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JMSFedaykin

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Everything posted by JMSFedaykin

  1. JAF01 - Did you resize the image in Photoshop (ie, Image -> Image Size)? Either the image was resized or the UVs on the mesh got squashed. But without a better description or some screen shots, it's hard to diagnose what the problem is.
  2. Just like the subject says... I need to find out if there's any way to import a skeleton into Max or Blender without the rotations of the axes being all screwed up. The reason I'm asking is that I'd like to be able to create my own skeleton for the mesh I'm working on, but I want to tweak the lengths of some of the bones to get the proportions of the figure how I want. So, I'd like to be able to get the bone rotations matching at the start. But when I try to align my bones to the bones of the imported skeleton, I get this: http://i.imgur.com/vr5Zmbs.png That's the thigh bone, just fyi. Now it looks like Skyrim's bones rotate on the X as opposed to the Y, which is how Max's bones rotate by default. But even if I rotate the center point by 90 degrees, that still won't account for the rotation along the Z. So, does anybody have any suggestions? Thanks in advance! PS, I also tried importing into Blender, but it barfs on every skeleton and I get some kind of "node name length is too long" error. PPS, Well, forget that... I tried rotating the pivot separate from the bone, but that doesn't work. I though you could, but I was wrong. So, there's currently no way I can get the rotations of my bones to match the rotations of the skeleton's bones.
  3. That should actually be pretty simple. Open up the amulets that you want to copy the properties / abilities from in the Creation Kit and make a list of their spells. Then create a copy of the Lustmord Pendant in the CK and give it a unique name. Then just add the abilities you want to copy to the Lustmord Pendant copy you created. Then, in game, hit the ~ key and type: help "<Name of Your Copied Lustmord Pendant>" 0. This will give you the ID number of your pendant. Then type in: player.additem <ID Number of Your Pendant> 1. This will add the pendant to your inventory.
  4. This is a really basic question, but I couldn't find an answer anywhere. So, I thought I'd try asking here. Basically, what I'm trying to figure out is if Skyrim's animations (I think they're *.hkx's instead of *.kf's, now?) store keys for scale and position information as well as rotation information for the bones in the animation? What I'm trying to do is create a new mesh for an existing skeleton in Skyrim. But I'd like to alter the length of some of the bones to be able to better match things up to the proportions that I'm picturing. It's not really a big thing. I can build the mesh to the skeleton exactly as is. But, I could make it perfect if I could alter bone lengths. But if the animation files key position and scale in addition to rotation, there's no way I can get that to work. So, I just thought I'd check. If they're like everything else I've encountered, I'm guessing they probably do. Thanks in advance!
  5. Pretty self explanatory. I'm trying to find the animation that gets played when the player climbs into the saddle to ride a horse. Maybe it's just been a long day, but I can't find anything in the "character\animations" directory, or any of its sub-directories, that looks like it's what I'm after. If anybody could point me to the correct file, it'd be a super big help! Thanks!
  6. Nope, that's pretty much it. Just unpack them if they're in a *.bsa and then create your versions of the textures and drop the whole kit and kaboodle back in your Data directory.
  7. Well, if that's the case... There is one thing you could try. You can procedurally change the VampireLord race. (It's listed in something like Game Variables in one of the menus for the CK.) You can use Papyrus to change that variable from the Vampire Lord race to your character's race. Actually now that I think about it, that probably won't work either because it's going to introduce a whole bunch of other issues relating to how the Vampire Lord casts spells and all the other stuff associated with it...
  8. This may be a dumb answer... But if you've found the MagicEffect, you can r-click it and choose "Use Info" and that will show you all of the CK items that use that MagicEffect.
  9. I gathered that you added the ability. But, did you set it up so that it's constantly active? That's what I was getting at. If the spell isn't constantly active, there should't be anything in the AI packages to make it cast the spell on itself. That's why I suggested trying to set it up so the spell is always active. You probably also need to create a quest so the spell gets cast on the follower automatically.
