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DwemerHunter

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  1. So I've been working on a little worldspace for myself in the creation kit, and I after placing down lots of objects I've only just realised how the compass isn't facing the way I want it to when I walk into the worldspace. I want the compass to be facing South-East to fit in with the directions of the compass in the Skyrim worldspace, but it's instead facing North. :wallbash: I've heard of North markers for interiors, but the Creation kit doesn't seem to let me use these in a worldspace. I would really like to change the direction of the compass in the worldspace, but I have no idea how. Is there a possibility I might be able to change something in the worldspace settings to change the compass rotation, or add a script so the compass gets set a certain way when the player enters? Thank you so much in a advance, any help is much appreciated! :)
  2. I read on this page that using the script Chest.AddItem(SpecialGemRef) should add an object reference item to my chest, but I'm looking for a script that will add a new item that doesn't exist in the world to my container. Anyone know how this is done? Thanks in advance! :biggrin:
  3. Hi, sorry it's another question from me. I've made a message box but I don't know how to make the buttons do things. I've made an activator and put the following script in it: Scriptname MyMessageScript extends ObjectReference Message Property MyMessage Auto Event OnActivate(ObjectReference akActionRef) If(akActionRef == Game.GetPlayer()) MyMessage.Show() Endif EndEvent But how do I make it so that the buttons make things happen afterwards? I've looked at this but I don't understand it, and when I paste it in my script it fails. Thanks again for help!
  4. Hi, I'm looking for a way to make an object that cannot be removed from a chest. I want the player to be able to see it in the chest, but when they try to pick it up, a message comes up in the corner saying 'You cannot pick up this item.' It's very similar in concept to how the player cannot remove a quest item from their inventory. Is there a way to make this apply so that the item cannot be removed from the chest's inventory? Thanks!
  5. Nice job :thumbsup: Much better that the vanilla houses in my opinion, but that's just personal preference. Edit: any chance you can show us a new gameplay video of the new mainstree/residential, along with the outskirts region?
  6. Hey guys, I thought I worked out how to make a scene work the other day but now it is not working at all. I really want to make a simple scene in a quest, but I don't have a clue how to do it and nothing I try is working. I want a scene to begin when the player enters a trigger cube, but when I enter nothing happens. The NPC's just stand there. I've made the two aliases of the NPC's. They have no ai packages so that cannot be interfering. I added both NPC's to the scene, and made a scene where in phase 1 the two NPC's are supposed to travel to their xmarkers (I set the travel packages on both of them) and NPC 1 is supposed to say something. Then phase 2 is supposed to start where NPC 2 says something, then Phase 3 is the final phase where NPC 1 says something else. I placed both actors in the world and added a trigger cube, then added the defaultstartscenescript and filled all my aliases. I left the preReqStage empty. (I also made the quest that my scene is in "Start-Up stage" on stage 0). But when I enter the trigger cube area nothing happens. I haven't recorded the lines, they have no audio files. Is this a problem. I still don't see why they wouldn't move to their Xmarkers in phase 1though... I REALLY need a good tutorial that shows me how to make a quest scene! Any help will be much appreciated! :turned:
  7. Never mind- I had to add the MyScene.Start() script. Doh!
  8. Hi, I'm trying to make a simple scene where the NPC travels to an xmarker when my quest is at stage 15. I've added the actor to the scene from the alias and added a phase. I then opened the phase and put in GetStage MyQuest == 15 on 'start' so that the phase will only begin if the stage is 15. I then added a new action action, chose package, and chose travel, then selected place to travel. On the 'package scene action' window in the top right hand corner, I have start and end phases at 1, and the actor's name is there too. However when the quest gets to 15 the actor just stands there. The scene doesn't begin. I've tried adding GetStage MyQuest == 15 to the package instead of on the start phase, and I've also tried putting it in the package AND the start of the phase... But it STILL doesn't begin. Why is this? Any help and I will love you forever! :biggrin:
  9. :biggrin: Hi everyone, I want to try and make a new armour set that is a combination of several pieces of vanilla armour and static objects. I'm aware the first step to doing this is importing the things you want into blender, which I believe is done by editing some of the properties of the object in nifscope, but I'm not sure what to do exactly. Then the next step would be physically combining the pieces into one mesh. Does anyone know how difficult this is? When combining meshes into one new armour mesh, do the textures get messed up, or is there a way to make the original meshes keep their original textures? And the final question, do you have to start the armour from scratch again for the 2 different sizes (_0 and _1), or is there a way to modify the armour once you have made it to fit the second body size? Sorry for flooding the forum with questions, but I've never used blender before and I really want to learn how to do it, so starting by just combining items is a good start I think. Thanks in advance people! :biggrin:
  10. I get the occasional FPS drop in areas that have a lot of details or textures, but if I want better I normally turn off the High res texture pack. When I'm palying I have game booster in the background too which helps a little.
  11. For graphics/appearance, I like SMI (Static mesh improvement) and all of the current aMidianborn armour retextures. For gameplay I like fast travel dangers, ASIS and travellers of Skyrim.
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