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Deleted6874692User

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Everything posted by Deleted6874692User

  1. What do you mean unique ID's, that's 6 digits do you have an example of an ID's, like "buff_id="00000000-0000-0000-0000-000000000000"" These are 8+4+4+12 hex characters. Or are you talking about something else?
  2. Yes I have it active and set to "Cycle". I wanted to control when the particles where emitted, and when they were not. I've found a hack-way around it, just by controlling the alpha of the emitted particles. Not the best solution, I would assume, but it does what it's supposed to.. visually at least.
  3. You'll have to play around with your NiAlphaProperty Flags. Try these settings: Enable Blending. Source Blend Mode: "Src Alpha" Destination Blend Mode: "Inv Src Alpha" Alpha Test Function: Probably "Greater" or "Greater or Equal" Alpha Test Threshold: "128" Play around with these settings. Hope it works out for you!
  4. Hello! I have two questions regarding nif files in nifskope. I guess I'll start off with the simple one. I've started animating a little bit in NifSkope and can automate movement of objects, it works totally fine. But I'm struggling with animating textures for some reason. Let's say I want to scroll a texture across a plane, and I've set it up correctly (afaik) with the BSX flag set to 1, a BSLightingShaderProperty with a controller, an interpolator and a data table. The texture animates fine within NifSkope and I am 99% confident that I'm doing it right after examining other nif files with animated textures. Mind you, I am trying to animate the texture of a nif replacing the 'logo.nif'-file displayed in the main menu. When I load them in-game they won't work, wether they're my own animated nif files, or bethesda nif files. So wether I have my own Nif with animated texture, or I try to load a bethesda campfire nif file with animated flames, it just won't work. Is this due to limitations to nif files loaded in the main menu/loading screens, or am I missing something? Maybe someone has a tutorial that explains this? Also, similarly... I have a wallpaper logo.nif with a character in it - and from simply animating a texture, to something a little bit more involved... What I would like to do is set up a very simple ParticleSystem that creates a simple puff of steam as that character is breathing, out in the cold. I've tried examining the steam and smoke nif's in the effects folder. For example, there's one called 'fxdwesteam01irratic.nif' that is similar to what I'd like to create. It works great on it's own, but I can't replicate elements from those and adapt them with proper timing. And I've adjusted every single controller I can find without good results. I've even examined the coldbreath nif files from the 'Wet and Cold' mod but can't seem to trigger that in a loop cycle... :S I would only dream of asking somebody to create this for me, so my second question would be if anybody could point me in the right direction of creating particle effects? Perhaps there's a tutorial stashed away somewhere? Any help would be greatly appreciated.
  5. I wanted the menu to look like oldschool 90's games. The source of inspiration was mainly this cover art. What's been done so far: Custom Logo (needs some color matching)Dovahkiin looking like he's gotten himself into some Disturbed Coverart.Flames everywhere, with sound effects.Separate treeline behind.Moving clous over mountains in the horizon.A plain, red skybox.Secunda fullmoon.Custom font and menu elements centered.Placeholder background music.Placeholder custom cursor.There's still lots of things to do, but the base concept is there. If anybody is interested in seeing what it currently looks like. HD-version might not have been encoded by YouTube at the time as of writing. https://youtu.be/3hbO_uACQ6M Kind of like if Skyrim and Hexen had a baby and it wanted to grow up being a Disturbed Cover Art. ^^ Any useful ideas and inputs are always welcome.
