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Medusa30

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About Medusa30

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    timelesswar.com
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    Germany
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    TESV: Skyrim

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  1. I'm beginning to think there is a bit more to it than that. Checking the hairstyles of KS Hairdo's I realized that they have Physical collision. So I think it could be because I scaled the bones of the hairstyle I converted. I'll will do some further research.
  2. 1. Special Edition (I thought SMP is only available on SSE so I didn't include this info) 2. The .nif was not created by me. It was a model created for LE which I wanted to convert to SE. For this I followed several tutos. In essence I used SSE Nif Optimizer as the first step, then I was beginning to write the .xml file based on an hairstyle from KS Hairdo's as reference for the XML structure and using this guide to understand the properties of the file. 3. Yes, it does. What I did: When creating a hairstyle that is selectable in the race menu only the first mesh in the .nif file seems be drawn. So I began splitting up the .nif file into ExtraParts (with .tri files) and made sure the that VirtualGround, collision body, and collision head were also included as they were in the original .nif. However it only resulted in all meshes being properly drawn by the game. Later - half a day after my post above - I took a step back from my attempt to create/convert a hairstyle and instead created a wig out of it and then it worked perfectly. So my hypothesis is that SMP doesn't work all that well with race menu assets, but works perfect on armor, clothings, etc. Does it? I mean, there aren't many modders who make hairstyles twice as long as the characters height so I guess there isn't much available to learn from. So the problem seems to be solved for now even though with a workaround I wanted to avoid.
  3. I have an issue with hair - not a wig / piece of armor - not colliding with the ground or body. In the log I found the following clues: data\MESHES\MedusaZenovka\11\11.xml(3,2):VirtualGround is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(661,2):2_2b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(669,2):2_2b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(677,2):2_1c is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(684,2):2_1b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(692,2):2_1b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(700,2):2_2a2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(708,2):2_2a1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(716,2):2_2c2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(724,2):2_2c1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(732,2):2_1a is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(740,2):3_1c2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(748,2):3_1c1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(756,2):3_1b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(764,2):3_1b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(772,2):3_2b2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(780,2):3_2b1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(788,2):3_2c2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(796,2):3_2c1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(804,2):3_2a2 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(812,2):3_2a1 is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(820,2):3_1a is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(830,2):collision head is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped data\MESHES\MedusaZenovka\11\11.xml(839,2):collision body is not a BSTriShape/BSDynamicTriShape or doesn't exist, skipped ... data\MESHES\MedusaZenovka\11\11.xml(236,2):Bone dH02_11_b3pot_07 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(237,2):Bone dH02_11_b3pot_07 2 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(238,2):Bone dH02_11_b3pot_07 3 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(239,2):Bone dH02_11_b3pot_07 4 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(240,2):Bone dH02_11_b3pot_07 5 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(241,2):Bone dH02_11_b3pot_07 6 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(243,2):Bone dH02_11_b3pot_08 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(244,2):Bone dH02_11_b3pot_08 2 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(245,2):Bone dH02_11_b3pot_08 3 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(246,2):Bone dH02_11_b3pot_08 4 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(247,2):Bone dH02_11_b3pot_08 5 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(248,2):Bone dH02_11_b3pot_08 6 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(250,2):Bone dH02_11_b3pot_09 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(251,2):Bone dH02_11_b3pot_09 2 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(252,2):Bone dH02_11_b3pot_09 3 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(253,2):Bone dH02_11_b3pot_09 4 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(254,2):Bone dH02_11_b3pot_09 5 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(255,2):Bone dH02_11_b3pot_09 6 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(256,2):Bone dH02_11_b3pot_09 7 is not exist, skippedIn the .nif files all meshes are BSTriShape's and their names are matching 100%. All bones exist by their given names. Other than that the hair moves correctly according to the settings. What could the problem be? Also I noticed something odd in the logs: data\MESHES\MedusaZenovka\11\11.xml(189,2):Bone dH02_11_b3p0t_01 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(198,2):Bone dH02_11_b3p0t_02 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(206,2):Bone dH02_11_b3p0t_03 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(213,2):Bone dH02_11_b3p0t_04 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(221,2):Bone dH02_11_b3p0t_05 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(228,2):Bone dH02_11_b3p0t_06 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(236,2):Bone dH02_11_b3p0t_07 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(243,2):Bone dH02_11_b3p0t_08 1 is not exist, skipped data\MESHES\MedusaZenovka\11\11.xml(250,2):Bone dH02_11_b3p0t_09 1 is not exist, skipped But as you can see in the xml below, the bones name have "..._b3pot_..." and not "..._b3p0t_...". I guess that is a bug on SMPs part? Ok, for the spelling I found my error. Was quite a dumb one. :psyduck: Thank you in advance for your help! :smile:
