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Sphered

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Everything posted by Sphered

  1. Updating skin is instant with a NiOverride script call, either NiNodeUpdate or perhaps UpdateWeight, been a while but yes it can be instant, just an extra step. AR BR.... Armor Rating and Block Rating would be my assumption
  2. Disclaimer I skimmed and just giving the no bs solution to what appears to be your issue Your woes are in the .nif and dds gen files. You don't need the ck. Just Racemenu or ECE. Sculpt whatever paints and blemishes you want, then export that face. In your case you only need the dds file. Rename that dds file to be their facegen aka 00000D62.dds or whatever. Adjust skin tone here too to blend. This is what the game cares about for paints and such, and you can get something way more custom sculpting in game with mods vs using the CK here
  3. For dragons they either are on foot, or are orbiting in the air. Really not much middle ground there. If above sugg doesnt work out, there are some out of the box workarounds are on the table. Like to make him a non-dragon race, and use a dragon visual effect with a dragon graph. Been too long since I messed with that, but yeah there are some options for you to get what you want here. Just may take some tinkering
  4. Roll back to a save before the mod exists. Or test on a new game. Seq file is all about quests situation on mod install so to change that after the fact might give some problems
  5. Not in Skyrim. Quite a few CK elements are dormant for this game Relationships between non-player entities, as far as I am aware offhand, only really benefit for dialogue conditions, and maybe AI package usage. Really tbh I have found the relationships are built for RP reasons more than anything. From observation
  6. Another way that would work, if you have issues, is SetSkin() function. To visually apply the change may require a ninode or weight update. One downside here is you would need a reload routine vs if equip a skin. Only if the other suggestion gives you issues, should you explore this one
  7. If I recall that is due to the behavior graph, so the easiest way to bypass the graph issue is to make a new one. Copy the hkx and use it in FNIS or Nemesis, and the animation can be invoked on demand, and won't have the camera side effects Might be other simpler solutions too, like setting camera target to someone else first, etc, but above will likely do what you want
  8. So you have a pre-rigged 3d character model you want to integrate into Skyrim. Very possible but def not something you just "do" easily One approach would be to tailor the current rig to work with human skeleton. This would just require nifskope and a lot of patience playing with nodes. The other would entail 3D model adaptation in 3dsmax. Possibly outfit studio. Point being you have your work cut out for you if you want this
  9. You basically need two magic effects and two projectiles. The other one will kick in for actual impacts and can drop a scripted explosion or activator, aka your trigger in that situation. Been a while so little fuzzy on the details, but yeah two MGEFs to have that coverage
  10. Um... six years. So you are one of those people
  11. To get an instant update which ofc would be wanted in combat etc, there are a few tricks to do it. What I do is add and remove a gold piece via script. Prolly other ways too but yeah just one of the many situations a workaround is called for
  12. Kind of a troubleshoot situation then. Try just placing one and setting alias to that, without a spell cast involved. See if it obeys AI then. Beyond that I would imagine a condition is in play keeping AI package/s from being followed. Like with a commanded actor, I do not believe they are considered teammate. So if IsTeammate is a condition somewhere the package would fail, for example
  13. There are several Game.Find calls you could use. But that is only reliable if only one ref is present which uses that actorbase Form NPCBaseWeWantToFind ObjectReference SummonedRef = Game.FindClosestReferenceOfTypeFromRef(NPCBaseWeWantToFind,akCaster,2048.0) What might be better, is if you know all the actorbase records you are dealing with, you can attach a script to their actorbase to listen for events. So like OnDying() you can have that actor relay that info then Outside of all of this, for multiple summons you can give yourself a perk. You can duplicate the twin souls perk and give it a higher cap
  14. Some nifs use a controller manager, and other nifs simply use unmanaged controllers under the node they are for. If the former, you need a controller behavior graph. If using a graph, and also have unmanaged controllers in that nif, those wont work in-game, meaning you cannot blend managed and unmanaged in a nif and expect them all to work If your two nifs happen to use the same graph, you could blend controller managers, but that is a pain and very easy to screw up. Otherwise you could convert the sequences to not be manager-controlled, and that too can be easy to mess up and is very time consuming. All of this is not very documented anywhere from what I have seen. At one point I got very familiar with this stuff and had a process when I wanted something like you do, but yeah its not something easily explained I guess, and I would probably struggle with this since its been so long You might want to explore playing a visual effect via script when armed, for additional effects. Just a suggestion for an easier route