  6. Hello! Nevermind. Fixed this. It had to do with Vertex Colors of the mesh displaying my texture. I'm making a modded main menu here, and I've got a bit of a problem here and I believe it's related to the image spaces. As most of you know, Skyrim LOVES to recolor everything with these things. They modify saturation, tint, brightness, bloom - you name it. For my purpose they aren't working in my favor though. I have a background image in the form of a custom NIF file with a textured plane. It replaces the usual 'Data\Meshes\interface\intmenufogparticles.nif' (and the 'Data\Meshes\interface\Logo\logo.nif') file(s). I also have a custom logo (Don't confuse this logo with 'logo.nif'), added to the 'Data\Interface\startmenu.swf' file. I've matched the colors of the logo and the background image so they fit, but as soon as I boot the game up, the background recieves a weird, ever so slight blue/green-ish tint. This strange tint does not occur on the logo added to the 'startmenu.swf' file since it is being considered HUD or GUI or whatever. As you can imagine, this messes everything up. I've noticed that the 'logo.nif' file loads cleanly a little before 'intmenufogparticles.nif' and 'startmenu.swf'. So my guess is that as soon as the engine boots into the menu, the actual "physical space" is manipulated and you end up in (guessing here) a black worldspace where the loading screens, their 3d models and the main menu are located. Whatever "physical space" we're in.. whatever... it uses an 'image space', just like places, actual in-game environments via weathers. The image space that modifies the main menu and the loading screens would be 'LoadScreenIS [imgS:000FF9DB]'. I've confirmed that, and now neutralized any tint, basicly deactivated any bloom, eye adaptive stuff, and adjusted so it SHOULD reproduce the ACTUAL colors of my background image, yet it still gets this weird, blue/green-ish tint... Note: I don't have any emitting colors or anything funky like that happening in the '.nif' files either... It feels a bit stupid, but any ideas how to get the game to reproduce the actual colors of textures without messing it up? Any help would be appreciated. This is posted both for Skyrim and Skyrim Special Edition since the issue is shared. (It's technically the same game but a newer version.)
  7. Thanks for the reply! Yes, after digging through the .swf-files, that's my assumption as well. It's so annoying, since it's the last piece of the puzzle... I know what programming looks like on extreme surface-level. I can usually change stuff here and there with a little bit of luck, but I'm completely clueless of what to do here... I wish I could simply override list entries by adding something like: function __get__CategoriesList() { _CategoriesList[0] = "ALL"; // Added line return this._CategoriesList; } ...That's probably a laughable piece of pseudo-code, but it kind of demonstrates my intention... I'm sure it's simple to do, but I'm just no good when it comes to this stuff. If I could get some help to pull this off then I'd be very happy! Thanks, and Cheers!
  8. Hi! So I'm working on a little thing and I just got to a dead halt. Can't seem to find anything written about it either, so I turn to you guys in hope for some answers. I'm working on a thing that hides ALL the npc names from the player. That means editing everything from perks with conditions, to scripts, to interface '.swf'-files. I've gotten rid of NPC names showing up in the dialog menus, in the world, in the general HUD, in the subtitles - everywhere except for one place. When you loot something, pickpocket or browse a vendors inventory the Name of the "container" in question is displayed as a category. When you look at your own inventory, you have categories sorting your items, but the top one says "ALL". When interacting with any kind of "container", that "ALL"-category is replaced by the container name. I cannot find where and how the game decides to switch that up, where does the inventory menu grab the category list, and where is it being processed? Any help is appreciated. Thanks, and Cheers!
