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noniac

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  1. Im no premium user, this are the data as requested: Country: Spain Internet Service Provider (ISP): Orange Download tests: Amsterdam: 150 KB/s Prague: 1.3 MB/s LA: 5 MB/s Chicago: 5 MB/s Miami: 5 MB/s Singapore: 3 MB/s Below 50mb file: https://cf-files.nexusmods.com/cdn/1704/1137/Ordinator%209.28.1-1137-9-28-1-1580147433.zip?md5=u358xCULuKguxNA3dSkx6w&expires=1600646004&user_id=5043003&rip=85.49.195.17 Avobe 500mb file: https://supporter-files.nexus-cdn.com/110/607/COMPLETE%20FULL-607-1-7.zip?md5=pxW_RV2oWODgoCXXvubI1g&expires=1600646129&user_id=5043003&rip=85.49.195.17 Trace Results: tracert files.nexus-cdn.com Tracing route to files.nexus-cdn.com [195.181.173.81]over a maximum of 30 hops: 1 4 ms 4 ms 4 ms liveboxplus [192.168.1.1] 2 7 ms 7 ms 6 ms 192.0.0.1 3 8 ms 7 ms 7 ms 10.34.138.21 4 23 ms 22 ms 22 ms 10.34.138.2 5 24 ms 44 ms 24 ms 10.34.206.57 6 23 ms 24 ms 51 ms bundle-ether104-14.madtr5.-.opentransit.net [193.251.247.13] 7 24 ms 24 ms 23 ms bundle-ether301.madtr6.-.opentransit.net [193.251.133.129] 8 99 ms 97 ms 129 ms 81.52.188.30 9 128 ms 124 ms 133 ms ae-3.r03.mdrdsp03.es.bb.gin.ntt.net [129.250.2.158] 10 182 ms 168 ms 161 ms ae-22.r24.amstnl02.nl.bb.gin.ntt.net [129.250.2.77] 11 140 ms 169 ms 166 ms ae-7.r03.amstnl02.nl.bb.gin.ntt.net [129.250.2.103] 12 51 ms 51 ms 51 ms 81.20.67.58 13 51 ms * 52 ms unn-195-181-173-81.datapacket.com [195.181.173.81] Trace complete.
  2. Fallout 3 modders didnt accomplish it. Fallout new vegas modders(and bethesta) didnt accomplish it. Thought when they included a vanilla moddable thompson we(i) will finally get it, but surprise... No vertical foregrip. Probably no one is even going to read this, even less make it a reality. I would do it, i even got the blender 2.49, the python, the niftools... But the amount of malfunctions even without starting to animate are just too much for me. I would be happy with the weapon mod(just the grip, animated of course) but if someone wants to do the whole weapon.... Remember, the animation is the priority, if not, your mod will vanish like F3 and FNV ones. You know if you do well it will have thousands of downloads. I know you can make it. Please?
  3. This is second topic i open for this. Could someone explain me how to set the whiterun drawbridge in creation kit so it can be opened and closed. I mean the actual drawbridge linked to a trigger box so the activate drawbridge appears on the top wheel. Thanks in advance and please answer.
  4. so lets see if you can help me this time, i think its an easy one however i couldnt find anything on the wiki, i havent digged enough yet hehe So when you have multiple objects selected in the render window, how do you rotate them softly? i mean when you have 1 object you can double click and you get the reference window and under 3d you can select with up and down arrows how many points you want to rotate the object...well how can i do the same with a multiple object selection. Dont talk about the gizmo, i already know that with w
  5. So, great help guys, you are awesome, this is irony if you cant catch it so i've been digging and got a fully working drawbridge using the script included in castle gonduin mod. Kudos to him Just used the script with a trigger box and the activator version of the witherun drawbridge and booom done. Thanks myself i can go to bed now, for those who want the script, maybe someone is interested: Scriptname CastleGonduin_DarwbridgeScript extends ObjectReference import utility Keyword Property LinkCustom01 Auto ObjectReference Property Drawbridge Auto Hidden EVENT OnLoad() Wait(3) Drawbridge = GetLinkedRef() Drawbridge.PlayGamebryoAnimation("Forward", true) GoToState("ReadyForOpen") endEVENt State ReadyForOpen Event onActivate(ObjectReference TriggerRef) GoToState("Busy") Drawbridge.PlayGamebryoAnimation("Backward", true) Wait(3) GoToState("ReadyForClose") EndEvent EndState State ReadyForClose Event onActivate(ObjectReference TriggerRef) GoToState("Busy") Drawbridge.PlayGamebryoAnimation("Forward", true) Wait(3) GoToState("ReadyForOpen") EndEvent EndState State Busy ;Empty State EndState just call the new script CastleGonduin_DarwbridgeScript that typo though!!!
  6. so I've messing with the creation kit recently and while im still a really noob i've learnt how to set up trigger boxes, linking references and all that stuff but i havent managed to get the witherun drawbridge working. If someone could help me set it up from the base... I mean i know how to put the model in the scene, the trigger box and link it but i get really lost when i try to set up the scripts. I want it to be like the one in castle gonduin or in the heljarchen or however its spelled fortified mod. Ive found this topic in the forum but i dont know how to get it working, im asking the same thing as the last guy asked. https://forums.nexusmods.com/index.php?/topic/725409-whiterun-drawbridge-how-do-i-get-it-to-work/?hl=%2Bdrawbridge&do=findComment&comment=12172247 Please help me. Thanks
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