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imfamousfoofy

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  1. Unfortunately it did not work. :sad: I rescaled both the skeleton and the mesh and changed the actor size to 1.0000. I also played around with the race scaling and then the actor scaling but to no avail. :confused: I thought it was a good idea. Thanks for the reply. :smile:
  2. Hello fellow modders!http://www.loverslab.com/public/style_emoticons/default/biggrin.png Alrighty then; so I am working on a custom imp follower mod and I have hit a bit of a snag.http://www.loverslab.com/public/style_emoticons/default/undecided.gif She uses a custom model and skeleton model based on the fire atronach skeleton. Now as per the size I want the imp, I had to decrease the actor's size on the creation kit to about 0.3000 from the 1.0000 default. When I did this the imp, who was floating like a fire atronach, decreased to the perfect size but asher size decreased, she got closer to the floor. At 0.3000 she is so low she clips with the floor and head tracking does not work well.http://www.loverslab.com/public/style_emoticons/default/sad.png In order to fix this problem I went into the skeleton.nif file and increased the z translation to 250.0000 which fixed her in game and put her at the perfect height.http://www.loverslab.com/public/style_emoticons/default/laugh.png But as I did this I introduced another problem.http://www.loverslab.com/public/style_emoticons/default/dodgy.gif Even though she is floating in the air her activator is on the ground, like if she was still down there. She is at player face height, but you you walk up to her she looks up at the sky like if she was still on the ground and the head tracking does not work well. Also when you are going to activate her to talk to her, you have to look at the ground below her in order to find the activate her prompt.http://www.loverslab.com/public/style_emoticons/default/sad.png I apologize for the long topic, but I wanted to provide as much information as possible. I am looking for help solving this problem. As far as I can tell, I either moved the wrong bone, or I need to move something else. I have attached the skeleton nif I am currently using. These are the edits I have tried. The first edit is the current one I am using that puts my follower at the perfect height. The second edit was an attempt to fix the activator issue, after it did not work I deleted the second edit. I am not sure if this problem can be fixed with a nif edit or not, so please let me know if you can help.http://www.loverslab.com/public/style_emoticons/default/smile.png 1. The skeleton currently only has this current bone edit: 4 NiNode translation Z 250.0000 2. I have tried this edit, in conjunction with the above edit and by itself but to no avail: 0 BSFadeNode translation Z 250.0000 If you read this far, Thank you for your time and I hope you can help. http://www.loverslab.com/public/style_emoticons/default/biggrin.png -ImfamousFoofy
  3. Hello \ (*o*) /. I am posting this to ask help from the modding community on a problem that is annoying and has very little information documenting a solution. Hopefully with your help I will be able to not only complete my mod but help many others in the process(I have seen many people ask about this problem). Ok here goes. Even though I am working on about 20 different Custom Mounts, for the sake of making this easier I am attempting to fix this problem for the Wolf Mount I have made. The problem in question is that when riding a Custom Mount in the water the mount swims but the character either runs in mid air above the mount or swims in mid air above the mount. Then when the shore is reached the character stays in mid air, so one must dismount and then remount. I am having quite a bit of trouble getting swimming to work. I have tried adding the swims check box in the mounts race. I have tried adding swimming in the movement data in the race. I have also tried adding a condition directly into skyrim's animations tab, that links swim state directly to the actor mount but all to no avail. PLEASE HELP ME!!!! I have been trying for a few weeks and I can't get it to work. I have tried downloading other mount mods and looking at the source files to see what the author has done and I have also tried messaging a few people but to no avail. Thank you for your time. -ImfamousFoofy
  4. Hello I am trying to make a spell that locks containers and doors. I need to create a script to achieve this but alas I am not good with scripting. Can someone please help me? I want to create a spell that when cast, it gives the player a few seconds, lets say about 5 seconds, to activate a container or a door. Once you activate it a menu should pop up asking what level lock you wish to use from novice to master. The player can then select the lock level they desire and thats it. Another way that honestly I would prefer is that instead of the 5 second countdown to activate something; the spell could be a toggle spell. So once cast any containers or doors you activate will ask you, what level you wish to lock them. Then once recast the effect will toggle off. Thank you for your time and hopefully your help. :) Sincerely, Foofy
  5. If you are comfortable using the console, you could just select the mannequins you wish to be female and type "SexChange" without the quotes. It should allow you to change the mannequin's gender. This way you do not have to install another mod. Hope this helps :)
  6. Hello I am trying to get a water dripping effect on a weapon, similar to the effect from the wet and cold mod where water drips from the body. The weapon itself is a scythe I modeled and it is meant to be imbued with the power of water. I would like to incorporate the water dripping effect but, I would like the effect to be permanent on the weapon, not conditional if the weapon is wet or not. I would like it to be like an enchantment. However I fear that this is something that would most likely require a script. I am alas stuck and I am begging someone to help. I have been working on this mod a long time and now this is a major snap for me. I even have voice acting done, so if the weapon doesn't drip it will ruin the whole mod. Someone please help! Thank you for your time and hopefully your help. :smile: P.S. I am also in the process of creating a power attack projectile that fires from the scythe. The attack will send out a wave of water. The normal attacks might create small splashes of water. But for now one step at a time.
