Jump to content

DJD2010

Members
  • Posts

    55
  • Joined

  • Last visited

Nexus Mods Profile

About DJD2010

Profile Fields

  • Currently Playing
    Random games based on which direction my dick swings

Recent Profile Visitors

11165 profile views

DJD2010's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hello! Hope everyone's doing well. I'm making a mini DLC-sized mod that takes place in Stros M'kai. I've been putting a lot of time and work into it with this quarantine and here's a time lapse of me designing and putting in the player home "Palatial Hall" (yes inspired by the one from ESO, but a bit smaller) in the main city: It took about 15 hours total which I split into 3 days, I'm almost done with Port Hunding/Stros M'kai, so there's that. Hope you all like it. :smile: I'm considering doing regular updates on my progress on this mod here on this thread. Hopefully the instructors in my uni agree to make this my senior project so I can at least guarantee finishing it and a release date for it. (Side note: I work on this all by myself and I don't have much experience, I'm learning as I go, so progress is a little slow, but I'm trying to achieve the highest quality I could make.) Also, I could do a full vid of a "run through" the whole island to show my current progress if anyone is interested. :smile:
  2. So yeah... tried to do some workarounds that dont require papyrus.. that didnt work.. :| If anyone has any ideas on how to acquire a leveled actorâs name, Iâd be grateful to know how.
  3. lol hey man. xD Now this issue is really getting to me. Iâll try to see if there are any workarounds that donât invlonve papyrus, but if there arenât any... I honestly donât know what I should do about this. :/
  4. The GetName() function already returns a String, but yeah I did try that and it didnât work. Someone on Reddit pointed out that the GetName() function probably doesnât like or canât deal with leveled actors, in this case something like a âFeral Ghoulâ is a leveled actor. The thing is, I have no idea how to acquire a leveled actorâs name dynamically and store it in a string variable. Is there no syntax of any sort that would allow me to do that?
  5. Hi. I'm trying to acquire the current Combat Target's name, and it's not working. Here's how I wrote the code: string name Actor target target = Game.GetPlayer().GetCombatTarget() name = target.GetActorBase().GetName() Debug.Notification("Actor name is: "+name) Every time the message appears, it just says "Actor name is: " and that's it. I don't really care of what exactly is the actor's name, I just want it to be assigned because I want to know the length of it. Some other part of the code changes depending on the length of the actor's name. Can someone help please?
  6. Hi. I'm trying to acquire the current Combat Target's name, and it's not working. Here's how I wrote the code: string name Actor target target = Game.GetPlayer().GetCombatTarget() name = target.GetActorBase().GetName() Debug.Notification("Actor name is: "+name) Every time the message appears, it just says "Actor name is: " and that's it. I don't really care of what exactly is the actor's name, I just want it to be assigned because I want to know the length of it. Some other part of the code changes depending on the length of the actor's name. Can someone help please? EDIT: I realize this post should be in another forum, sorry.
  7. Hey y'all, So I've been attempting to edit HudMenu.swf to replicate FO76's, I've managed to get it to look somewhat close, but I'm by no means a pro at using Adobe animate, so when I try to export it to .swf file I get compilation errors that I have no idea how to handle, and I honestly think I shouldn't even be exporting it "as a movie", since the hud menu isn't technically a movie... If anyone would like to help out please PM me, I already have the .fla file with all the sprites adjusted to look like FO76 kinda. Here's a screencap if anyone is interested...
  8. Hello folks! I just released a simple - yet effective - mod about disallowing certain combat actions from being preformed when stamina is depleted. Here's a brief description from the mod page: Basically disallows normal attacks, power attacks, jumping, bow draw, blocking (with or without shield) when stamina reaches a certain threshold, it also forces the player from drawing their bow or keeping their guard up at zero stamina.This mod DOES NOT make any of those actions consume stamina, nor does it alter any of the stamina consumption of any of them; It just simply restricts those actions at a certain threshold. So it's highly recommended to use this mod with others that do actually affect stamina consumption like Vigor, Action combat, Fighting Fatigue, etc... for a better and more challenging experience. Link to mod: https://www.nexusmods.com/skyrimspecialedition/mods/25367 Hope y'all like it. ^_^
  9. Hi, I'm getting a little infuriated with this.. I'm trying to edit the source of a mod's MCM menu in CK, the mod has the loose psc files included with it, and I quadruple checked that they are in fact in the Scripts/Source folder, but for some unearthly reason I can't edit the source in CK... I also attempted to make a new script but it won't allow me to extend SKI_ConfigBase because "it doesn't exist" even thooooooooooo it's also in the friggin' source gash dang folder... Please help, I'm this close to smashing my PC into bits... I love this PC. Thanks. EDIT: Holy god damn, I figured it out.. The new CK for SE reads psc from Source/Scripts... I'm used to LE CK and this is my first time using SE CK... Anyway, I'm stupid.. Yeah.
  10. Oh, sweet! What about critical hit tho? Does violens consider that as a killmove as well or..?
  11. Hi everyone! Hope yâall doing well. Iâm using critical hit and violens while having killmoves enabled without last enemy restriction, Iâm attempting a strategic difficult run and all that, but the only problem is that during the animations of the player kill moves/ backstabs enemies can still attack and they deal a lot of damage so Iâd have no chance to heal or move away. So this is what Iâm asking basically, is there a mod that disallows enemies from hitting you during those specefic animations? Iirc, the mod âAnimationsâ which had the player character play different animations during certain actions, had an option like that, so it should he theoretically possible, right? Also if there are no mods that currently do that, any ideas of how this could be done jn CK? I might attempt doing it myself.
  12. Hi. 1- Yes. 2- Yup. 3- The glitch appeared out of nowhere during another savegame that I had, it wasn't a mod, I'm sure of it, cause it only happened after editing the .ini files, but I can't recall what I edited in them.
  13. Hi. Idk what's the problem here, but for some reason all human characters including player character have this weird issue where their skin has weird white flickering. I tried uninstalling any skin textures or tweaking the .ini flies, but nothing worked.. :| Please help it's very annoying... :(
  14. I released this as an alpha, basically only the exterior landscape. N'gasta's Isle is still empty. I will be updating this. I don't know how frequently. But I will nonetheless.. http://www.nexusmods.com/skyrim/mods/73461/? Hope y'all like it.
×
×
  • Create New...