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acidzebra

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Everything posted by acidzebra

  1. Would seem to be a matter of going through all the game's imagespace and imagespace modifiers and killing off the blur and/or bloom settings. Don't have dawnguard and not very interested in a mod like this in the first place, but just FYI in case you yourself or anyone is willing to attempt this. It's not hard to do, just tedious and it will take a while to go through every single IS system in the game.
  2. By your reckoning, a kid drawing a picture of superman (a copy) and giving it to his grandparents (a third party) or heaven forbid, scanning it and putting it on the internet would be copyright infringement. I think there should be a distinct line between letter of the law (in which this is true) and spirit of the law (in which this is obviously not infringement). There's a lot of grey area there, maybe we can both agree on that. I do personally think copyright is horribly broken, for the reasons I outlined and more. Patent trolls, big players being able to stifle competition with mere threats of lawsuits which they know the other party can't afford, and ridiculous extensions to expiration terms effectively killing the public domain - but that's a whole different discussion. By the way, I do not think fair use (which this is not, we're agreed on that and I never claimed it was) is the only exception - there is also parody which is a subset of derivative works, another two possible exceptions with their own tests. None of which apply here, but just for completeness sake.
  3. These are the meshes for kids in Skyrim: http://i47.tinypic.com/bhzrpk.jpg And these are the textures that go with them: http://i48.tinypic.com/b541o8.jpg You can either a) wipe your entire skyrim install, remove any remaining folders, and reinstall (slow but sure) or b) use a tool like BSA browser to open skyrim-meshes.bsa and skyrim-textures.bsa and extract these specific meshes and textures in the hope that fixes whatever is wrong. This may work or not but is a quicker fix than (a).
  4. Every single house mod and dungeon on the Nexus represents a modder who has had to learn to navmesh. The navmesh system works fine, it's not perfect, but it allows for large degrees of flexibility in AI pathing and object placement for both vanilla objects and any new resource added later. Complaining about how you think it should be isn't going to fix anything for anyone. Comparing Skyrim to the Sims is like comparing Lego Technic to Lego Duplo. You either have no valid edge selected (the 2 edge vertices should turn green) or you're not holding the CTRL button, or both.
  5. This should help http://forums.nexusmods.com/index.php?/topic/647302-spawning-npcs-unlimited-amount-when-a-button-is-pressed-creation-kit/
  6. Probably version conflict. Make sure your Skyrim and CK are updated to the latest version through steam, open your mod, save it, test. Make sure everyone else also understands they need the latest updated version. Specifically, loading mods created with the latest version of the CK will in most cases cause instant CTD for people still playing with the 1.7.x series of Skyrim.
  7. Select it in the objects/cell view window in the CK then press SHIFT-F to zoom out Or doubleclick it in the cell view window, maybe easier.
  8. You're going to have to break out the creation kit - with the console you can only do so much and I don't think you can create the linked refs between the weapon rack display (which is what you see) and the activator (which does the magic), nor add the necessary scripts to them and fill in the script properties. Honestly, I don't know why people are still using the console to "mod" their homes when the CK makes it all so easy.
  9. http://www.creationkit.com/Global http://www.creationkit.com/RemoveAllItems
  10. Swing the camera around or turn the cloud 180 degrees - by default clouds face away from you and are invisible from the other side. They may also turn invisible if you look at them at an extreme high/low angle.
  11. It seems to be a common problem, um, this thread http://forums.nexusmods.com/index.php?/topic/826114-pc-has-storm-atronach-visual-effect/page__st__10__p__6637390__hl__draugr+eyes__fromsearch__1#entry6637390 Open console player.addspell (here you need to find the ID for whatever MGEF is affecting you) Close console Open console player.removespell (your MGEF ID here again Close console The MGEF in your case is probably 000A852B : Draugr Glow Eyes (AbFXDraugrEyes) http://www.mmo-game.eu/lists-all-spells-enchants-magic-effects/
  12. Then by now your skyrim is 3 or 4 versions out of date and you won't be able to load most mods anyway, even if you got the rest of the setup working. You don't have to pay again if you have the legal PC version but you do need the updates.