  9. Hello! I'm not the best at scripting and coding so I can't seem to wrap my head around this. So, I've done an alternative start-ish mod called 'Sloppy Baurus', you can check it out here: https://www.nexusmods.com/oblivion/mods/47861/? The idea is to just quickly get out and get going with the game. Just to sum it up: Baurus forgets to lock the doors behind himself in the imperial prison, hence you can just walk out of there and skip the entire tutorial dungeon. You get to choose class and birthsign right away, and you get the amulet of kings and the tutorial quest gets completed instantly, aswell as it sends you on your way to jauffre- so it's basicly just a -'skip the tutorial dungeon'-mod.. simply. Now, neither of the DLC's activate (The issue at hannd), and I can't tell exactly how they are being activated in-game but it's not via the sewer exit door. I have a custom script attached to the door leading from the prison dungeon to the prison office (or whatever it is).. and here's what I've tried (with no success) Here's a piece of the script: ; exit prison player.additem AmuletofKings 1 player.unequipitem AmuletofKings 1 setstage MQ01 88 ;Start the Shivering Isles DLC if ( GetStage SE01Door == 0 ) SetStage SE01Door 10 endif ;Start the Horse Armor DLC setstage DLCHorseArmor 30 player.additem DLCHorseArmorNote 1 SnakGraBuraRef.ModDisposition Player 20 ;Start the Orrery DLC if ( GetStage DLCOrrery == 0 ) player.additem DLCOrreryNote 1 setstage DLCOrrery 10 DLCOrreryBandit1Ref1.Enable DLCOrreryBandit1Ref1.PosWorld -146945.796 30078.8672 12828.7764 0 Tamriel DLCOrreryBandit2Ref1.Enable DLCOrreryBandit2Ref1.PosWorld -112172.601 44503.8438 12771.8730 0 Tamriel DLCOrreryBandit3Ref1.Enable DLCOrreryBandit3Ref1.PosWorld -116540.562 18500.7324 7787.8286 0 Tamriel DLCOrreryBandit4Ref1.Enable DLCOrreryBandit4Ref1.PosWorld -174006.125 6376.1973 6252.8516, 0, Tamriel DLCOrreryBandit5Ref1.Enable DLCOrreryBandit5Ref1.PosWorld -182350.625 27022.1504 5340.9019 0 Tamriel endif ;Start Deepscorn DLC (Vile Lair) SetStage DLCDeepscorn 10 ;Start the Mehrunes DLC SetStage DL9MehrunesQuest 10 ShowMap DL09MapMarker; 1 ; do NOT allow player to fast-travel here right away ;Start the Spell Tomes DLC ;Start the Thieves Den DLC setstage DLC06ThievesDen 10 if ( GetStageDone TG00FindThievesGuild 30 == 1 ) setStage TG00FindThievesGuild 20 endif ;Start the Battlehorn DLC SetStage DLCBattlehornCastle 10 ;Start the Frostcrag DLC SetStage DLCFrostcragSpire 10 ;Start the Knights of the Nine DLC setstage NDPilgrim 5 NDGeimundREF.enable NDGukimirREF.enable ;Proceed with Main Quest setstage mq01 100 setstage mq02 21 ;custom stage Setting the quest stages like this is basicly code lifted directly from the scripts inside the DLC's themselves. I made this mod for myself and uploaded it here just for fun. Since I am sharing it with others here on the nexus, however, I'd be very happy knowing it at least does it's job properly. If anybody feel like helping me out here I'd very much appreciate it. Cheers!
  10. Well, for starters it's a completely custom mesh, and they're slightly shorter than an average human being. I just liked the animation set. Although, I've been experimenting with scaling animation speeds and other things to better fit the scale of the new meshes.
  11. Thanks for that piece of information. It did not help me start the program though. I click on it and nothing happens. Don't know if I need any redist pack or anything installed to be able to make it run, but I posted in the comment section of the link you provided so we'll see if I get an answer. The strange thing is that the program starts up just fine on my other computer... Anyway, while I'm at it: I have discovered a new problem with my custom enemies not attacking all of a sudden. Went in to the race menu and in to attack data and upon displaying event data I noticed that everything has mysteriously gone missing in there. Here's what it looks like if anybody has any ideas: EDIT: Found out that this is what happens when you add a new behavior project without doing anything to the animationdata and animationsetdata.
  12. Yeah, I figured creating an entirely new behavior is overkill for such a minor tweak. But wow! This is great! So I can basically branch the node to either play the original giant animation, or my modified version... Interesting... Kind of exactly what I was looking to do. :D I'm gonna check this out right away. Now I'll just need to figure out how determine whether to trigger my custom animation or the original one... Any ideas where I should start? Edit: The Skyrim_Behavior_Tool.exe doesn't even open for me :\
  13. Thanks, is this download legit? My anti-virus picked up a 'HEUR/APC(Cloud)'-pattern Edit: I can't get this to do anything to my hkcmd-converted (xml)-files, even if I change the extension to .xml :S
  14. In theory it may be possible to work out what type of actor should play which animation, because somehow the game figures out what type of paired kill animation to play depending on what type of actors are involved. Any ideas on where to find this in the pipeline? Alternatively, let's assume we're going with the replacement approach - as in: the giants footsteps does not make the ground shake: Now, I know you can make a script to trigger a sound to play, but can you make a sound to trigger a script? If so, I could easily just reapply the camera shake effect via scripting whenever the giant footstep -sound is being played, right?