  15. Been a while since I had issues with AI conflict, but try making the Quest priority a lower number, like a single digit. If I recall, lower number means higher AI priority. Just a suggestion, to rule out that possibility
  16. Be very sure the root node is not BSFadeNode. You will incur ctd on equip if it isnt NiNode. Also make sure there are no custom nodes in use, if your skeleton does not have them. Last thing is make sure all nodes are mapped, no blanks in the skin data area Aside from above, if still issues, run the nifs through NifOptimizer to convert to LE, then convert right back to SSE. It does not only covert. It also "handles" a lot of miscellaneous not-ideal settings too which can be very handy
  17. Havent messed with chants in a while so dont recall if duplicate effect names can give you issues I notice both of those are the same name. Maybe others also use that name? Just an off-top-of-head thought but atm otherwise go with with Max said IMO. I just was going to say I dont think you can even "learn" SKSE created ones
  18. You basically would use RemoveItem() and AddItem() If I had a full example laying around id happily share, or if I had some downtime at work would write an example up etc. Thankfully for you this is def an easy one to do. You shouldnt hesitate to peek at some existing scripts in the game and copy one to adapt for your use I'll peek later if you dont have any bites. Good luck
  19. The direct no bs route would be the race level. You can toggle whether they can pick up all items, so that might be overkill. But also at the race level you can determine what equip types they can use in their hands, and I THINK*tm they might not pick up invalid weapons at that point, but its something I dont remember for sure If not too inconvenient, above custom race idea would be the easiest fix to let you just move on and continue your adventure. Otherwise you will need to mess with combat packs and AI to see if certain settings will accomplish what want. Off the top of my head I cannot think of a way that definitely will do both of those goals. Scripts definitely can force equip a weapon though. I prolly should have waited to respond. Tired and just waiting on coffee to kick in. Good luck
  20. If you need to resolve the form, aka you only have the ID for whatever reason, you can call GetFormEx Once you have a Form, run a GetType() call to determine what it is Form Something = Game.GetFormEx(TheProvidedFormID) Int Kind = Something.GetType() Bool ItsARef = Kind == 61; 62 is also a ref, but just actor, and always is 43 Base Type If ItsARef Int DNA = (Something as ObjectReference).GetBaseObject().GetFormID() Bool ItsAnActivator = DNA == 24 Bool ItsAMiscObject = !ItsAnActivator && DNA == 32 ; Etc EndIfAbove is just native SKSE capabilities. There might be something more steamlined available from PUtil to do it too
  21. When you say you created an enchantment. Do you mean in the CK usual way, or are you mean the CreateEnchantment() SKSE call? There are some quirks about the live version ; Creates a new enchantment on the item given the specified parameters ; all arrays must be the same size ; created enchantments are not purged from the save when removed or overwritten ; exact same enchantments are re-used by the game Function CreateEnchantment(Float maxCharge,MagicEffect[] effects,Float[] magnitudes,Int[] areas,Int[] durations) Native
  22. Conversation content is referring to the game's dialogue system. Your goal is not something that gets resolved with just scripts. Dialogue capability would have to be built in for each species, or more specifically, each voicetype you want to communicate with. Then you would build choices one by one and then, at that point, scripts would be attached to do whatever outcomes are wanted for each topic You could mess with follower frameworks and see how they deal with species communication under the hood. But regardless how you go about this, you most likely will need to roll sleeves up and take a deep dive into how dialogue works if you want this
  23. I might suggest glancing at Cre Sea World. Google that and it should be first result There are a handful of NPCs with ai packs that will follow you if I recall, but other than that its just a chill tropical-themed area that meets your size requirements. It is modern themed though for better or worse, which a lot of these mods tend to be
  24. I edited to show only what you need. I add the break lines for neatness. Not required To Compile... When you click the choice below, wait a moment or several till a window with a list opens. Choose your scriptname in that list and compile. Since you are new to this, I should have mentioned that. There are other ways to compile in the creation kit too, but thats the direct easy way. If you are attaching to a quest, the quest doesnt need any options checked. It doesnt even have to be running, to do this stuff. Its a common misunderstanding, but no harm if it is running
  25. Simple test. Compile then attach this to any form like a Quest, or Book, or whatever, and test immediately in game to see if stuff is talking. If it does, you at least know mapping works. As for having a key tap another key, I kinda dont see why, but yeah that should*TM work ScriptName EZKeyTest Extends Form Event OnInit() RegisterForKey(0x9D) EndEvent Event OnKeyDown(Int Code) If !Utility.IsInMenuMode() Debug.MessageBox("You pressed " + Code) EndIf EndEvent
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