  7. Well, That was fast lol. Thank you good sir. And you are so right, this is the definition of lucky. :)
  8. Hey I have been looking and I can't find anything about this so I thought I would put in a request. Can someone please make an armor based on the Breton Archer Armor From the Elder Scrolls Online? The armor is not included in the game and even when splicing multiple armors together the armor can not be made in game. And since ESO is a well, lets just say that everyone I know who has skyrim and played ESO has gone back to skyrim. I think it would be awesome to have this armor in skyrim where armor actually looks good. The armor would have to be made from scratch but it is honestly a well worth it endeavor. It is an amazing armor and it would complete anyone game. I myself use multiple armor and clothing as I roleplay and this would be perfect for when I start the Dark brotherhood and the thieves guild again in my current play through. Someone please make this!!! Here are a few links that lead to pictures and videos of the armor. http://www.youtube.com/watch?v=XH9fCA3dmGc <----Cinematic trailer, armor is seen at 2:15. http://theskyrimblog.ning.com/photo/breton-archer?xg_source=activity http://forums.elderscrollsonline.com/ <----top right of page http://skyrimforums.org/sf/threads/the-era-of-evil.42442/ <-----Picture is found when scrolling down a little https://www.google.com/search?q=breton+hero+armor&biw=1920&bih=965&source=lnms&tbm=isch&sa=X&ei=6t09VLm9KpKWgwSO7ICABw&ved=0CAcQ_AUoAg <----General search on google P.S. @Nexus, if this request is in anyway a breach of rules, I apologize, as that is not my intention and as I right this I have no willing knowledge that this post or the links break any rules. If I am mistaken please take down this post, and I ask to not get in trouble. Thank you for your time.
  9. Can A Moderator Delete This Topic Please. I Can't Figure Out How To Do It.
  10. I had the same problem. I have werewolf mastery and PLRT. When I changed werewolf mastery to have non hostile wolves, all the npc's from PLRT were hostile and tried to murder me on sight. As soon as I changed it back to default Hostile wolves. They stopped wanting to kill me and were unaggressive. I do not know if it matters but I also have non hostile npcs on. So again hostile wolves on and non hostile npcs on. This gets the npc's nice. Hope this helps.
  11. Ok so I am working on a huge mod, and again I have hit a snag. I have a new custom house that I have created and a new huge exterior. What I want to do next is add Hearthfire Functionality to the house so that it can be one of the choices to either move your existing family to or to tell Constance at the orphanage where you will be living. I want to make it so your family will live there and interact with the house. I have already added a wing to my house that includes children's beds and chests. What I am having trouble with is how to actually add that functionality. I have no idea where to go or what to edit. I have looked around and I haven't really seen anybody add a new custom house to Hearthfire yet. Can somebody please help me? Its incredibly annoying to be stuck at this point. Do I have to modify the quests, or maybe a global form or what? Please Help Me! :(
  12. @krisjay: Thank you so much! It worked perfectly! Thank you for your time and the effort you put into answering this. Thanks!
  13. Oh, i almost forgot. Thanks everybody who responded to help me. thank you for your time!
  14. @derok: You my friend are awesome. Thank you so much. It fixed everything. What exactly did I do by the way?
  15. @senviro: you can see the texture but it is just really dark, like if a satin overlay is on it. I'll send you the mesh and textures if you want to take a look at them. Also I have noticed something. In nifskope when textures are missing the model is pure white. But in this case the model is dark grey. That is so strange.
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