Jump to content

Hosseldon

Members
  • Posts

    25
  • Joined

  • Last visited

Nexus Mods Profile

About Hosseldon

Hosseldon's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I've been working on a remodel for the combat armor. Everything looks fine in game, except for the left arm, which clips through the Pip-Boy in 3rd person. It doesn't auto-hide like the vanilla piece. I tried to fix it for something like 15 hours, trying new things, reading tutorials, looking for informations, asking for solutions. I've got nothing. I have no idea where the problem is and at this point I hope somebody can look it up and fix it for me. Or at least tell me what's wrong with it. I'm out of ideas.
  2. The issue is in 3rd person. I didn't touch the 1st person model. I think the weighting is fine, since I copied the weight from exactly the same model. The only difference is in the shoulders which are irrelevant to the pipboy. So, I guess it might be Subindexing? How do I fix it? I don't know much about it.
  3. If you are working with Blender you might want to export your model as .obj, open it in Outfit Studio, copy the bone data from a reference, hit "conform all" and export it as .nif. This way you'll only need to use Nifskope for the textures.
  4. I reshaped a vanilla Left Arm armor and now it's clipping through the Pip-Boy. I don't know how the vanilla game reshapes the arm to make the pip-boy fit, but I'm assuming the information was inside the nif file, 'cause that's the only thing I touched. I only modified the shape of the shoulder pad, so the part of the model relevant to the Pip-Boy is untouched. I used Blender, exported as .obj and then copied the bone weight through Outfit Studio. Does anybody know how to fix this?
  5. Thanks! The script is working well. I had to modify it slightly because I'm having issues with the attach point of the model. So, now it's: If BaseObject.HasKeyword(CheckKW) Self.RemoveMod(OldModel) Self.AttachMod(NewModel) and: If BaseObject.HasKeyword(CheckKW) Self.RemoveMod(NewModel) Self.AttachMod(OldModel) This works well until I can solve the Attach Point problem. I also tried to work with multiple keywords and with my limited knowledge I came up with this: Scriptname ArmorModSwitch extends ObjectReference ObjectMod Property Newmodel Auto ObjectMod Property OldModel Auto Keyword Property LAKW Auto Keyword Property RAKW Auto Keyword Property CHKW Auto Keyword Property LLKW Auto Keyword Property RLKW Auto Int count Event OnEquipped(Actor Owner) RegisterForRemoteEvent(Owner, "OnItemEquipped") RegisterForRemoteEvent(Owner, "OnItemUnequipped") EndEvent Event Actor.OnItemEquipped(Actor Owner, Form BaseObject, ObjectReference Ref1) If BaseObject.HasKeyword(LAKW) || BaseObject.HasKeyword(RAKW) || BaseObject.HasKeyword(CHKW) || BaseObject.HasKeyword(LLKW) || BaseObject.HasKeyword(RLKW) count = count + 1 If count == 1 Self.RemoveMod(OldModel) Self.AttachMod(NewModel) EndIf EndIf RegisterForRemoteEvent(Owner, "OnItemUnequipped") EndEvent Event Actor.OnItemUnequipped(Actor Owner, Form BaseObject, ObjectReference Ref1) If BaseObject.HasKeyword(LAKW) || BaseObject.HasKeyword(RAKW) || BaseObject.HasKeyword(CHKW) || BaseObject.HasKeyword(LLKW) || BaseObject.HasKeyword(RLKW) count = count - 1 If count == 0 Self.RemoveMod(NewModel) Self.AttachMod(OldModel) EndIf EndIf RegisterForRemoteEvent(Owner, "OnItemEquipped") EndEvent It seems to work. Got any suggestions on how to improve it? I'm a bit worried that since I'm probably going to apply this script to multiple objects and the script runs even if the object is not equipped or in the inventory, it might cause lag in the long run. Edit: I just realized that the count system wouldn't work if the actor already has armor equipped when he equips the underarmor for the first time. So I need a way to count how many of the keywords on the list are already equipped and assign the number to count. I'm going to try a series of if owner.wornhaskeyword count = count + 1 for each of them. I can't find a better way to do this.
  6. I added a new Armor Addon with a custom model to a vanilla clothing. This model should replace the vanilla one through an Object mod that changes the AddonIndex minimum value. But I can't find the right Attach Point for the vanilla Addon, so when I apply the new Object Mod, it's applied on top of the old one. To solve this, I changed the index of the vanilla Addon from 0 to 1 and then made an Object mod that attaches it on the same Attach Point as the custom one. But now, any instance of the clothing that had already spawned in the game is invisible. This is because they're still set on the 0 AddonIndex. New spawns don't have this problem. But I don't want to see a bunch of naked people around the Commonwealth. So, I need to either find the vanilla Attach Point for the default Armor Addon or a way to set the default minimum AddonIndex' value to 1.
