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SeScreener

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Everything posted by SeScreener

  1. The explosion spell that seems tied to the Flaming Thrall is "dunHighGateSummonFlamingThrallExplosion". The explosion should apply a damage value to anyone (including allies and the player) within a 15 foot radius. The explosion spell is cast by the summoned Flaming Thrall itself; however, that spell is not in the Flaming Thrall spell list nor under its race menu. As far as I can tell, the explosion spell is only used by the "spellSummonDraugrBomb" script attached to the Flaming Thrall actor. Since I am trying to recreate the exact same effect (with not exceptions to other npcs or the player), I have duplicated everything and simply changed the race (also the class and attack data respectively). My new summon also has the "spellSummonDraugrBomb" script, and the properties are the same in my summon and the original Flaming Thrall. However, when my new summon explodes, the explosion does 0 damage. The only damage the new summon does is basic attack damage before the explosion. If I want to replicate what was done in vanilla (changing only the race of the summon), then it seems like duplicating the vanilla items would be the best place to start. Maybe adjustments need to be made to the script? Basing my project off of vanilla has failed thus far so perhaps it would be better to work from the ground up. The goal is simply to create a summon that explodes dealing large flame damage to anyone caught in it's blast. The flaming familiar spell does this, but perhaps there is an alternative method?
  2. So the wolf race doesn't have the explosion spell anywhere except in the draugr bomb script. I made a new race and applied the explosion spell to all of the attacks in the race settings (the same way wolves use rockjoint) and still no damage.
  3. Hello. I am trying to create a new spell that summons an exploding creature. I thought that I could use the flaming familiar as a starting point, so I duplicated it and changed the race then applied it to a new summon spell. The creature explodes but it doesn't do any damage when I'm in combat. Does anyone know why this is?
  4. Haha yeah, I am sure that it is quite a complicated process. I know absolutely nothing about scripting but I would love to try and figure this out at some point. Although, I am in no rush.
  5. I assume that advanced rain on screen effects are better left to enbs. My intention would be to have slightly blurred and static water drops on the screen only when it is raining in game. Like the blood texture, the water drop/s would appear on your screen and then fade away rather quickly before another one appears. So, I would make a few waterdrop textures (or just one depending on what the script uses), then write a script that will make it so those textures appear "randomly" on the screen only while the game is reading a rainy weather type. Not sure how I should go about all of that though.
  6. Ah ok. Thank you! So, my next question would be, can I use this script (or a similar one) to make rain drops appear on the screen under certain conditions?
  7. Hello. I'm attempting to find the screen blood setting in the creation kit, but so far I have found nothing. Anyone know where it can be found?
  8. Hello everyone! I recently decided to open skyrim back up and give it a whirl. I installed Rudy ENB for vanilla skyrim with ELFX and now I'm only getting 10-14 fps. I am running an AMD FirePro W4100 with 16GB of memory. I tried following the guide on how to set up your enblocal.ini but I still have a horrible frame rate. Does anyone know why this is the case? Shouldn't I at the very least be getting 25-30 fps (if not more)?
  9. Recently I decided to start adding a few new spells to my skyrim game. I've implemented a few already but my knowledge is limited so I'm not currently able to execute some of my plans. After playing ESO Morrowind and the Warden Class it's been my goal to recreate all of the warden's spells in skyrim. At this point I've only been able to recreate 4 very simple to put together spells but most of them require new meshes and textures which I'm not sure how to make. For example, one of the spells causes three Shalk to burst from the ground when cast and I think I could get a similar effect if the three shalk acted as an explosion once a small projectile reached it's target. However, I don't know how to make turn a basic mesh into an animated explosion that can be used in a spell. Another spell (which I would make as a power) is a really strong heal which would be simple enough except I want the spell to make some glowing trees grow around the player while the spell lasts (maybe something like a hit shader). In base game I already have the tree meshes but again i don't know how to turn them into a new animated model for a spell effect. So, what I need is to learn how to make these new meshes with proper animations that I can use in a spell. If anyone has any experience, could I get a few pointers? Maybe a tutorial or two? I'm somewhat familiar with blender although i've only made static meshes before. I don't know anything about scripting or animation either, but that's why I'm here. Thanks for reading this far! Hopefully this mod idea can soon become a reality. :D
  10. If you simply mean changing the colors it is actually very simple. All you have to do is install gimp with the dds plugin then load of the texture and recolor it. :smile: It may be better in this case for you to learn the process as it is exceedingly simple and it would allow you to recolor any armor you want without having to convince someone to do it for you which could be a whole process in itself. Let me know if you decide to give it a try and I'll see what I can do to help you out :smile:
  11. The texture is DetailOvergrowth01.dds and DetailOvergrowth01_n.dds. They are located in data\textures\dungeons\… However, usually if a texture is missing the mesh will show up purple not grey. So it could be that the texture is there but somehow "broken".
  12. I'm currently trying to expand my portfolio and I really want to make some nice high quality armors. The goal I have in mind is to make armor that looks great but will also be fully optimized for games like skyrim. I simply have no idea where to start. Using Blender 2.79, I assumed I could use a simple plane and model a basic shape and then maybe use a solidify modifier to make it look like actual armor, but this seems like a painfully slow process and not the most efficient. I'm also clueless as to how I should texture it since I'm only familiar with tileable textures. Obivously I'd have to bake normal maps in order to keep it optimized, but this is really the only thing i know how to do. If anyone has some tutorials I could use it would be greatly appreciated, and I'm open to any suggestions anyone might have. I've been searching for months and I can't seem to find anything really useful, so I'd love if someone with some experience in this area could point me in the right direction. Thank you all for reading! :)
  13. This is the tutorial i followed. Really straight forward. https://beyondskyrim.org/exporting-blender-2-7-skyrim/
  14. For skyrim se i'm pretty sure you can only get the Creation Kit through the bethesda.net launcher. So you'll have to make an account on that website. You can use it to make the mods you're asking for. They are very simple requests and would be a good place to start learning how to make mods. Edit: If you decide to make the mods yourself, feel free to dm me if you need any help. :)
  15. Do you have the creation kit?
  16. I've seen a few mods that retexture the interface but I was wondering how it's done. I'd really like to make a paperesque retexture of the ui but not sure how to open the swf files or how to use them. Any ideas?
  17. So I used the filed date changer and change the BSA dates to 2006 so in theory anything I put in that is 2007+ should work properly?
  18. So I ran through the process again just to be sure and you were right. The files I was using just didn't quite make it in terms of date. I have one more question tho. If I change the date of the BSA will it change the dates of all the files in it as well?
  19. Oh, that makes sense... Not sure why I never thought of that.
  20. So not sure how this made a difference but I went back insto GIMP and re-exported my textures the same way I did before and they seem to be working.... Not sure if I missed a step or something, but at least it's working. I'll have to dive into it a little bit more to see what I did wrong.
  21. Ok... I found that I can replace the models just by opening and saving them in nifskope. No editing required actually. It's just the textures that i can't figure out.
  22. Steam since I am on windows 10. It's installed in (C:)/Program Files (x86)/Steam/SteamApps/Common/Oblivion/
  23. Manual, and I followed all the directions in the readme.
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