  15. This might get a bit in-depth and long as I describe what I'm doing here, so please bear with me... I've unpacked a couple of animation .hkx -files. Namely the giant ones that makes the camera shake - and I have removed that effect. If you're wondering why, then the thing is: that I'm working with a mesh based off the giant mesh, inheriting all their animations through the files following the chain of the giantproject.hkx-file. (Reason: It looks very weird when a creature slightly smaller than your average human makes the ground shake as it walks.) Now, this animation-replacement of mine makes my custom enemies work fine for testing purposes, but, as you understand, it removes the camera shake effect from the giants as well since it's modifying *existing files... The rest of this wall of text is going to assume you have tinkered with these things yourself, and I'm going to try and express myself as clear as possible. A good article related to this would be: http://www.nexusmods.com/skyrim/articles/50508/? My big question is, how do I best make this change apply only to my custom enemies? To specify what I've done so far: Method1: I have tried using copies of: giantproject.hkx, giantcharacter.hkx, giantbehavior.hkx, and these animation files within the meshes/actors/giant -folder and it's respective sub-directories with the file suffix of _ns (for No Shakes), and assigning the custom race of my custom enemies to use this new giantproject_ns.hkx -file. Each of these custom files have been edited to point towards the new _ns -versions in the chain, instead of the default ones. I also added appropriate animationdata and animationsetdata files and directories for this new *project along with edits to animationdata.txt and animationsetdata.txt to up the file count and refer to my new files. The goal was to have an alternate version of the giantproject that uses my new _ns.hkx -files where the ground would normally shake using the original giantproject.hkx. This flat-out didn't work. I wonder what I'm doing wrong here... I've got to be missing something important? Method2: With success - I can copy the entire giant mesh folder and create a brand new project out of it, let's say: meshes/actors/ns_giant - apply the same principles to animationdata and animationsetdata as mentioned earlier - and then overwrite the animations in question with my new edited versions. But that would mean also duplicating existing files that won't even be modified, which I think is commonly bad practice - but at least it works. Note: having the legendary edition with all dlc's, the updated animationdata.txt and animationsetdata.txt will need to be extracted from the Update.bsa -file. A thing to take note of regardless of which method I use: This makes my mod incompatible with things like FNIS and other mods that makes changes to the animationdata.txt and the animationsetdata.txt -files. I would like this to be standalone. So I have another possible method in mind.. Method1 V.2: My knowledge is very limited here, please understand that. With all mentioned previously in mind, the best approach I can think of would be: If possible: How can I have the giantproject.hkx -file recognize what source it's being called from - and if any other than the giant race - point towards my edited _ns -versions of the .hkx -files in the chain?
  16. Yeah, I guess that's one way of doing things. I want to avoid modifying the vanilla dialogues if possible though... I want her to act just like any npc in the game except during these stages of the quest. I mean, I guess I could put conditions on her sandbox AI-packages so she will in no way have those to fall back on during this quest. I could also temporarily force another voicetype for her during the events here - dig out the voice files I use currently, but use copies of them for her. It's a bit of a hack-job though. I guess there's a lot of ways to do this. I'd just like to do it as discrete and simple as possible. I don't like grabbing a voice actress to voice a mere setpiece like this one, she's not really important in any way other than to convey an emotion. Especially if the game already provides good lines for her to use. :S Cheers!
