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Everything posted by Sphered
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SSE Trigger object animation with player animation ?
Sphered replied to Neonbleu's topic in Skyrim's Creation Kit and Modders
That type of graph is for controller managers in nifs, not outside hkx invocation. You can invoke Gamebryo Animation by calling the actual name of the Controller Sequence in the nif you want to see WhateverIGuessABroom.PlayGamebryoAnimation("LoopSomethingWhateverItsCalledInTheNif",True); You almost always use true here -
The moves are the tricky part since need a lot of scripting which I assume is why you havent seen such a mod. I might look at it sometime but wont kid you, it would def require the right mood
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[LE] Problem changing biped slot on a mesh
Sphered replied to TJHammersmith's topic in Skyrim's Creation Kit and Modders
Oh, just open it in nifskope and find the Skinned area under the trishape. Right click over the BSDismemberInstance ---> Convert ---> NiSkinInstance May not solve it, so keep a backup. Its something I used to do pretty often to sidestep a lot of Skyrim skinning annoyances -
[LE] Problem changing biped slot on a mesh
Sphered replied to TJHammersmith's topic in Skyrim's Creation Kit and Modders
Doesnt happen if you use SkinInstance. Only need to keep as Dismember if you have a specific reason to want that. Skin Instance bypasses a lot of headaches so I'd say convert the mesh after taking a backup to see if it magically solves your issue. Also I suppose make sure weight sliders enabled, assuming you are using _0 and _1 -
[LE] deleting _0 armor causes a bug
Sphered replied to GoblinSlayeru15's topic in Skyrim's Creation Kit and Modders
Its determined by whether an armature has weight slider support. If it does, you need both _0 and _1 nifs. If it doesnt support weight sliders, you need just the single nif. Name of the nif doesnt matter there, and it also is one set size for anyone that wears it, so might clip with some weight values If enabled, both _0 and _1 nifs have to be present or else you wont see the model. Might CTD too dont remember for sure there Easiest way to check if sliders are enabled is to check the armature in XEdit -
SSE register for mcm event?
Sphered replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
Im rather fond of GetFormEx. If you number your IDs in a sequential manner you can fetch IDs relative to a base ID like say... a MCM quest Int MyOwnHex = (Self as Quest).GetFormID() Form NextA = Game.GetFormEx(MyOwnHex + 1) Form NextB = Game.GetFormEx(MyOwnHex + 2) Form NextC = Game.GetFormEx(MyOwnHex + 3) Etc This takes the file name out of the equation aka you can rename your mod and it wont matter plus its useful too especially if you get carried away and want to do this stuff in an array Prereq is you set FormIDs in XEdit accordingly. So the quest can end in 00 for example, and your first trigger would end with 01, and the next 02, and so on. You can declare these as properties instead ofc but depending on the project at hand you might be better benefitted using an approach like this. You also can cleanly swap to another approach if you arent storing anything. Just another approach Other objects/refs can be instructed to listen for mod events so long as they have a script ready to listen. Anything can send a mod event though, no script needed, but something does have to invoke that Game.GetFormEx(MyOwnHex + 3).RegisterForModEvent("Whatever","OnThisOrThat") -
SSE How-to create MCM style menus 'in-game'?
Sphered replied to gigantibyte's topic in Skyrim's Creation Kit and Modders
Wont be a walk in the park for sure. List Menus come to mind, but it wont have bubbles and drop downs and all the flavors MCM has. Can be pulled up instantly though. Authors of these mods tend to make them overly complicated so you better be familiar with invoking swf files on demand and setting up proper procedures to receive choices being made -
SSE Several questions I wish I knew the answers to...
Sphered replied to dafydd99's topic in Skyrim's Creation Kit and Modders
ShaderPropertyControllers are pretty basic to setup. They can modulate UV, brightness, and other things. Could technically do equippable overlays using those which could animate. No bones are involved in making that flavor work Tails would be an animated addon I suppose, though its bones are also on the skeleton. HDT mods pull off their approach by having not-flattened branches and point to XML data. To get something completely new on the nif that uses bones, and the bones are not on the wearer's skeleton, yeah I'd say go with Enchants that play art. That visual can be skinned and use behavior graphs. Cant think of an example in-game off the top of my head but it definitely is a good route -
SSE register for mcm event?
Sphered replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
IMO there are better ways than OnConfigOpen and Close. Its not when menus are closed, but rather when that MCM is exited. You may trigger things to happen repeatedly if they go back into it, etc For simple stuff its easy enough to watch for an deal I suppose. Your trigger box could use States or a Bool Property that the MCM tells it to change I guess -
SSE Several questions I wish I knew the answers to...
Sphered replied to dafydd99's topic in Skyrim's Creation Kit and Modders
Since you dont seem to be getting responses I'll stab one or two Batch nif edit methods are kinda elusive. There is a XEdit script out there (possibly already included dont recall) that can update Tangent Space on multiple nifs so you might pop that open and see how feasibly you could make that update Vertex Colors or what not instead. Otherwise yeah I hoped we could open multiples in Notepad++ or something to find and replace data for multiple nifs but far as I have seen it corrupts the nifs Animated parts is doable in armor addons. Shapes need not necessarily use bones either, and can be part of the nif too. Best results when you dont flatten branch and keep the skel tree intact though. Short version is yes doable or aside, you could instead give the armor an enchant which plays animated art. Probably easier to go that route -
[LE] Help with additem scripting problems.
