Jump to content

gengrimm

Premium Member
  • Posts

    174
  • Joined

  • Last visited

Nexus Mods Profile

About gengrimm

Profile Fields

  • Country
    United States
  • Currently Playing
    Fallout 3, Mass Effect
  • Favourite Game
    Fallout 3, Mass Effect 2, Bioshock 2, Half-life 2

gengrimm's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I would recommend creating a global variable called fAA<Modder's Initials>hunger variable i.e fAAGGhunger rather than using a non globle variable that will be used by multiple function/scripts. It will be easier to access that way if you are writing numours scripts that need to access that data. ~~~~~~~~~~~~~~~~~~~ Also I'd make Magic effect bonuses for Well Fed or Hungry. i.e full = +10% Health/Sta Regen ----------------------- Hungry = 25% HP drain Mal-nurished = 50% hp drain Starving = 75% health drain
  2. Try compairing what the Prefab parts of the ambush look like to your copied version. Some link might be coming lose when you copy paste. One thing that comes lose from Copy paste is Unique Ref IDs for objects/actors.
  3. One way to get grass in a indoor cave is to create a "World space". This will give you a landscape to sclupt and use for your underground forest, thus allowing you to paint grass areas. You'd use the terrain and the indoor cave sets, but let the terrain clip into the cave areas. You'll have to tweak the settings to make the area uneffected by weather and to run like cave assuming you want the weather/sounds/light to run like a cave.
  4. This is a problem with this version of the CK. Changes to face change don't seem to take effect . Via Fergal "Here's a technique that helps when modifying an NPC from the base game. Edit a NPCs warpaint face gen etc Click OK In the Object Window, find the base Actor you've just edited. With the Actor(s) selected, press ctrl+F4. Click "Yes" when prompted to export. This will create a DDS and a TGA in ...\Syrim\data\Textures\Actors\Character\FaceGenData\FaceTint\Skyrim.esm Note: The TGA is not really neccessary, as the DDS should be uncompressed. With these textures in place, run the game and test your NPC. Note that the plugin changes need not be saved. " Also search first before posting.
  5. I also could be considered a conversion so check dialog.
  6. don't minows already exist? those small fish used for alchemy.
  7. I would recommend reverse engineering the script attached to the Forge activator. There should be info on how creates the UI from there I should think.
  8. Its a UI so I bet its a script. select a forge, see what the name of the script is and check it out.
  9. Mark were all of the sliders are on the vid. Use CK to alter an existing Female Companion. Find the NPC in the object window. Should be located Actors -> Race -> Female/Male-Name Right click on the name and select edit Go to the Face Gen tab Alter the sliders to where they should be for the face you want. Hit the ok. Select the actor int he object window. hit Ctrl-F4 Hit Ok This will have created Face gen files, they act as overrides to default values, so even without a "Mod file" (.esp) it will still load it. ^for the above this only works if the companion you edit is the same gender and race as the intended face gen.
  10. Pro Tip: reverse engineering is your friend. Find Lydia in the game. Look at her scripts and see why she/how she follows you. Duplicate these scripts and put them on your new companion.
  11. Makes changes to NPC in CK. Find NPC in "Object Window" Select them and hit Ctrl-F4 Hit yes. This generates skin tone files that override the default values that messup changing warpaint. you do not need a .esp for this to work I think.
  12. I did some looking my self and didn't see any on skillup or onlevel up. Next idea would be to find one that activates on activation of the perk, and refund a perk point to the player.
  13. There are probably scripts attached to each of the bookshelves and inorder for them to work they need a Unique Ref ID. Try Copying a Bookshelf and any volumes that might be used to represent the differnt shelves, paste in new location. Give each a unique ref id and see if the Volumes need to be linked to the bookcase or vice versa. Best way to do it, is called Reversed, engineer. first create your copy to look like the original, then create a copy of the script swaping out unique IDS.
  14. Ahh I see, when he said to look up the actor in the object window, I was thinking the render window. I got it to work now, thanks! I found a "Update NPC Skin Tint" thingy in one of the drop down menus at the top of the toolset. Sadly it didn't seem to help with editing existing NPCs in Skyrim.
×
×
  • Create New...