  17. Well, she is using a vanilla voicetype. She has custom dialogue, built with some stock voice files from vanilla dialogue. During the quest she's powered by AI packages that doesn't allow idle chatter and reacting to player actions etc. It all plays out really well, except for when the package should transition - it's like she briefly jumps back to the default sandbox packages I have for her. That kinda makes the whole thing very awkward... :S -Are you here to save me?! -Thank the gods, I thought I was going to die in here!! -..Need something? It's like; imagine Hadvar during the introduction dungeon, there's a dragon out there, and stormcloaks in here - and out of nowhere he just starts talking about where I could buy clothes in Sollitude or something... It's a bit out of place... I'm going to have too look into what I can do about this. Perhaps I can find a solution browsing through vanilla quests... Cheers!
  18. Or do I actually need to set up a custom voice type for this? I mean, it's just a generic little side-thing to a quest anyway..
  19. So you guys are telling me I need to go into vanilla skyrims default dialogues and set up conditions in them for my npc to stop using them during certain stages of the quest? I understand what you're saying (I think), but there's gotta be a smarter way of doing things. Look, I'm not using a custom voicetype for this npc at all. She's got the female commoner voice. I'd rather not dive in and start cutting out and setting up conditions, messing around with bethesda's conversation systems. Not that I'm scared to mess them up, but I'd rather just leave that unmodified. I wish there was a smart lil' "if getstage >10 && getstage < 90; shutUpAndStopTalkingIfYourGoingToBreakCharacter(true) endif" I could put on my quest alias... hehe :tongue: Cheers!
  20. Actually... yes. I didn't think of that. Wormple12 is entirely right. It is indeed unnecessary disk space, and, come to think of it, bad practice to duplicate nif files if it's not truly called for. I wouldn't recommend it, but I also don't think it matters too much unless it's on a very big scale.
  21. Okay, I got this working thanks to you guys! Now, I've run into another problem and I basically need to do the exact opposite. xD I have a quest where my NPC is, well she's supposed to be upset. The dialogue I have set for her and the packages in here scene has her 'fleeing' to various x-markers (instead of 'traveling' to them) and stuff, so... that should speak for her current state of mind. Panic. The problem is, as soon as she's not engaged in her scene, or in any dialogue, she breaks character and spouts random comments like "need something?", "are you going to use that weapon?" and I... well, from a design perspective I have to say I don't really appreciate her tone sometimes. I guess I could give her a custom package where, during these stages in the quest, she's blocked from idle chatter and stuff, but then I'd have to manually add those random "somebody help!"-screams as she's running around... which would be very tedious... Can I block inappropriate stuff coming from her mouth by like, setting her "mood" to something like 'Fear' '100' ...? (I know the drop down menu when editing the actor itself does pretty much nothing) but, there's gotta be a way, right? Cheers!
  22. I've been trying to set generic dialogue as rumors, I tried adding branches from the generic topics to my quests - and a whole heap of silly stuff until my dialogues looked nothing like the examples set by the vanilla ones. Just to see where my fault was. But at the core, I have it set up the way you described it, because it should work. However, you kind of confirmed that that's the way it should be. And seeing your comment got me thinking "Why doesn't this work?" Turns out if I break the links in the Quest Dialogue and have it advance through a VMQuestVariable instead, my dialogue finally opens up because: off course it does! What was I thinking? Now I'm gonna go feel stupid in a corner for a lil' bit, but I can at least scratch another rookie mistake from my newb-list... Thanks a bunch, by the way! Now it's working as intended :wink:
  23. I prefer to build stuff from the ground-up if it's not something too time consuming. Creating cells from scratch is a better idea than to duplicate (things I usually forget to fix tends to be a pain when you realize your quest markers are pointing in the wrong direction or whatever) , but for re-texturing stuff I... I mean if you're going to end up with the exact same result, I don't really think it matters too much to be honest. Unless you're running the CK on a toaster and really, really need to min-max it. I'm sure someone can present you with numbers on the matter, but I'd just go with what best suits the workflow for the moment as I don't think either approach has too much of a significant impact here.
  24. How do you mean, 'Quest Aliases' -> 'Force Into Alias When Filled' + 'Display Name' ?
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