  13. You own the PC version of the game and you're not on steam?
  14. You'll probably want to learn how to use Wrye Bash to create a patch. http://wryemusings.com/Wrye%20Bash.html#BashedPatches It's not the easiest tool to get into, but if you plan on playing skyrim for a good while it's probably a good investment of your time. http://wryemusings.com/ http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/Docs/Wrye%20Bash%20General%20Readme.html http://oblivion.nexusmods.com/mods/35230 ^^^ not sure how up to date everything is
  15. Yeah, that's just the thing. Fair use, fan art, fan tribute, parody, derivative works, I think making a custom mesh for use in a different game as a form of fan art/tribute is eminently defendable - but does anyone have the deep pockets needed to actually take it to court? Once the owners decide to throw their weight in the ring with a cease & desist, you're looking at either complying or a prolonged legal battle - with no guarantee of actually winning. What modder is waiting for or even capable of that? Of course, I have no idea how that would even work if it's international - US copyright holder vs. guy in, say, Poland making a Superman mesh and putting it on the Nexus. But the fact that they can stifle people's loving tributes with nothing but the threat of legal action, well, it sort of grates.
  16. Actually the Nexus doesn't even allow compilations to be uploaded, for reasons which bben46 outlines here, and which after giving it some thought make perfect sense http://forums.nexusmods.com/index.php?/topic/825932-i-want-to-know-everything-a-mod-tesv-the-right-tool/page__p__6616948__fromsearch__1#entry6616948 Altering your game to suit your personal preferences takes a little skill and knowledge (and more than a little experimenting), who knew?
  17. Ha ha ha yes, I could have told you that... if I knew :) (I usually just player.additem whatever stuff I need for testing)( No, just that file is fine. Remember to take out your debug lines!
  18. Something else is going on with you - I actually modified a basic sword, added this script, and it fired as expected on equip and unequip.
  19. lol Papyrus vs Acid Zebra: 100000 : 2.5 Weird, it absolutely works on my teleportring, but that's a piece of armor, not a weapon. However, both get equipped. Let me dig into the CK docs (and hope Steve40 will come online soon ha ha ha)
  20. s***, forgot to point it at the rifle. Scriptname riflescript extends ObjectReference Perk Property RifleBloodPerk Auto Weapon property Rifle Auto Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().AddPerk(RifleBloodPerk ) endIf endEvent Event OnUnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().RemovePerk(RifleBloodPerk ) endIf endEvent See that weapon property line I added? Like before where you linked the script perk property to the actual perk, link the weapon property to the actual weapon. I have used a similar script on a teleport ring successfully, but that used "armor property" instead of "weapon property". I'm assuming it will work the same though. edit: no wait, I only used that property to unequip the teleportring after the jump.
  21. Can you add 2 lines of debug.notification("perk added") directly below the addperk line and debug.notification("perk removed") directly below the removeperk line so we know the script is firing properly on equip and unequip?
  22. I sent you a PM with basic instructions. If we could get some of the more experienced scripters to tell us if this is sound code (I know it compiles) that would be nice...
  23. I can partially answer this part, the skyrim menus (main menu, save menus) etc are all flash + scaleform (owned by autodesk). I don't know to what degree you could order the actual game engine around from there (obviously some interaction is happening to be able to initiate a new game/load a game/etc and you can even open the console to COC somewhere), but yeah, you will need Adobe CS + scaleform to even begin to alter the menu structure. I've seen the disassembled (.fla) menu files floating around the nexus, but without scaleform they're useless. Sounds like an endless dungeon mod, interesting. Will you also attempt procedural dungeon generation? This is certainly possible with conventional papyrus scripting (all from CK & notepad++), although many people probably wouldn't appreciate their main character being restricted in this way :)
  24. I think you were on the right track with the blooded perk, but it's actually the shield (dunTargeOfTheBloodedShield) which gets tested by the perk getequipped armor test and you shouldn't have modified the player, I think. Or at least not directly - add a script to the weapon with an OnEquip event block stating Game.GetPlayer().AddPerk(YourPerk), perhaps?(and a corresponding OnUnequip event block with removeperk) I know the above works because I've done it before with magical equipment. I'm still trying to figure out how it works for that blooded shield. The NPC has the spell in her spell list, where does it get transferred to the player.... hmmm.... Something like this as a script on your rifle maybe Scriptname RifleBlooded extends ObjectReference Perk Property RifleBloodPerk Auto Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().AddPerk(RifleBloodPerk ) endIf endEvent Event OnUnEquipped(Actor akActor) if akActor == Game.GetPlayer() Game.GetPlayer().RemovePerk(RifleBloodPerk ) endIf endEvent Ha ha, better have Steve validate it :P (this checks specifically if the player equips it, if you want it for everyone remove the ifs)
  25. Except you made it to the hot files in no time at all - congrats and well done :thumbsup: (I'm a terrible tester, haven't been really playing the game as much as playing the CK)
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