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About PsychoSlammer

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Skyrim SE
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SSE scripting made easy.... HA
PsychoSlammer replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
Dylbill can i message you? im having problems with that script you posted. they are not respawning. i took a break from this mod to work on other things and am back to it again so im back into retard scripting mode again lol. but i created 20 npc's 10 good and 10 bad. placed the bad into a "leveledCharater" and the good into another one, then created agood and bad actor that uses those as template. i really wanted say like 5 of each to spawn when the player enters a trigger box and then they despawn when the player leaves but i cant even get a trigger box to work properly lol. my CK wont create one i have to create a "multiboundmarker". so my other idea was to have them spawn only for a couple hours then despawn, but during the time if the die they respawn another npc from the formlist i created with their names in it. so they wont be duplicates. and once i get that working i will place these boxes all over the lands so their battles can be seen not in just one spot. -
SSE create MCM to change "armoraddons"
PsychoSlammer replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
that dont work because when one turns to a VL that is their race. they are nolonger a nord or breton or whatever. -
SSE create MCM to change "armoraddons"
PsychoSlammer replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
what i am trying to do is, for my VampireLord ReVamped mod i am trying to make it where if the player is Argonian or Khajiit then they would just select that body mesh in the MCM instead of having to use multiple esp files. BUT i am no good at scripting. -
SSE create MCM to change "armoraddons"
PsychoSlammer posted a topic in Skyrim's Creation Kit and Modders
got this "armor" property that has multiple "armoraddon" sets. could an MCM be created to change those in game? say like Body armor that uses 3 (feet, hands and body) armoraddons but there are 9 AA's for different conditions so i would want to change the "set" in game. multiple "armors" can not be made as this is a vanilla item and has over 100 uses including one race. i have tried to search at maybe using "conditions" but i really am retarded at trying to google things i guess :D -
SSE scripting made easy.... HA
PsychoSlammer replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
well if you have any idea how to manipulate the critter script then please let me know :) its the tags like iMaxCritterCount and OnCritterDied and more than has me confused. -
SSE scripting made easy.... HA
PsychoSlammer replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
i been trying to manipulate the "critterspawn.psc" script to work as it is what i really like. it will spawn multiple at certain times and then once its over they disapear. but figuring out what to change the values to like "iCurrentCritterCount" and "iMaxCritterCount" im assuming its not possible without just rewriting the whole script. -
SSE scripting made easy.... HA
PsychoSlammer replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
thanx for the replies. that helped to get the time working, but if i were to place the NPC in multiple areas around Tamriel would this kind of script be a performance hit on the game? thanx for the wiki tut, theres soooo much i am wanting/trying to learn just a bit hard as i read. im a hands on kinda kreepo when it comes to learning, just wish there were like "multiple choice" and "press this if you wanna do that" type things in scripting HAHAHA. anywayz, thanx for the help :) -
ok so i have been bashing my head against the computer for a while now trying to figure out how to script, watching tutorials till my eyes bled and reading on wikis and yuckies and wookies but none seem to be clicking as to what im trying to do. i have 10 bad guys and 10 good guys, i created LeveledCharacters Badguys and Goodguys and then placed 10 guys into each. then created 2 "actors" that are using the LvlCharacters as templates (cant seem to figure out how else to place them into the world). added this script to the two "template" Actors and it partially works. they spawn one after another and the bodies disappear when they die and respawn YAY! BUT i was trying to get it to happen at certain times of the day, well that wasnt working. so would it be better to place markers and have them spawn at certain times of the day OR to add triggers that when the player enters the npc's will spawn? i am thinking to just add triggers all over the place so when the player enters 5 from each LeveledCharacters (i created two factions and made them enemies) will spawn and they will automatically start fighting then when the player walks out of the trigger box they will all despawn. so i will remove the time script from here but i dont know how to add into it to spawn at least 5 npc's. Scriptname mbrespawn extends ObjectReference ActorBase Property ActorBaseProperty Auto Int Property SecondsForRespawn Auto GlobalVariable property GameHour auto { Make this point to the GameHour global } float property fStartSpawnTime = 6.0 auto { The Time after which this spawner can be active} float property fEndSpawnTime = 11.0 auto { The Time before which this spawner can be active} Event OnDeath(Actor akKiller) Utility.wait(SecondsForRespawn) Self.PlaceActorAtMe(ActorBaseProperty) self.disable() self.delete() Self.DeleteWhenAble() endeventagain, i know nothing on scripting and am trying to learn but english is the only language i know :sad:
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heres what i have done: created race and NPC's of this race. they are human BUT i dont want them to use any of the default animations so i took the "deafaultmale.hkx" and "defaultfemale.hkx" files from "\characters" and "characters female" folder, edited them removing most of the animations from the list and changed the "numelements" count to match the animation count. then took the deafaultmale/female files from the main "characters" folder and edited them to point to my custom race. all are in the "actors\customrace" folder and Creation Kit now sees the animations when previewing the npc's but will not play. in Creation Kit, "gameplay" tab then "animations" my race is in there but there is nothing under them, so i copied the 0_master.hkx from the characters default folder and placed it in my races "Behaviors" folder thinking that maybe it would add all the animations itself, but nope. so my main question is am i on the right track here? is there a way to copy the character\Behaviors\0_master.hkx to my custom race? or am i going to have to insert a "child" line for everything? OR is there an easier way of going by all this?
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- custom race
- animations
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SSE Looking for twisted partner...
PsychoSlammer posted a topic in Skyrim's Creation Kit and Modders
i am looking for an individual that has some scripting knowledge, or modeling knowledge, or is just plain twisted and dirty to help with or team up with modding, creating and or converting. must use 3BBB and BodySlide and have crazy hours, discord is a plus. but i have a couple mods im creating and could use a second hand in or at least a tester that is on here when im on here which is usually when every one else in the US is asleep :smile: questions? just ask.- 1 reply
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SSE Headless Horseman
PsychoSlammer replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
thats what i fingured when i was looking over it. im trying to copy his scripting for a mod im working on but gawd damn theres alot going on there that im not totally understanding lol. but i think ive abandon his and just going to do something simpler for my mod. :( -
HOW is the Headless Horseman implemented into the game? he has random spawn points between 10pm - 4am but i cannot player.moveto his RefId any times. trying to look through his Quest WeRoad12 but none is making sense as to how he gets into the game. am hoping that someone has done some edits on him and knows a few things.