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Terra Nova

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Everything posted by Terra Nova

  1. Here's the full source: NOTE: I backed this up shortly before Dragonborn was released I think.
  2. Would help if you post your code. You probably don't need to do half of that stuff to accomplish this. I guess you can equip the items through the OnUnequipped Event.
  3. For activation: Actor property PlayerRef auto Cell property Aaadsironmine auto AUTO STATE WaingForDetachment Event OnActivate(ObjectReference akActionRef) if akActionRef == PlayerRef GoToState("Detachment") endif EndEvent ENDSTATE STATE Detachment Event OnCellDetach() if PlayerRef.GetParentCell() != Aaadsironmine Aaadsironmine.Reset() endif EndEvent ENDSTATE ;if you want it to keep resetting after each activation upon leaving, just add "GoToState("WaitingForDetachment") after the first statement in the OnCellDetach Event.
  4. Cosmetic changes should be fairly safe. As long as you do not edit any scripts or quests that she is involved in, it should be fine to edit her.
  5. LocationHasKeyword is only going to check for locations with a specific keyword. So you wanna try: GetInSameCell → (any) PlayerRef → 1.00 AND HasKeyword → ActorTypeGiant → 1.00 OR HasKeyword → ActorTypeDragon → 1.00 OR Am not sure how to detect flowers. GetInSameCell is ok for specific reference since you'll be checking against the cell the Player is in.
  6. You could try raising the enemy sneak skill to 100. @Darren83 - there's a box in the magic effect form that you can check to disable detection. It's called "No Hit Event".
  7. Cell edits are fine. It's only an issue if more than one mod edits the same object(s) or occupies the same space in a cell.
  8. The worse one is when the camera gets stuck in place but you can move your character, who will be going off screen for obvious reasons.
  9. For #2 - they can't dodge yours either. For #3 - My guess is the magicka regeneration rate during combat is reduced only for the player. For #4 - I've been wanting to make a mod to prevent ward spamming for a LONG TIME.. I hate it very much. For #5 - Incinerate takes care of that with that impact radius. For #6 - That's kind of how we have to play a mage as well.
  10. If you make the target the player, you'll damage yourself with Cast. You got the syntax right, if the equipped weapon is a sword, the spell will be cast. If you're trying to simulate that blade from Dragonborn, you're on the right track i think. change (actor) to (akTarget).
  11. I'm pretty sure my aging GPU will retire if I increase my uGrids beyond the default. I am certainly not decreasing it.
  12. I wouldn't 'highly' recommend them, but I still recommend them because they do teach the basics. Look for tuts by David Marshall and Joshua Kenny. DT is good but the max forums there is useless, and it doesn't teach you all the things Matth85 has listed that you gotta learn. (Don't say it does. I was a member for 3 months. They leave you in the dark about a lot of things, possibly because the work flows involved, like baking, is too much of a hassle). After awhile you will find yourself relying on google/youtube to learn a lot of the stuff he has listed. Baking tuts is gonna be scarce, even more so if you are using 2012 that everyone seems to be moving away from. High poly modeling in max can be risky because it has a polycount limit(it will crash when it's reached) and it starts lagging the closer it gets to this limit. Priority in my opinion is learn how to crunch down high poly count without the topology and geometry suffering too much. Learn/master UV unwrapping.
  13. Lots of assuming in this thread with no official sources to back them up. No one even knows if there will be a Fallout 4, or even a TES 6. In the case of TES 6, we will all know for sure in about 3yrs, if going by their release trend. In short, it is way too early to expect any news about TES 6. Still many years off people.
  14. All I know is, it'll be after I turn 33 >_>.
  15. But he uses 3dsMax. I think he uses Cinema4D actually. But the procedure is the same, just a different program.
  16. Look at the script that handles Werewolf changing for NPCs. Farkas definitely uses that script, and and random NPCs in the wilderness after dawnguard is added.
  17. Of the three werewolf mods, make sure MT loads last.
  18. Wonderful. I was just about right up a script to handle this very thing. Saved me a lot of trouble lol.
  19. If it's for the player: Actor property PlayerRef auto ; then you assign akCaster to it (akCaster = PlayerRef) For anything else, probably not as akTarget should take care of that.
  20. Attach a small easy script to the Magic Effect that damages three actor values of your choice. Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.DamageActorValue("AV", "Amount") ; Ex. DamageActorValue("Health", 30.0) akTarget.DamageActorValue("AV", "Amount") akTarget.DamageActorValue("AV", "Amount") EndEvent If this is for the player, or attached to an NPC, use akCaster, or self. If you want to avoid a script, you can stick with dual value modifier and then make one more magic effect for the third actor value you want to damage.
  21. Do you really need the armor? Because it sounds like you're better off using an EffectShader for the glowing. Which will work no matter what the script is extending.
  22. Navmesh is navmesh. It doesn't care if an area is outside or inside. Just that if there's door, then it needs to be finalized. Please check out this link: http://forums.bethsoft.com/topic/1464647-the-navmesh-compendium/?hl=%2Bnavmesh+%2Bcompendium And browse through the topics I have linked. Navmeshing at first is the hardest thing to do in modding because it's really really easy to mess it. IT does more than stop NPC movement when it breaks.
  23. An item, object, or quest with content or detail that feels native to the environment.
  24. No script forms to manipulate navmeshes. You can't even attach a script to them.
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