-
Posts
474 -
Joined
-
Last visited
Nexus Mods Profile
About Sphered
Profile Fields
-
Country
None
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
Sphered's Achievements
Rising Star (9/14)
14
Reputation
-
Keeping a corpse from despawning?
Sphered replied to gravityzcatz's topic in Skyrim's Creation Kit and Modders
If you spawned it at runtime, yeah I'd see that going away after a while. I believe you are okay. The body should*TM be there permanently since placed in the CK. As for loot, I believe when the cell resets, so do all refs -
You would have to dive into the controller manager in each nif you want to modify, and it isn't simple Each sequence has interpolators and various data like transformdata, floatdata, and others. You MIGHT be able to get away with changing the speed of the controller at the top level and call it a day, but probably not tbh. Been too long since I messed with that stuff, I just remember it's finicky and tedious Very niche area of modding you are asking about. Sorry to inform, your goal is not an easy one
-
How do First Person meshes work?
Sphered replied to melvinius's topic in Skyrim's Creation Kit and Modders
The vast majority of the time the 1st and 3rd person models are either identical, or might as well be identical. This may be a Fallout/etc spillover, since guns are probably different 1st vs 3rd person. And whatever reason the game treats the player different than npcs with how 3rd person gear visibility works. Just quirky overall, and you just play with it till it does/looks as desired -
How do First Person meshes work?
Sphered replied to melvinius's topic in Skyrim's Creation Kit and Modders
For NPCs, first person (static) weapon model isn't seen. The NPC shows whatever the art file is for the actual weapon. As for the player, it's the opposite Going off memory from making mods in LE. Special Edition may have changed all this so I guess test and see -
Help with jumping attack guidance!
Sphered replied to Sh1nyC01n's topic in Skyrim's Creation Kit and Modders
Best to realistically aim to do, is change how attacks look. Plenty of mods out there make it where leaping animations occur as part of attack and other aesthetic changes Overhauling the way the game completely works, like you imply wanting to do, is not just some small project. Check out jump attack mods on nexus and you might notice why it never really happened -
Conditional UI/Swapping files using Papyrus
Sphered replied to theblackpixel's topic in Skyrim's Creation Kit and Modders
Gotta know how to open them at all first. And that mod dylbill linked looks like a good starting point First part of invoking a wheel menu: UI.InvokeForm("CustomMenu","_root.WheelPhase.WheelBase." + "setWheelForm",0x14) Part of opening a listmenu UI.OpenCustomMenu("WhateverListMenu",0) then UI.InvokeStringA("CustomMenu","_root.listMenu." + "LM_AddTreeEntries",EntryVariable) etc If IPreferWheel WheelRoutine... ElseIf IPreferList ListRoutine... EndIf On top of all that you have to register for modevents to listen for your selections. At any rate, it is an overcomplicated and difficult to figure out process that you have to really want before its very feasible. You should play around with UIExtensions and mods like above to start -
Fixing the neck gap in an imported head
Sphered replied to jean7391's topic in Skyrim's Creation Kit and Modders
Open racemenu ---> Change your weight to whatever the head mesh is ---> Import the head mesh ---> Now change your weight to whatever you want to be ---> Done Ideally you will know what the weight is. Like if its a facegen of a NPC, check what that weight is in the creation kit or xedit. Otherwise you can just guess and repeat above process till you see no gap -
Why do dragons switch Worldspaces along with Player?
Sphered replied to staalo18's topic in Skyrim's Creation Kit and Modders
I worked on a project once where we had a dark world version of Skyrim. Dark Whiterun for instance, where dragons ruled. I used a portal to go between the two worlds, so I basically had full control of what happens before/after I cross. Before I entered, I spawned a bunch of them via script, and added them to a formlist. When I use my portal to leave, I would fade screen-to-black, and run a routine which takes a couple seconds, to disable and remove all the dragons in that list, before player returns to the light world. This prevented crossover, since they no longer existed. They were simply removed from the equation entirely. I could do this because I fully controlled the situation, and I simply never had unexpected dragons to contend with I just know they will cross worldspaces under certain conditions, which like you pointed out, are part of the game engine. They may simply need to be flying, or there might be a IsInCombat check, etc. My method worked to prevent crossover, so I stopped exploring other ways. So in short, I would start with tracking all of them in a list or something, and to explore using a script to zone to and from this place instead of a door, if realistic. Easier if there is only one entrance/exit, and to regulate it via script. Probably could work with a normal door or trigger areas, but imo you can control what happens better if you control the passage in between world A and B, and do things before/after teleporting the player -
Answering the title: Yeah if you are saavy enough you can cleverly piggyback off of anything, native or mods, to do whatever you want. If that MCM mod uses GlobalVariables for the setting in question, you call a GetValue(). You can also change the value via script. If they use properties, you can call/change those with (WhateverQuest as NameOfTheScript).PropertyName. Etc
-
Faster way to launch the game for testing?
Sphered replied to Kahenraz's topic in Skyrim's Creation Kit and Modders
For quick testing, I suggest LE, and make a profile with minimal mods and graphic settings so you can get right in. I go from desktop to completely in game looking at my character, in about five seconds with this setup. I also use a custom autohotkey script to spam enter a few times if I really want to be lazy. For the save, just make sure your test profile only has that savefile within it, so you don't have to pick one manually Most mods work on LE, but I suppose if you are testing SE-only SKSE mods, esl's, etc which aren't compatible with LE, you will have to kinda deal with waiting a bit longer to test on SE. But you can still do the profile thing with a minimal environment to speed that up. You bring back some nostalgia when I used to mod this game like crazy and test all the time lol -
How do you make a femboy Follower?
Sphered replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
Just a male character using an altered female head. The alteration fills in the neck gap, and you need custom textures to avoid neck seam. Look up "Bochu Skyrim" for more insight -
Why do dragons switch Worldspaces along with Player?
Sphered replied to staalo18's topic in Skyrim's Creation Kit and Modders
The idea behind it was to have dragon attacks that were happening outside a major hold, to also continue if you zone inside. This game was made to work on PS3 remember, which is why we had to deal with zoning here at all. So if dragons were flying above you when you walk into Whiterun, then magically disappear after you cross that gate, yeah. Anyway that was the thought process behind it. Resolved with mods later, at least somewhat. One of the many incomplete things that didn't make it to 11/11/11 release. And I am old now