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PsychoSlammer

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Everything posted by PsychoSlammer

  1. 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.
  2. that dont work because when one turns to a VL that is their race. they are nolonger a nord or breton or whatever.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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 :)
  8. 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:
  9. right click on anim folder and look at file count in properties. i "cut" and "pasted" one of my heavy anim mod folders out of there so i could work then pasted them back. then decided i dont play anymore cuz always working on mods so i just uninstalled a couple :)
  10. HA! damn the animation count... thank you Jinxxed0 for figuring this one out. wondering if we could tweak the ini a bit to allow for a higher number... :)
  11. 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?
  12. i have changed the scale through skeleton.nif as well as the high location of a race. the issue that i am having is to click them to speak to them one has to point downwards and way off from their body so i need to figure out how to adjust that spot.
  13. 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.
  14. ummmmm, are you sure you read the "how to's"???
  15. 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. :(
  16. 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.
  17. heres one for ya all! when AbGhostStorm is applied to an NPC in game everything looks fine but when applied to an NPC i created the hands, face and feet are darkened. all flags in Nifskope are the same i cannot find a difference between the body parts in CK or Nifskope. but whats also odd is the feet which are part of the body are still darkened which makes me think its a nif issue. anyone got an idea on what could be causing this id love the help :smile:
  18. you would have to take a flame image in photoshop, create an alpha layer, black out what not to see then create a plain in 3ds using the image then add that to the armor in OS then in Nifskope you would select the flame and create a "extra data list" then add either a NiFloat Data or NiString Data and set a time frame, a frame count, figure out the direction of movement and blah blah blah. im not good enough to explain much but one could open up an already made armor piece and look at how it was made and learn from there.
  19. hey thanx, i did already get it done. i found a short script that i placed on the follower and does not require the item to be in inventory.
  20. Add the mods to the block list then rerun asis. And if you want asis to use them then maybe rerun after unblocking. But I think a patch will be needed.
  21. this armor set i created for my follower, i only want the helm to appear during combat. is there a small script to add to it or do i need to create a quest and script it?
  22. if you are saying that your mods are giving Serana the black face then install "LooT" and run it. usually the black face is due to multiple mods changing the "facegen" of that npc or ones load order is wacky.
  23. Kinda a "modding" question. But to answer, you would open the cbbe body, hands and feet and the armor up in outfit studio (not all together) then "save as" and change the names, change the"shape data" folder name, change the nif names, change the bodyslide data name, change the"output" folder address to match where your follower is located. Create a group through BS then add all your files to it. Just remember to make your body and armor point to the _1.nif files in ck.
  24. Am wondering if anyone would have time to test out my esp and let me know if the markers are working or what am I missing.
  25. my Aliases are set to the npc's as "uniqueactor" but i dont know how to figure out the conditions. i been trying to find somewhere that explains what they are and do.
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