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Hosseldon

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Everything posted by Hosseldon

  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.
  16. Thank you for your answers! I also have done some research and 25 arrows might be the most realistic setting. But maybe that number is only for hardcore players. 50 could be more manageable, and 100 is the amount of bound arrows you get from a bound bow spell. But i think I run out of bound arrows only one time in 3 years of gameplay, so that might be too many. I think the best way to handle it would be starting with 25 and then expand the number as you progress in the game. For example you could carry more depending on archery skill or max stamina or a perk (but a perk would bring incompatibility with perk mods). But in the end, the most important thing is that, no matter what level you are, you should run out of arrows very often.
  17. I know there are workarounds like adding weight or the arrow famine setting in SkyTweak. But none of them quite cut it. Remember when you where sent to Bleak Fall Barrows for the first time not knowing what to expect, carrying just a bow and a few arrows? Remember that great feeling of realism when you run out of ammunitions and desperatly tried to run around picking up the bandit's arrows that missed you? Well, I want that sense of realism back. So, is there anybody out there with the skills to make the max amount of arrows you can carry a fixed number? Nothing too fancy. Just something that let you tweak the max amount. Or if you're feeling creative, maybe tying the max amount to your max stamina, and/or archery skill. Now in an ideal world this mod would let you add other kind of items to a list based on the tags in the creation kit, so for example, you could add stuff added by mods like the weapons from Throwing Weapons Redux or the currently WIP Javelins by Soolie and set the max amount of those you can carry. But I'm not asking THAT much. If somebody knows how to do that and is willing to, that's just an awesome idea. In the meanwhile, i'll be satisfied nontheless if somebody just pick up the basic idea and do the arrow/bolt part.
  18. I'm a big fan of this idea. It would make spear combat more unique and interesting. I don't know if it's possible, but if you want to keep both animations maybe you can make the normal bash trigger vanilla animation and a power bash (from the Power Bash perk of the Block tree) trigger your custom animation. Or the other way around.
  19. Just a couple of ideas. About stab VS swing. You could make the swing attacks do little to no damage but with a good chance for onehanded to stagger the opponent and a smaller chance for two handed to make the enemy fall. This way the normal attacks are going to have an exclusively tactical use (a pretty dangerous one) and the power attacks are going to do all the damage. Stagger>stab>stagger>stab and so on. Is there a way to change the shield bash animation while wielding a onehanded spear? It would be cool to make it so you can attack with the spear while your shield is up (using more stamina but with more range and a defensive boost). Two handed spears could be deadly on a horse: Like 300-400% damage boost if you manage to hit the target properly while sprinting. If not by default, this effects could be added by new perks. No idea if any of these could be implemented. Just brainstorming.
  20. There was also a rumor about Dragondude1029 making a new degradation mod. And i say rumor because I read that in the comment section of the mod notmyhome linked. But i guess that mod sank. Several months passed with no additional informations. That said, i particulary like your idea of repairing more or less depending on the smithing skill. Just like in Fallout 3. Or maybe we can keep things simple and make it so if you have the proper perk you can repair the item completely, and if you have no perk jou can just repair it to 50-60%. Also, Hyacathusarullistad speaks sense. Without an alternative way of repairing your things you'll be forced to be a blacksmith in every single playthrough. EDIT: Looks like tonycubed2 is willing to resume his work on the mod once he has finished another work. I'll try to post some ideas on the comment section and see what happens.
  21. @lofgren That makes sense. Are the requirements to get the perks going to be the same as vanilla? What happens when the crafting skill is completely replaced? I made some research on the nexus, and i couldn't find a single instance of a custom skill mod that makes your character level up without completely replacing the vanilla skill (not just the perk tree). Which btw means that I was wrong about untying the skill progression from level progression. Now, does that mean that the vanilla skill won't level up anymore? If so, acquiring the perks would be impossibile unless the skill level requirement is removed and some other requirement is set to compensate. And, does that mean that in the alchemy formula the skill level modifier won't have any effect? If that is the case, than maybe new perks could be added to compensate the lost benefits. Also, since the skill would be gone for good, will the fortify skill potions and enchantments have no effect at all? If this is right then the effect of those potions and enchantment should be modified to affect some other modifier. Is that possibile? I'm not trying to make you do more work, I know this should be responsibility of the custom skill modmaker. I'm just trying to figure out what it will take to make a skill replacer and your mod work well together. @chevyowner I'm not sure i understand what you're saying. How do you put a perk tree in a book? Did you mean a perk in a book? If so, then it's pretty much what lofgren is saying. I think.
  22. @lofgren Awesome. Is it possibile to add a MCM option to untie the crafting skills progression from the character leveling progression? That way, once the trees are replaced by new trees (tied to the new skills progression) you're going to have 18 skills available to level up your character just like in vanilla game. I have a few ideas for the three new skills. There would be a lot of options. For example, the alchemy tree could be replaced by a Hand-to-hand tree. Enchanting > It would be cool to bring Mysticism back (but i think there is a UI problem there) or maybe a shout enhancement tree. Smithing > Spears. Especially when Soolie will release this masterpiece: http://forums.nexusmods.com/index.php?/topic/1462112-spear-and-javelin-mod-wip/ If you make this mod it would set the ground for a lot of possibilities. @notmyhome A BAIN or fomod installer like that would be great. But i think lofgren is right: that's a job for the modder actually making the tree replacement.
  23. In Skyrim, there is no way to add a new perk constellation without replacing a vanilla perk tree. And there are three perk constellations completely dedicated to crafting. My idea is to duplicate (or, if impossibile, to recreate) the three crafting skills as seen in mods like The Way of the Monk or the Woodcutting mod by Woverdude, completely untied from the character leveling progression and then make it so the perks are sold by Alchemists-Smiths-Mages when you meet the requirements (with a new line of conversation, or by books spawning in their stores just like spell books). This way, all the modders could freely use the old perk trees for their own custom skills without the need to obliterate vanilla stuff. Mantaining the number of perks in the constellations untouched. Also, a smith teaching you how to smith an armor is far more immersive then just...magically earn the knowlege on level up. I'm pretty sure this would be a very challenging task, however, i hope some talented modder with scripting experience will pick up this idea and make it a reality. If not, it would still be interesting to know how all this could be implemented. I have little experience with the CK and no experience at all with scripting, so this task is out of my league, but that could change with a little help. Thank you all. You're a wonderful community.
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