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Everything posted by zombiecurse
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There's quite a bit that goes into this. You have to make a new impactdataset that's basically identical to the one for the original flames spell, but that uses new .nif files that are set up with green textures instead of the originals. I'm not at my home computer right now but I could probably walk you through it if you want. You may want to take a look at my old thread on this for background as well: https://forums.nexusmods.com/index.php?/topic/773855-changing-the-colours-on-spell-effects/ Still haven't followed through on making the tutorial, but maybe I will at some point.
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My mod will do this: http://www.nexusmods.com/skyrim/mods/23130/? I haven't touched it in quite a while and I'm not sure if everything works exactly as it should, but it's a starting point.
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Hm, this has happened to all dragon lair dragons now. So weird.
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Well, it seems like it was just a few that spawned at the dragon spawn points (Mount Anthor, etc.). It definitely isn't all of them, so I guess I'm not going to worry about it too much. Thanks for the reply though.
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Alright, well this is pretty frustrating. I downloaded a bunch of mods last night and everything seemed to be going good. However, this morning when I went to fight a dragon, I saw it had spawned at half-health. Same with all the other dragons in the game, and anything that was spawned or summoned by dragons through Deadly Dragons (skeletons, etc). So I methodically went through all the mods I had installed to see if one of them was the culprit. No deal. I uninstalled Deadly Dragons, still no deal. Finally, I disabled all my mods. Dragons are still spawning at half-health. Has anyone encountered anything like this before? I'm a little perplexed. Note: Also, Deadly Dragons config menu is not effective at changing the dragons' stats anymore. Even if I set it to vanilla, they still have the same amount of health as if I set it to hard or hardcore.
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Changing the colours on spell effects
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
Thanks man, much appreciated. Same to you on the birds mod. I've been eyeing that up all day at work to install when I get home. Also, I guess I forgot to post this here, but I did get the green flames into Skyrim. If anyone wants to take a look, they can be downloaded as part of my spells mod at: http://skyrim.nexusmods.com/mods/23130/ -
Changing the colours on spell effects
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
I don't think I'm going to be getting into the business of taking requests on this. Making a new spell with a new colour is much, much more difficult than I initially thought it was going to be when I set out to do this. The flames type spells in particular, with the number of after-effects on them, are very tricky. That being said, I'm probably going to be putting up a tutorial on how to change the colours of spells (and create new spells with new effect colours) in the near future. If I do, I'll put the link in this thread. -
This is a continuation of my topic on changing the colour of spell effects, started here I have everything nailed down for a green flames spell (pics in the link above) except the impactdataset. As far as the dataset is concerned, I've changed all the textures and addonnodes I could find in it, but it's acting very strangely. The flames (those resulting from the impactdataset, I've succeeded in making all the other ones attached to the spell effect green) are still orange. I've gone through and reworked the files being used by it, and it still wants to make it orange. Very strange. The way it works is something like: Impactdataset > Impacteffect > .nif file (draws from textures and one addon node) > addon node > nif file (again draws from some textures) It's at the impacteffect point that it's acting weird. Even if I disconnect all the impacteffects from the impactdataset, it still wants to use orange flame for all the impact effects. This doesn't make sense, since it shouldn't be drawing on any impacteffects at all . . . Once again, I know that I'm looking for a reference to gradflame01.dds--apparently the flame texture used for most of the game's fire effects--somewhere in the .nifs or the CK, because when I replace that file in the textures folder, the flames will turn green, along with all other flames in the game. Anyone who's been working with impactdatasets know what might be going on here?