  4. Hey guys, Ive made a model with horns quite a while ago and now Im wondering if someone of you is willing to port it to skyrim model format as equipable horns for a rarely used slot. I barely managed to get weapons working, making new armor stuff is too much for me to handle. You can do whatever you like with these files, its open source. Just let me know in this thread where you used it for your skyrim mod so I can download it. :P Thanks alot. Link: https://www.dropbox.com/s/k8idl91o46nncsh/Horns.rar?dl=0
  5. This mod fixed it for me :ninja: http://www.nexusmods.com/skyrim/mods/10748/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D10748%26preview%3D&pUp=1
  6. Ever wished to play like in Thief 1, 2 and 3? I sure do! I think the way you sneak in skyrim is just ridiculous and inappropiate. I mean, even at day if my sneak skill is just high enough, you can "sneak" in front of almost everyone without being detected, in night if you are hiding in the shadows they can see you... Really? I think the way you play as a thief is broken and needs a fixing mod so playing the sneaky way becomes more like in Thief. Nearly undetectable in shadows, highly detectable in light and such things. That would fit very well in combination with the sneak tools mod, in my opinion.
  7. I took a look at the dwarven mechanical weapons mod, but the logic of those weapons just looks shitty on my one even if I copy the scripts and model strcture 1:1. Don't you guys know any way to get NiControlSequences working für weapons?
  8. Dont worry about that: Bool IsAsgardianBladeEquipped = False I am also setting it back to "false" on the unequip event, but thats not an issue since my spells that run through this mechanic are casted.
  9. I have a problem getting my script for weapon animations to work. The animations dont run, when the animation event is fired. Can you help me out please? Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) if (AsenAsgardianBladeWeaponList.HasForm(akBaseObject)) && (IsAsgardianBladeEquipped == false) IsAsgardianBladeEquipped = true TEMPAsenWeapon = Game.GetPlayer().GetEquippedWeapon() TEMPAsenWeaponSpell = AsenAsgardianBladeSpellList.GetAt(GetFormIndex(AsenAsgardianBladeWeaponList, akBaseObject)) as Spell TEMPAsenWeaponBlockingSpell = AsenAsgardianBladeBlockingSpellList.GetAt(GetFormIndex(AsenAsgardianBladeWeaponList, akBaseObject)) as Spell RegisterForAnimationEvent(game.GetPlayer(), "WeaponSwing") endif EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if ! (akSource == Game.GetPlayer()) return endif if (asEventName == "WeaponSwing") && (IsAsgardianBladeEquipped == true); && (IsPowerAttacking == true) ((TEMPAsenWeapon as Form) as ObjectReference).PlayGamebryoAnimation("UnfoldAll") TEMPAsenWeaponSpell.Cast(PlayerRef) ; IsPowerAttacking = false Utility.Wait(0.4) ((TEMPAsenWeapon as Form) as ObjectReference).PlayGamebryoAnimation("FoldAll") endif EndEvent The animations are stored in a .nif file, it basicly is built up like the nordic wooden door. Take a look at the attached .nif for more details about the model.
  10. Hello guys, I am trying to make an animated weapon model by using bones and a skin modifier. Sadly, its exported pretty badly and I have no idea why. Maybe you will find what I forgot or messed up? Please help. Scene in Max: http://imageshack.us/a/img40/7394/boa3dsmax.jpg Export settings: http://imageshack.us/a/img580/1729/boaexport.jpg Result in NifSkope: http://imageshack.us/a/img96/9695/boanifskope.jpg
  11. Hello guys, For my Mod, called "The Asen", I wanted to make a new first person view. It should have an advanced skeleton for the Marukai which basicly works like extra limbs. Now for my problem: I have seen that Argonians for example have a different 1st Person model than humans. How do I determine what race has which 1st person model? I did not find those settings yet and it really confuses me. Please help.
  12. I managed to do this so far. But, how do you check in a script if the actor has such a spear stucking in the body or inventory? Cause the way I made it, it only checks if spear is stucking anywhere in the navmesh: Scriptname AsenQiLanceBeamExplosionScript extends ObjectReference Actor PlayerRef int Property BeamStaminaCost Auto PROJECTILE Property AsenSpearToLookFor Auto Spell Property AsenSpearExplosionSpell Auto ObjectReference TargetRef Event OnInit() PlayerRef = Game.GetPlayer() if (PlayerRef.GetAV("Stamina") >= BeamStaminaCost) PlayerRef.DamageAV("Stamina", BeamStaminaCost) else PlayerRef.DamageAV("Health", BeamStaminaCost * 1.5) Debug.Notification("The Qi Lance is damaging your health!") endif TargetRef = Game.FindClosestReferenceOfTypeFromRef(AsenSpearToLookFor, self, 128) as ObjectReference if (TargetRef != none) self.SetPosition(TargetRef.GetPositionX(), TargetRef.GetPositionY(), TargetRef.GetPositionZ() + 100) AsenSpearExplosionSpell.cast(self) endif ; Utility.wait(1.0) TargetRef.disable() TargetRef.delete() self.disable() self.delete() EndEvent How it works so far? The beam has an explosion which spawns a dummy object that launches this script. Another question: How to I set the position of my dummy jus a bit, lets say 64 units, towards the player so that the casted spell is inside the world? Giving Z + 100 units solves a few bugs - for example if you are throwing the spears into terrain the damage spell will now work quite well and it works small wooden walls as well -, but gates and other larger surfaces the spears can stuck in, the spell damage will be blocked (the art is still visible).
  13. Hello, I recently made a staff, that fires life force beams, and a throwable lance that should explode once you shoot at it with the new staff and unleashes a chain reaction of explosions. But now Im stucking. * The staff is running on stamina and if this is too low it runs on health. How do I subtract stamina / health from the player / shooter even if I dont hit an actor like it works with OnEffectStarted? * How do you check for those lances at the beams ending points? I have no idea how to manage that. The lance btw is a projectile once its stucking in someones body or the ground. Pretty much like an arrow.
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