Sphered replied to AnOutaTuchModr's topic in Skyrim's Creation Kit and Modders
If you want to fake a container in your inventory you can use a MiscObject or a Key with a script on it, though I'd prolly go with MiscObject. Interestingly you use OnEquip Event there to trigger the script, without actually equipping the MiscObject. This event can then view a container of your choice, one you already have in mind and have ready to open. Its a ghetto but solid workaround to enabling sub-containers -
SSE Bound Weapons for Standalone Followers?
Sphered replied to Gorgopis's topic in Skyrim's Creation Kit and Modders
I've never tried having NPC cast bound bow specifically but they can def cast bound sword. Just look up an NPC in the CK which uses bound sword (left or right hand version) and apply their combat style etc to yours for testing. Make sure your NPC is willing to A) use a bow at all aka an ebony or whatever and then B) Cast a bound spell (try sword at first just to see) and if both seem doable then try your bound bow spell If you want a bow visually on their back when sheathed though you want to go the nif route- 9 replies
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- standalone followers
- bound weapons
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Duplicate one of the presets Remove the preset flag Place in the world There. You have an NPC There are detailed guides out there on making NPCs into followers and generating facegen
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- creationkit
- customraces
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(and 1 more)
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String Theory = 0x9DB72 + "ZZ" + 0x9FA64 + "ZZ" + 0xA0E7D + "ZZ" + 0xA59AD + "ZZ" + 0xA59AE + "ZZ" + 0xA0E7F + "ZZ" + 0xF5E0B + "ZZ" + 0x109AC2 + "ZZ" + 0x109AC3 GotoState(Theory) The ZZs is a way to isolate the indiv hexes. Anyway... Later.... Hey whats that long ass string I need those hexes now String Cheese = GetState() String[] Splut = StringUtil.Split(Cheese,"ZZ") Form ShouldBeHealSpellArt = Game.GetFormEx(Splut[2] as Int) You basically create an array using simply your state. You can declare the string instead up top etc. That single string can be read by your MCM You can append this too. Fetch it... add more. Remove stuff. Whatever. It can go beyond 128 items too. Just need a new separator so we can tell where 128 is and do a new split Just depends how dedicated you are to this. Sounds like you are, so... I suggest def getting acquainted with StringUtil
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Issues like this are usually fixable with some tweaks in nifskope. Environment Light Fade is one culprit, possibly Soft Lighting, etc, but going off memory here. Also Alpha flags and other misc settings can effect this too. Basically I suggest popping both shapes into a nif and play around with settings in Skope until you see both in game
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Sounds like an AI pack issue. Casting by script can work too but the spell will just appear from their head though, with no actual "casting" Basically, to have a immersive casting sequence, an AI pack needs to be available to them where a routine is ready to usemagic. The spell assigned has to be something they are capable of casting, and otherwise the condition for them to cast needs to be set to allow it. Finally, the NPC needs to be sure that is their current package at that time
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Not a fan of OnConfigOpen/OnConfigClose. I literally never use those OnPageReset is where you want your checker. Populate a MCM is busy so buzz off line or whatever until the update is done This said, I like to use a "commit changes?" type button where when clicked, closes menus and performs whatever requests. I suppose otherwise you would want a OnConfigClose event to know when to commence
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Event OnPageReset(String Page) SetCursorFillMode(2) AddMenuOptionST("ListHirelings","Administer Hirelings","Choose") EndEvent Event OnMenuOpenST() If GetState() == "ListHirelings" Formlist Them = Whatever as Formlist String[] These = New String[7] These[0] = "No Selection" These[1] = Them.GetAt(0).GetDisplayName(); "Belrand" These[2] = Them.GetAt(1).GetDisplayName(); "Erik" These[3] = Them.GetAt(2).GetDisplayName(); "Jenassa" These[4] = Them.GetAt(3).GetDisplayName(); "Marcurio" These[5] = Them.GetAt(4).GetDisplayName(); "Stenvar" These[6] = Them.GetAt(5).GetDisplayName(); "Vorstag" SetMenuDialogStartIndex(0) SetMenuDialogDefaultIndex(0) SetMenuDialogOptions(These) EndIf EndEvent Event OnMenuAcceptST(Int ChosenDigit) Bool HandleIt = ChosenDigit > 0 && GetState() == "ListHirelings" If HandleIt ResolveFollower(FollowerList.GetAt(ChosenDigit - 1)) EndIf EndEventThrew this together and didnt do an array as to show one way listings can be done The key here, is 0 in this case, is cancel. The event is sent to say hey they clicked 0. So if 0 you do nothing, but if you want listing 0 in the formlist, you will have 1. So here, you fetch GetAt(ChosenOption Minus 1) As for the String vs Form arrays, I suppose its possible they query differently and give non-matched outputs. I am not familar with that approach so cant advise there but I wouldnt dismiss the possibility unless I looked at it