Jump to content

overdev

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by overdev

  1. Dont know if you still have these issue cause the post is a few months old. EnderalEdit is for the classic non-Special Edition of Enderal. You need to use SSEEdit (or EnderalSEEdit, doesn't make a big difference), just copy it inside the Enderal Special Edition folder. Same with the Creation Kit, it needs to be installed or the files copied over to the Enderal SE folder. If you try to use CK SE Fixes then you need to downgrade the CK if you use it from Steam, otherwise it won't work. Otherwise there should be no issues with it, even without a special ini for the CK it should load the ESMs of Enderal SE. I would recommend to always load the Enderal - Forgotten Stories.esm Is there an error or any type of message why it fails to load the plugins? With CK SE Fixes installed you should have a seperate log window if you run the program.
  2. Hi I need to modify an existing custom animation but the issue is the export. blender 2.92 with the ported niftool addon doesn't properly save the modified animation as a .kf file. the file is much smaller (2 KB instead of 7 KB), creating a new scene, importing skeleton and animation doesn't show any animation at all. Is there any setting I need to change? Everything I've done is "export .kf only". I also tried this ancient complete package of Blender with old nif tools: https://www.nexusmods.com/oblivion/mods/42755 When I import the saved kf file into the new blender the animation works except it seems like one arm doesn't move but it does nothing ingame. Is there any proper way to save those kf animation files?
  3. is the solution really that I have to create a custom skeleton for each scale? especially for heights bigger than 2 isn't there a proper solution how to fix the hit detection?
  4. Hi :smile: I created some navmesh for a tower cause all of the area had a navmesh (it's the south quarter of Ark in Enderal at the myrad warden/keeper) except the tower itself. Also I created a new actor with a simpel "follow player" package. With the created navmesh he doesn't want to enter the tower liek he doesn't see that there is a way to enter it. He looks for a way around it. Without the navmesh he is walking into the tower without any problem. Yes I clicked on "finalize navmesh". There is no collision in the way, a marker or anything. Also like I said without navmesh it's working. In an other worldspace the same tower is used with navmesh and it's working. I also tried to change the gameplay settings "fSandboxCylinderTop" and "fSandboxCylinderButtom" from 100 to 576 (for bottom of course the negative value). I really don't know what to do. All I want is to place a bed on top of the tower that the actor can sleep in it. Thats the whole reason Im doing it. But I have the same problem when I test it with a sleep package. "follow player" is just a quicker way to test all of the stuff. I made a short video about this issue and Im showcasing pretty much everything. https://www.youtube.com/watch?v=AMUd0Cm_wqI /edit I edited the cover edges now and the npc is following me but when he should go to bed he still cant pass the entrance of the tower.
  5. so how do you do that in 3ds max? cause I still need to "link" it to the normal animations somehow even if I rig it in 3ds max.
  6. Hey :) I created a blanket for a creature (cow-like). Now it should move with the animations of the creature. It should move like an armor. I tested some things like copy over bone weights in outfit studio from other parts of the create but that only deformed the blanket. If I create empty NiSkinInstance (or a BSDismemberSkinInstance doesn't really matter), NiSkinData and NiSkinPartition but then the blanket disappears. Can someone help me with that?
  7. hi Im trying to display the current value of a skill level in an item description or as a seperate text below the item description in skyui. afaik thats almost impossible and only doable with swf interface edits but I cant find any information how to do stuff with that in the internet. only that I can open swf files and look at them and change stuff. well I dont know how I get variables with the SWF file from the game and display them. Frostfall did get some variables from the game and displayed it in the itembox in the inventory. Or is there any other way to do this. Also I cant find any helpful stuff of skse that would help me with that. I know basic programming stuff (basic knowledge of C#) it should be a small mod for the total conversion Enderal
  8. I use cat kingdom (cat mod for skyrim classic) their cats are based (behavior-wise) on the sabrecat actors. atleast from what I can see but use their own model. they are lying down the whole time and that stops the AI packages for some reason. or the priority of the lying down behavior is more important than the ai packages I added an AI package to the cat to follow an actor but the lie down behavior has a higher priority it seems. so how do I stop it ? Ive read there is a behavior graph but I have no experience with that and I dont know if these are just for combat. I removed the script that was on the cat actor and the AI package they were meant as followers for the player. all I want is to use them as followers for npcs I already asked the mod author of cat kingdom he is online the whole time on nexus but didnt gave me an answer after a few days.
×
×
  • Create New...