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Changing the colours on spell effects
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
You're tricky Bethesda, but I'm trickier...... http://i.imgur.com/wJlsO.jpg http://i.imgur.com/44LBV.jpg -
Changing the colours on spell effects
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
After messing around with other mods that change the colour of the flames, I've realized that I'm missing a reference to gradflame01.dds somewhere in the nif file. I simply cannot find it. That's the texture it's using for the fire, but the reference is just plain missing. If that texture is replaced with one of the same name (but with a different colour), the colour of the flame changes. As soon as the replacement is deleted, the flame goes back to normal. Does anyone know of a way to search through the nif file to see if the reference is buried in there somewhere? -
Changing the colours on spell effects
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
I am very certain that I've disabled everything except for the projectile art itself. I'll double-check, but I'm very, very confident that I've unchecked everything else under the projectile except for the sounds and the projectile art. I'm convinced that the flames are attached to some nodes called mover00, mover 01, mover 03, mover04, and mover05. When you play the animation in nifskope those nodes move in and out of the beam/cone in much the same way the flames do in-game (I'll post a picture hopefully later today to explain what I mean). The problem is, I spent literally hours yesterday searching for a texture file attached to those nodes, and I simply cannot find one. As far as I can tell, there are four possibilities: a) The location of the source texture for those flames is buried deep in the nif file, somewhere not immediately accessible under nifskope (a .kf file maybe?); b) There's a flag or a string or something in the nif file that is telling the game to go back into the vanilla bsa files and pull those textures and colours out; c) There's a flag or a string or something in the nif file that's making those flames orange without a gradient texture (this doesn't make much sense); or d) I'm blind and there's a path for a source-texture somewhere in there. I haven't looked at this mod yet, but this guy has done something similar to what I'm trying to do. I might crack open his mod later in the week here to see how he did it. If you come up with anything, let me know. And feel free to drop me a line if you want to know how to get as far as I did. I can tell you where I found the textures and gradient files. -
Changing the colours on spell effects
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
Definite progress: http://i.imgur.com/Ydys3.jpg Just need to find out where the shader for the little flames produced at the end of the effect is now. -
Changing the colours on spell effects
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
You were right about the alpha shader. I saved it correctly and it kind of fixed it. The problem is, there are about four different shaders responsible for the colour in the nif file. So, when I change these two shaders (83 and 100): http://i.imgur.com/mF8OE.jpg http://i.imgur.com/OyLsx.jpg I get this: http://i.imgur.com/jMkMX.jpg But as soon as I change this one (91), which appears to be responsible for some kind of cone of fx and colour directly in front of the caster: http://i.imgur.com/NY6l5.jpg I get this: http://i.imgur.com/6OCNy.jpg http://i.imgur.com/TkGBe.jpg I have a feeling I'm doing something wrong with the texture on number 91, but I'm not sure what. Edit: I had recorded a couple things incorrectly in this post, notably that it was node 83 screwing things up, when in fact it was 91. -
Hi all, I'm trying to make a green version of the effects used for the flame spell. I've had a bit of success by changing a node in nif skope to a custom made gradient. I found something that appears to have an effect on the colour of the spell. The nif mesh for the flames spell (firesprayfx01.nif) has a node called BSEffectShaderProperty (it's node 100 in my file). If you use photoshop to change the greyscale texture (gradflame01.dds), then the texture of the flames spell will change. The problem is, it looks pixelated and godawful, and the change of colour seems to overwrite the nuanced flame textures used by the spell: http://i.imgur.com/AnpEw.jpg Ideas anybody? One thing I don't really understand is, if gradflame01.dds is supposed to be a greyscale, why is it an orange to white gradient?
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"5 Bounty added to tribal orc" message
zombiecurse replied to Lukaresa's topic in Skyrim's Skyrim LE
I get this too fairly often. Sometimes for Whiterun, sometimes for Tribal Orcs. -
Killcams activating, targets not dying
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
Hm, alright, I guess I won't worry about it. It just seemed to be happening a lot with that particular spell. -
Getting rid of summoned dragon priest remains
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
The ghost version of the Dragon Priest (the invincible one summoned by the Konahrik mask) doesn't leave the ash pile. The actor it summons is called SummonEncDragonPriest, and it's based on the regular EncDragonPriest. SummonEncDragonPriest has a script attached to it called defaultGhostScript that makes him invincible, spectral, and keeps him from leaving an ash pile when he dies. I've looked over the values and I cannot figure out which one keeps him from leaving the ash pile. Normally I would go through and just duplicate each one of the scripts properties in a new script under my actor, but I'm having a hard time figuring out how to duplicate them as I can't really open them up and view the contents of the script's individual properties. I also can't seem to delete properties from the script, as otherwise I'd just duplicate the actor and start knocking off properties until I figured out which one it is. -
Getting rid of summoned dragon priest remains
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
Really? Someone must know something about this. -
Killcams activating, targets not dying
zombiecurse replied to zombiecurse's topic in Skyrim's Skyrim LE
It happens pretty much everytime the kill cam initiates. I don't think I've gotten a solid kill off it with the kill cam yet. -
So, here's my mod: http://skyrim.nexusmods.com/mods/23130 Basically it adds three spells: a shadow bolt, a life steal, and a summon bound dremora spell. I have a weird bug with the lifesteal spell, although I'm increasingly thinking it might just be a limitation of the game. - The life steal spell seems to initiate the ranged kill cam before the target actually dies. Everything will go into slow motion, but the target will actually survive the kill cam. I have a feeling this is a problem with the way the game estimates how long a hostile npc has to live versus how fast the spell actually drains their life, but I'm not sure. Anybody have any ideas on how to fix this?
