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BotOwned

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Everything posted by BotOwned

  1. True, I must agree and the "other mods" use a completely different way of playing animations to this one... after breaking down exactly what I have to do for this mod, I still have one question to find out, how can I make it compatible with the DLCs, Other mods adding furniture and items, and actors? I am hoping (fingers crossed) that I can only use conditions from within creation kit to do this, which means not comparing them to formlists or individual forms, this is fairly tedious thanks to how conditions actually work, lack of documentation for most, or some just plain not working, if this does fail however I will just end up using papyrus. As for what's got me down. relationships.
  2. Hello Daisy, Allow for your fragment to generate first, simply type a ; into the box and then click Compile then make sure you close down the windows of the quest (by clicking OKs) to allow the fragment to compile you should then be able to open the compiled fragment via edit source (Or you can use Edit Properties which ever you prefer) in the script list when you open it back up and then declare your property outside of the commented sections. This should then allow you to continue without incident. I hope this answers your question. Good luck.
  3. EDIT: Revoked, Really need to stop impulse posting... I am sort of debating if it's worth me continuing the mod and also able to follow through with long term support for the mod...
  4. Simply use .SetAV("Paralysis", 1) after using PushActorAway(), this will cause the actor to stay Ragdolled until you reset it back to 0, I would consider it the easiest way. (Although NPCs can cure paralysis unless you setunconscious as well)
  5. Just on the hug animation that's part of vanilla Skyrim so anyone can use it if you know how... but for some reason unknown to me Bethseda did not use it (or it's used somewhere I haven't been yet.) This mod idea is right up my alley and I would take it on but I am already working on my own projects which I have committed to so it will be weeks before I can even start planning how this mod could turn out. However if this request is still up at that time I will gladly take this on.
  6. Just how quickly were you expecting an answer? just out of curiosity...
  7. Just make your own for now, show us your interaction overhaul mod, it'll be enough to convince a future collaboration, and make a nice publicity for it, don't waste your good work, this is just a suggest, again just like a month ago good luck :wink: Oh of course, I was sort of thinking out loud... One shouldn't prowl the forums in the early hours of the morning :biggrin: .
  8. Oh no that was something I forgot to relist while I was typing it out thank you for reminding me it has been added. As for Grabbing that was a concept I was working on in my own testing builds but more often then not I found it extremely annoying to work with, and so while i know how I can do it I won't add it yet.
  9. Entirely true and on that I wonder if the other authors would be willing to collaborate just on one interaction mod instead... hm (Not necessarily mine or any of their's but an entirely new project.) perhaps it's worth a try.
  10. It's interesting how many interactions mods have come out since I started this thread a month ago.....very interesting indeed....guess it's just that time. EDIT: That came out a little accusing...for that I apologise, I am sure it had nothing to do with this thread.
  11. If you look at your stats page I am quite sure it shows current bounty in each hold as well as the maximum bounty you have ever had... but I haven't played skyrim for a little while, so I may be wrong.
  12. Always at 1024MB for mine with a shared memory usage of between 700MB and 2.5GB which is to be expected since Cells and models are kept in a buffer for quicker loading times. < Nvm that was an observation not actual fact. Anyway I rarely ever crash and I run with approx 200 mods, 15 of which are hi-res texture packs. I have rarely ever locked up and have a constant fps of 60 inside and 40 outside.
  13. If by "Papyrus script from a Quest" you mean a script attached to a quest then no it will not have the results you want. I'll point you to a Tutorial on Dynamically attaching scripts to NPCs which should be more...suitable for your application.
  14. I like the texture but a little too glossy for my liking, while I won't go and say it's ugly (Cause in my opinion it isn't). It's not something I would use so maybe it's not your pancakes taste?
  15. I tried using both at one point to see how it looks I wouldn't recommend it ;)
  16. I think I know the mod you speak of it was taken down after the author was banned. ATTK Power loader I think it was called it does pretty much what Game Booster does and I think it does work with SKSE.
  17. Hm... now I haven't done too much work with guards but what faction do you have your guards in?
  18. BBP = Bouncing Breast( or Butt?) Physics, it's not true physics though but still...there it is. From my understanding of meshes it should be for all NPCs and the Player as long as they use that body. Also as Clothing are separate meshes to bodies BBP will not work on them, unless someone decides to take up the pain staking task of doing it for every single clothing, armor or robe piece. (Since Followers have default gear which will not be removed unless you download a mod to do so or use a console command or do it yourself in creation kit that might be why it seems to not work on your follower.) So anyway try letting the NPCs run around starkest and see if it is working then it should.
  19. Personally I use RegisterForSingleUpdate(float x) then RegisterForUpdate(float x) as it sometimes is possible for the update to become orphaned even with the best of scripts and using a single update only will allow the update to run out in case unregister fails.
  20. From my understanding of the situation he posted an external link for his ATTK loader which led to his website in which he has begun selling this so called (I say so called as I don't actually believe it perhaps I am wrong but that's my opinion) performance enhancement (He did keep a free version for skyrim only though) of his and my guess is Nexus staff decided that his description was more for advertising his commercial version then the free one. That's my guess anyway.
  21. GetMovementDirection returns the following: 0 = Standing Still 1 = Forward 2 = Right 3 = Back 4 = Left
  22. A quick update I have decided to start from a fresh base for the final build which I plan to release and will do one animated interaction at a time over the past few days I have been working on the sleeping interaction and the sleeping ui. EDIT: Also worked out a fix for the fused eye bug after sleeping so don't worry about that. EDIT2: Spent the past few days moving to a new house and so haven't had a chance to work on the mod. EDIT3: Still unpacking should be continuing on the mod next week once everything's sorted. EDIT4: Everything's Unpacked and raring to go back to working on the mod. First up is to be polishing the bed interaction, after much debating( and testing) I decided the least buggy way of implementing this is to actually use the original sleep UI, but I have made modifications to how the interaction takes place and I will re-post the bed interaction video in a few days of the new interaction. I also spent much time on general purpose scripts (They are sort not very heavy at all and only used on occasion) for Fading, Camera angles, switching camera views, and also allow for the user to decide a preference of First or Third person (The preference only works when it's possible to do so, if the animation requires a certain PoV or will screw up due to wrong camera positioning there will be no choice and it will enforce the PoV I have setup.) Once this bed interaction is perfected (In my eyes and as far as my skill can take me) the other interactions should fall into place fairly rapidly.
  23. There's not really any need to use conditions on the spell, since you can instead use the perk entry target condition list all you're doing there is confusing your self and making more work by having to swap between the two. Try to keep all your conditions on the same form where possible will save you headaches in the future (Course it's not always best to have all the conditions on the same form where possible but generally it is.) Also I would personally use a Casting Type of Fire and Forget with Delivery of Contact instead of Concentration and Aimed I just find it works better for Apply Combat spells. EDIT: Btw BleedingSpell is actually for the player werewolf quest so it's actually for an FX not an actual combat spell look at perks spells like "PerkBleedingSwordIron25" or "PerkBleedingSwordGlass25" those are the ones that do what your looking for. EDIT2: One more thing before I forget vanilla hand to hand (No weapon item) will not cause apply combat spell to proc. Should be fine with the SkyRE pretend fists though.
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