  10. What I can't figure out is why you're getting warnings about texture swapping? Aren't you changing the texture paths in the TextureSet node of your nif? And also creating a seperate nif for each weapon? I just don't know why it's swapping. It doesn't seem to me like there should be any texture swapping going on...
  11. I may be completely off base here, but I think what you would want to do is this: 1) Create a copy of the race that you want your follower to be and uncheck swims. 2) Then you would duplicate the waterwalking spell and make it a constant effect ability. (I don't know if you need to do this. It just depends on the particulars of the original waterwalking spell.) 3) Then in the race, add your duplicated waterwalking spell to the list of racial spells. 4) Then assign the race of your follower to your duplicated race. If I'm correct, then the follower should have the waterwalking ability and it will be applied constantly. Now, I don't know if unchecking swimming will cause the follower to stop following you. But if it does, try checking it again. Either way, I think the follower should probably waterwalk instead of swimming. Also, you may need to turn the magicka cost of your duplicated waterwalking spell down to zero. Hope that helps!
  12. My best advice would be to model it in whatever version of Max you want. Export it as *.obj and then import it into Blender v2.4.9 and export the *.nif from there. Blender isn't nearly as sophisticated as Max. Plus, I think you'd need to recreate the Materials / Textures. (But, the UVs should come over.) But, that workflow should work.
  13. Hello There! This particle emitter is giving me fits! For the life of me, I can't figure out how to increase either the emit rate / quantity of particles or both. I've got the shape to where I want it. But, the volume of particles is still REALLY thin. It's bad now. But eventually, I will have additional versions of the particle system that are up to double the radius of this original. I've tried upping the FloatData for the BirthRate of the EmitterController. I've tried upping the Min and Max Num to Spawn of the Particle System and I've tried upping the Max Vertices of the SysData. Nothing seems to work. I'm trying to modify the FXCobwebExplosion02 particle system. So, I've included both that and my current, modified version. If anybody could help me out with this, that would be great. I'm sure there's probably something dumb that I'm missing, but I'm just not sufficiently fluent in particles to figure out what it is. Thanks In Advance! http://www.file-upload.net/download-10871501/WebSpellExplosion.rar.html
  14. I need to create a super simple particle system for one of the spells I'm creating. It would be dead simple to do in something like Max or even Blender. At first glance, I thought I had read somewhere that the Blender plugin supported particle systems. But upon re-reading things, it looks like I was wrong. Does anybody have any suggestions on how to create a particle system without having to rip stuff apart and reassembling it using NifSkope? Like I said, this particle system is super basic. I just need a bunch of textured squares to explode out from a central point. Then I can altar the velocity, and possible the life span, to control the area of effect. If there isn't an alternative method, can anybody suggest a similar explosion nif to the effect I'm describing? Preferably as simple as possible? It's ridiculous how many parts and pieces there are in most of the particle effect nifs. Thanks In Advance!
  15. Ok, so I just did some more quick testing and the activator is definitely getting placed and it's definitely doing the checks. I suspect the problem is the distance checks. From what I understand, Self refers to the script. So my question is, how can I calculate the distance from the activator this script is running on to the player? I thought I might run into this, that's why the other day, I posted the question about a similar script running from the perspective of the player. I can't figure out how to refer to the object this script is running on...