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I want to make a Dragon Priest thrall spell. I've got everything down, except for some reason I can't stop it from creating a little pile of ash whenever it dies. I'm fine with the burnout/disintegration effect that occurs when it dies, but I'd really like to go without the ash pile. A small thing, I know, but I'm a little OCD. I notice that the regular thrall and summon spells (atronachs, dremoras) never leave remains, but I've checked through the actor info in the CK and I can't find anything to turn this on or off. Any info would be greatly appreciated.
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I posted this earlier, but fixed one of the bugs I had listed. So, here's my mod: http://skyrim.nexusmods.com/mods/23130 Basically it adds three spells: a shadow bolt, a life steal, and a summon bound dremora spell. I have a weird bug with the lifesteal spell, although I'm increasingly thinking it might just be a limitation of the game. - The life steal spell seems to initiate the ranged kill cam before the target actually dies. Everything will go into slow motion, but the target will actually survive the kill cam. I have a feeling this is a problem with the way the game estimates how long a hostile npc has to live versus how fast the spell actually drains their life, but I'm not sure. Anybody have any ideas on how to fix this?
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So, here's my mod: http://skyrim.nexusmods.com/mods/23130 Basically it adds three spells: a shadow bolt, a life steal, and a summon bound dremora spell. I have two weird bugs with the last two spells Bug 1: The life steal spell seems to initiate the ranged kill cam before the target actually dies. Everything will go into slow motion, but the target will actually survive the kill cam. I have a feeling this is a problem with the way the game estimates how long a hostile npc has to live versus how fast the spell actually drains their life, but I'm not sure. So..... anybody have any thoughts? *I fixed bug 2. This only seems to be a problem with npcs spawned using the console. In other words, not a problem at all. I'm assuming when it spawns the npc it uses a similar command to the summon script and for some reason carries over the dremora death animation for just the next instance. Weird. I've left the description of the problem below for posterity's sake. Bug 2: This isn't game-destroying or anything, but I find it really odd. If you summon a bound dremora (the spell I created) and kill it yourself, it seems to affect the next npc you kill. Namely, they'll get the electrical field around them once they die, and their corpse may become partially invisible. I've narrowed this down to the FXunsummon papyrus script for the summoned dremora actors, but it seems to affect the vanilla summon dremora spell as well (i.e. - even if the script is turned off for my spell, if you use the vanilla dremora spell [script still active] and kill that dremora, the next npc you kill will get the electrical field around them and possibly turn invisible). The weird thing about this is, if I turn the script off for my spell, any npc I kill after I kill my dremora will die normally. However, if I use the vanilla spell while my mod is active (again, script turned off for the dremora summoned by my spell), the next npc that dies still gets the electrical field and still becomes partially invisible. That's a little hard to explain, so . . . My mod turned off: Summon and kill vanilla dremora > next npc dies regularly My mod turned on, FXUnsummon script turned on for my dremora actor and vanilla dremora actor: Summon my dremora and kill it > next npc gets electrical field > summon vanilla dremora and kill it > next npc gets electrical field My mod turned on, FXUnsummon script turned of for my dremora actor, left on for vanilla dremora actor: Summon my dremora and kill it > next npc dies normally > summon vanilla dremora and kill it > next npc gets electrical field In all cases, this only happens for the first npc I kill after I use the spell. Any subsequent npcs killed (as long as I don't summon a dremora again) die normally. And in all cases, the catalyst seems to be me using my dremora spell first. If I just use the vanilla dremora spell while my mod is active, npcs seem to die regularly. As soon as I use my spell, whether or not the script is installed on the dremora actor I use for my spell, things start going sideways.
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New here, just wondering if anyone knows how to do this. I just uploaded my first mod here and I want to link to a few other mods in the long description that I think go well with it. I tried "a href" but it didn't seem to work. Anyone know how to do this? If anyone could tell me how to put images in there as a bonus I'd appreciate it too. Thanks.