Jump to content

Darg727

Premium Member
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About Darg727

Darg727's Achievements

Apprentice

Apprentice (3/14)

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

Recent Badges

0

Reputation

  1. After revalidating my files, I discovered that the issue is how the pre-war looks menu forces the female model to pose.
  2. I don't know what happened, but after reinstalling FO4 I realized that my female body meshes have a weird warping or scrunching above the breast toward the arm. Also I can't prove anything but the whole area of the chest and upper back seem a little enlarged. It just doesn't look natural. I tried installing CBBE and Wonder Body to try and fix the issue but it persists. Could it be a screwed up skeleton? Is there even a Skeleton mod for FO4?
  3. Body slide has a UNP preset on it and it has been there a long while. Any difference in the two has really comes down to original support for armor mods now. If you can personally create your own body slide preset for a custom armor then there is no diffence, practically.
  4. Specifically bijin to seranaholic. I have copied everything I could to make it exactly the same. Modified the npc file to copy the chargen data. Modified the tex files to pull from the appropriate bijin npc. Did the same to the armor addons for the nifs. Modified the head parts to pull the correct chargen data file, tex, and model. What happens in game is the body model, hair model, and body texture copies over but the face does not and neither does the hair texture. Even the body weight setting in the npc file doesn't change when in game. I have the esp at the bottom of the load order to prevent conflicts. I don't know what to do. I tried this earlier with vilja and Chaconne before I realized there was a mod already, but I at least got everything there working except for the hair texture. I was using TES5Edit if that helps. Can any one point me in a direction to get it to work?
  5. I have very basic skills with programing and will eventually put the time in to go through Cipscis' tutorial for skyrim. My delimma is two fold. The first is probably simple, but I want to create an reusable item that runs a script when used and can be hotkeyed. The second is the script: if player has a specific item equipped (preferably based on a keyword) (below switches only when the activation item is activated, is done one at a time, and loops indefinitely. think running through a list over and over.) then check for item 1 if item 1 is equipped then equip item 2. if item 1 was not equipped check for item 2 if item 2 is equipped then equip item 3. if item 2 was not equipped check for item 3 if item 3 is equipped then equip item 1. if first specific item is not equipped, check for a second item. if equipped check for item 1 if item 1 is equipped then equip item 2. if item 1 was not equipped check for item 2 if item 2 is equipped then equip item 3. if item 2 was not equipped check for item 3 if item 3 is equipped then equip item 1. if second item is not equipped, check for a third item. if equipped check for item 1 if item 1 is equipped then equip item 2. if item 1 was not equipped check for item 2 if item 2 is equipped then equip item 3. if item 2 was not equipped check for item 3 if item 3 is equipped then equip item 1. etc. sorry my syntax is probably really poor, I'm living off of a few hours of sleep this weekend. I spent my free time of the last week going a scriptless route, but it was extremely rudimentary and didn't really address what I wanted to do with the mod. I don't mind doing work to figure out what to do, but having a guiding hand or hands would be much appreciated.
  6. In response to post #33485500. #33489495 is also a reply to the same post. Sorry, but RPG's only follow one rule: you play a role in a story with player character development/progression. FO4 has that in spades. Just because the story or character development is nonlinear does not mean a game is not an RPG. There are no strict guidelines.
  7. In response to post #33369190. #33385585, #33396780, #33418570, #33453780, #33463685 are all replies on the same post. @dw420 If you want a proper comparison, think of it as bethesda is handing over a newly constructed city made with 100,000 residents and 10,000,000 tourists yearly in mind. Nobody but a few 100 people were living there until now. Do you think everything is going to run smoothly right out of the gate? Yes, coding a game is that complicated.
  8. As of right now I'm stuck using a universal explosion damage reduction in order for my mod to not kill me. I'm looking currently looking for a condition to target a specific weapon or explosion for a custom perk on the player. If there is a better way, please let me know. I do not use a magic effect so I can't set a condition there.
  9. I have been working on a mod that changes the way spell costs are formulated to make it more similar to oblivion. In order to do that I have to bypass the game settings as you can't change the hardcoded formula. The way I have it set up now is I have perks set to increase the magnitude of magic effects on the character using keywords. However My problem comes in after I realized that magic effects don't update after being placed on the character. New character is fine. level 100... stuck like a new character. My question is as in the title or maybe a solution to the not updating magic effects. I really don't want to have to make 500 entries in a perk.
  10. I have found that if you reduce the lesser power cooldown in gameplay settings to 0 concentration style spells will play their animation. The problem is that the animation plays until you run out of magicka (spell is usable indefinitely at 0 magicka), power attack, or take out weapons. My question, is there a way using scripts to possibly make it a toggle so that pressing the button again would cancel the effect?
  11. I want it to be usable with different one, and not only one spell, but almost any destruction spell (as I said, by putting said spell in left hand) because I don't want to play the whole game with one sword to have the possiblity to cast spells while swinging So you are thinking that you cast a spell in the off hand as "concentration" or "fire and forget" that lets you "fire" the spell when you swing your weapon? I don't know how compatible it could be. It could be possible by using the bloodskal as a base and making the spells use magic effects that won't work without a qualifier (spell cast). But I have no idea how bloodskal blade or the mod above work.
  12. Yes, although I don't know how potions work while transformed. It would literally take less than a minute to change the 4 magic effect's magic skill to destruction.
  13. Looking at the CK, the magic effects of the VL vampiric drain have not been given a spell school. Theoretically changing those would let you use potions then transform or possibly add perks in the vamp tree to effect the spells with added keywords.
×
×
  • Create New...