  16. What I'm trying to do is use an activator to check the distance to the player from the impact point of an explosion. If the player is closer to the explosion than the radius of the explosion, I apply an Image Space Modifier. I used an activator because that was the only type of object I could find that would allow me to add a script to it. I thought I could attach a script to a static (ie, an xMarker), but I was wrong. Well, as it stands right now, my script isn't working. I did some testing, and the ISMod never happens. So, if anybody could give me any advice, I'd appreciate it. I'm going to do some more testing with notifications to see if I can figure out if the script is even firing. Here's the script as it stands, right now: ScriptName z0_Drow_DarknessFXActivatorScript Extends ObjectReference Actor Property z0_Drow_PlayerRef Auto ImageSpaceModifier Property z0_Drow_DarknessSpellISMod Auto Event OnLoad() If (Game.GetCameraState() == 0) ;Level 1 through 9 If (z0_Drow_PlayerRef.GetLevel() < 10 && Self.GetDistance(z0_Drow_PlayerRef) <= 137.5) z0_Drow_DarknessSpellISMod.Apply(1.0) ;Level 10 through 19 ElseIf (z0_Drow_PlayerRef.GetLevel() >= 10 && z0_Drow_PlayerRef.GetLevel() < 20 && Self.GetDistance(z0_Drow_PlayerRef) <= 165) z0_Drow_DarknessSpellISMod.Apply(1.0) ;Level 20 through 29 ElseIf (z0_Drow_PlayerRef.GetLevel() >= 20 && z0_Drow_PlayerRef.GetLevel() < 30 && Self.GetDistance(z0_Drow_PlayerRef) <= 192.5) z0_Drow_DarknessSpellISMod.Apply(1.0) ;Level 30 through 39 ElseIf (z0_Drow_PlayerRef.GetLevel() >= 30 && z0_Drow_PlayerRef.GetLevel() < 40 && Self.GetDistance(z0_Drow_PlayerRef) <= 220) z0_Drow_DarknessSpellISMod.Apply(1.0) ;Level 40 through 49 ElseIf (z0_Drow_PlayerRef.GetLevel() >= 40 && z0_Drow_PlayerRef.GetLevel() < 50 && Self.GetDistance(z0_Drow_PlayerRef) <= 247.5) z0_Drow_DarknessSpellISMod.Apply(1.0) ;Level 50+ ElseIf (z0_Drow_PlayerRef.GetLevel() >= 50 && Self.GetDistance(z0_Drow_PlayerRef) <= 275) z0_Drow_DarknessSpellISMod.Apply(1.0) EndIf EndIf z0_Drow_DarknessSpellISMod.Remove() Self.Disable(False) Self.Delete() EndEvent Thanks In Advance!
  17. Right, if they have either of the effects, I don't want the targeting spell to target them. I put that in there the way I did because they might be affected by the dualcast version of the spell or the non-dualcast version of the spell. So, I check for both. The thing is, the potential duration of the spell is nearly an hour. So maybe it's not necessary, but think of the fact that the player might cast one version of the spell, then escapes and ends up coming back. Maybe he cast the non-dualcast version of the spell originally. Then when he comes back, he has the spell equipped for dual casting. If I didn't check for both, and the player cast the spell again, both versions would potentially be affecting the target. I only want the enemy to be targeted if they don't have either of the effects active already.
  18. Well basically, it would be if a and b and c is true or a and b and d is true... So, if it does not have either spell effect on it and it either should attack the player or it is hostile to the player. Pretty straightforward...
  19. Hehe, nope... It's if the subject is hostile to the player and doesn't already have the effect. I should've been more specific. And it's not supposed to work on the player. Like I said, this is basically like a cloak effect that occurs wherever the spell hits.
  20. Here's an example of one of my MagicEffects. The conditions are as follows: It checks to see if the potential target has either of the Darkness effect effects on it and then it checks if the potential target should attack the player or if the potential target is hostile to the player. I think the conditions need to be switched from subject to target, but I can't remember which is which between Spell conditions and MagicEffect conditions. http://i.imgur.com/gb042ae.jpg Basically, I'm using these Magic Effects almost like a cloak Magic Effect. I'm using the area of effect to pick up targets and then apply one of two Darkness effect Magic Effects to the target if the target meets the conditions.
  21. Well, basically... I was trying to come up with something equivalent to the Darkness spell from Dungeons & Dragons. So, I came up with the idea of this expanding sphere of darkness and whatever is within the sphere gets there movement reduced by 75% and the damage they inflict reduced by 50%. Basically, trying to come up with something equivalent to a realistic Blindness effect.
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