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RacerPlume

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Everything posted by RacerPlume

  1. Yea I know I could remove my animations but Id really prefer not to if I can help it. Im using Combat Stance and its just soooo much better than vanilla. As far as BBB, its not just one mesh in particular I would like it removed from - I wouldnt mind removing BBB from all the meshes Ive downloaded.
  2. Unfortunately, removing the BBB nodes from under the NiSkinInstance branches also removes them everywhere else, including from under Scene Root and therefore resulting in CTD. I tried both "Remove" and "Remove Branch" with the same result.
  3. Thanks so much! Drake, I'll try to poke around the mesh in Nifskope and see if I can do what you suggest.
  4. Hello! Can anyone assist with removing BBB animations from an armor mesh? I've tried a few things in Nifskope like deleting the "op" NiNodes (it crashes on equip), making all those nodes have the same coordinates (the bounce remains). Thanks!
  5. Thanks for the reply, Dragon32! But I just realized that it's one of my own mods causing this crash. :pinch: Haha. One of my scripts accidentally was attempting to start a script every single frame when the PC was a werewolf. I commented that part out and the crashes stopped.
  6. When the PC attempts to transform into a werewolf, the game freezes and the computer must be rebooted. Searching on the web seems to show that I'm the only one who has ever had this problem, so I'm stumped. I looked at the scripts and so on, and finally narrowed it down to the Bloodmoon function BecomeWerewolf, because when I type just that into the console (Player->BecomeWerewolf), it freeze-crashes the same way: The last thing I see are two werewolf arms dangling from above the field of view. That's when the game freezes and cannot even be alt-tabbed out. I could seriously use guidance on how to investigate this problem. Corrupt werewolf mesh? I have no clue at this point. Thanks!
  7. This is possible through scripting. It could look something like this. Your ring would have a script If ( OnPCEquip == 1 ) ;This means the Player equipped it StartScript MyRandomSanctuarySpellScript Endif And then the other script Begin MyRandomSanctuarySpellScript Short RandomValue Short DoOnce Float TimePassed If ( DoOnce == 0 ) Set RandomValue to Random, 121 ;This sets a value between 1 and 120 Set DoOnce to 1 Endif Set TimePassed to ( TimePassed + GetSecondsPassed ) ;This constantly keeps time If ( Player->GetSpell "my_sanctuary_spell" == 0 ) Player->AddSpell "my_sanctuary_spell" Endif If ( TimePassed > RandomValue ) ;The random time limit has been reached If ( Player->GetSpell "my_sanctuary_spell" == 1 ) Player->RemoveSpell "my_sanctuary_spell" Set DoOnce to 0 StopScript MyRandomSanctuarySpellScript Endif Endif If ( Player->HasItemEquipped "my_sanctuary_ring" == 0 ) ;Player took the ring off Player->RemoveSpell "my_sanctuary_spell" Set DoOnce to 0 StopScript MyRandomSanctuarySpellScript Endif End
  8. This would depend on how complex each of these 1500+ object are. If they are simple, then 1500 probably isn't anything to worry about, but if they are highly complex, then it might. You should definitely test your mod as you make it, instead of just building the entire thing on the CS first.
  9. Despite the patch notes for Morrowind Code Patch, GetSoundPlaying does not work for the "Drink" sound. Running MCP 2.4. Has anyone successfully used GetSoundPlaying for "Drink?"
  10. Unfortunately, there is no "and" or "or" function in vanilla morrowind construction set. There might be in script extenders, but I cannot say. You might already be doing this, but "and" can be accomplished with: If ( x == 1 ) If ( y == 1 ) Do something Endif Endif And "or" can be accomplished with: If ( x == 1 ) Do something Endif If ( y == 1 ) Do something Endif
  11. Hi all! I'm trying to make a chitin bracer. I've tried to do this a couple different ways and can't make it work. First, I modified the vanilla chitin gauntlet construction set object to be only a wrist object instead of a wrist and hand object. Did the same for the body part object. This resulted in the PC's hand being visible, which is good. But the wrist part was totally gone - no bracer, no arm model. Just air. This was true for the 3rd and 1st person views. Next, I tried to add the three chitin gauntlet meshes to the leather bracer mesh. In 3rd person, this works. But in 1st person (even with a 1st person mesh) there is just a void at the wrist like my first attempt. Any ideas?
  12. Thanks for the reply. Yea, I definitely don't want to add a script to every NPC. Haha. I think I need to give up on this particular idea.
  13. Where are these? I'm attempting a script to detect when the Player swings a weapon. I've used GetSoundPlaying, and also Player->GetSoundPlaying for the following sounds. Miss SwishS SwishM SwishL Weapon Swish But none of them return true when the Player swings a longsword, dagger or two-handed mace. Any ideas? I'm using the following script to test it. If ( Player->GetSoundPlaying "miss" == 1 )MessageBox, "Miss is playing."Endif
  14. I'm trying to figure out a way to add spell effects to NPCs in the area of the Player, depending on the conditions defined in a script. Imagine a magic necklace that will weaken all NPCs in the area without the Player having to do anything but wear it. But I cannot figure out how to do this. My best guess so far was to frequently place an activator box around the Player. And use GetStandingActor to detect when an NPC is inside it. But even after that, I don't know of a way to apply effects to the NPCs when this happens. Maybe I could also make the same activator cast an AoE spell when this happens, but that would mean constant spell castings and that's certainly no good. Any ideas?
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