show up, you could create a dummy Ability (with any necessary Description) and have the script add it to the user.
  14. You'll probably get a faster answer from testing it yourself rather than waiting for a response. Try the command: player.setav speedmult x, where x is 100 by default and lower values will decrease speed.
  15. Don't thank me. I had that very same problem while making my latest mod. Luckily, LP1 responded to a thread I made and gave me that tip.
  16. Perhaps your NMM is not configured properly so it installs the files in the wrong directory. Navigate to your Skyrim install folder and look into the "Data" folder. If the .esp files and textures and meshes, etc. are not appearing here, that is the problem.
  17. Try this: Quest Property MyQuest auto int Property CompletedStage auto int Property NewStage auto Event OnRead() MyQuest.SetObjectiveCompleted(CompletedStage) ;if you needed a quest objective to appear to be completed MyQuest.SetStage(NewStage) MyQuest.SetObjectiveDisplayed(NewStage) ;if you want the objective of the next stage to appear in the journal endEvent
  18. If this is for a quest, here's what I would do, because the CK is just weird: - Where you would probably want to start writing and compiling your script, just write: ;stuff I am going to type in later- Then, hit compile and a new script should appear on the right side of the screen. Now, you can select that script and add some properties. Note that if you attempted to add a property manually, the compiler will go berserk and will refuse to do such a simple thing. You'll want to add a faction property. - Now go back to where you typed ;stuff I am going to type in laterand replace it with Game.GetPlayer().AddToFaction(TheFactionPropertyThatYouCreatedEarlier)and compile.
  19. http://www.youtube.com/watch?v=ECryUnMljEU Maybe that will help.
  20. To add a downloaded mod from the Nexus to the NMM, you don't have to do anything with WinRAR. You just click "Add Mod from File" and locate the file that you downloaded. Then you select it in the NMM and activate the mod.
  21. The problem with doing a replacement is that same file is used for about a dozen other explosions, so replacing it would not exclusively cause a change in the Fireball explosion, which was the desired result.
  22. You'll have to find the Fireball spell and the Magic Effect that is associated with it. There will probably be 2 Magic Effects, but the one we're concerned about is not the Hysteria effect. Under the Fireball Magic Effect, locate the "Explosion" field. You'll have to locate this explosion in the CK and edit its "Sound 1" and "Sound 2". But, since you want some custom sounds, you'll have to convert them to .wav files and put them somewhere in your Data folder. Then, you have to create Sound Descriptors referring to the custom sound files. Finally, you can edit the explosion's "Sound 1" and "Sound 2" to refer to these Sound Descriptors. Sounds lengthy and difficult, but it's not really if you understand what you have to do.
  23. About 2., for most mods, there will be many "download manually" links. It is the user's responsibility to determine which files to download, often based on the information in the "Descriptions" tab.
  24. If "Download with NMM" is not working, try downloading manually. Navigate to the "Files" tab of a mod that you like. Click "download manually", and choose the server closest to your location for the best download speed. From here, I recommend that you create a folder that is specific to your downloaded mods. For example, in my installation of Skyrim, I have a folder called "Mods". The game itself will not interact with this folder and the files inside in any way. Move all mods that you download manually into the folder. In the Nexus Mod Manager, there will be an icon that allows you to "Add Mod from File". When clicked, navigate to where your downloaded mod is saved and open it. Now that the mod has been added to your collection, install it as you normally would through the NMM.
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