  7. Thank you so much. Now it makes sense to me. I followed your instructions and I tried to save but the script failed to compile. It gave this error: "the parameter types of function onequipped in the empty state on script armormodswitch do not match the original script objectreference". I also think I'm going to need to change the Actor from the player to "the actor who's wearing this item". Otherwise NPCs that are wearing the underarmor are going to switch models depending on what the player equips on himself. Or am I mistaken?
  8. Thank you for your reply. This looks promising. But I have pretty much no scripting experience. Could you please explain the parts I don't understand? What does the "Armor property CheckArmor auto" do? I also don't know what "BaseObject" and "Ref1" I should use, since the event shouldn't be fired by just one specific object but by a class of objects identified by a keyword.
  9. So, I have an underarmor (lets say a Vault Suit) and a peice of armor (lets say any piece of armor for the right arm). I want to make it so that whenever these two are equipped together the underarmor will switch to a different (custom) .nif model. Also, the opposite: equipping together a specific underarmor and any leg piece, will change the model of the leg piece. Anybody got any idea of how to do this? Edit: Ok, a little more detail is not going to hurt. The basic idea would be to create an armor mod for the outfit that will cause the model to change. What I'd like to know is how to apply the mod to the outfit when an item with the RightArm keyword is equipped and then remove it when either is unequipped.
  10. Yes, I guess that answers my poorly written question. I was thinking about underarmor scaling and .sclp files. Creating a variant of every armor piece in the game for every outfit using Outfit Studio it's pretty much impossibile. There are more or less 80 unique outfits in the game and 12 armor sets with male/female variants, and stuff like "spiked leather". That's literally thousands of models. So, I was think that maybe there could be a way to use the vanilla system of scaling armor around underarmor. That could still be a lot of work, I don't know, but it sound possibile at least.
  11. I'd like to use something like Armorsmith Extended that makes the armor pieces wearable on outfits. But AE doesn't even try to change the models to fit said outfits, causing massive clipping problems. Are there any mods that make the armor pieces fit on outfits? If not, are there ways to make this myself without importing every single armor piece mesh of the game into a 3d modeling program?
  12. This looks really good, Raviel. Can you link the mod page?
  13. Hey Lofgren. Any news on this one?
  14. A constant number is fine. But if making it dependent on carry weight is not too much work i'd like to see it as an optional file (or a deactivable feature?). I'm curious about how well that would give you a sense of progression. Also, if carry weight influence the max amount of arrows you can carry that means that you have to decide if it's worth it to have a fortify carry weight on your gear or you prefer some other enchantment. It could add a bit of depth to you gear choices.
  15. I'd also love to see this. I tried both Better Vampires and Belua Sanguinare and I liked both. But Better Vampires is basically a tweakable expansion of vanilla vampire system, while Belua Sanguinare is a hardcore overhaul. I'm very sorry that the autor abandoned it and i'd love to see an up to date version with an MCM menu, no need for a potion to get infected and a better integration with vanilla system in general. Like, reduced damage from vampiric drain if a non vampire player is carrying garlic, vampire speed, darken, blood rend, vocare caligo, subvolo and other interesting powers added to enemy npcs. Another interesting feature could be having the divine amulets (carried by npcs or the player) affect the vampire attacker in some way. Just like garlic and the divine shrines in the mod. That would be the ultimate vampire overhaul for skyrim.
×
×
  • Create New...