-
Posts
26 -
Joined
-
Last visited
Nexus Mods Profile
About link182
link182's Achievements
-
I will be forthright and say Iâm the sucker who bought a se copy of Skyrim on pc just so he can make mods for the Xbox version and play them I realise the limitations that comes with I know youâd think itâs my choice and my fault that I chose to stick to that but in truth I just donât have a pc that can play sse in any meaningful way, last year I had the idea to make a spell the player would use to turn into a normal everyday wolf, I made the texture I wanted, got the mesh ready and found that Bethesda decided since they shouldnât be playable normally the camera should be in an awful place I think underneath the wolf, what I thought was a small hill is actually a canyon that I donât think can be surpassed. I know of two ways to alter the thing after a bit of research back in February, you can use console commands which as a console player is ironically impossible and you can alter the skeleton nif to do it, this in theory is the best option but unfortunately it was not to be, in order for a mod to be uploaded to Bethesdaâs xbox server the ck has to have referenced, with a skeleton nif there isnât a way to do this compared to a normal mesh for example which means you can not use skeleton edits on the Xbox as far as I know, no script extensions either, My long rambling is just to help any potential helpers understand my position, the answer at this point is no I think thatâs obvious but nearly a year on whenever I get the itch to mod it comes to me that I failed at my goal, my direct question is this, can the 3rd person camera be repositioned in any other way? Can what is done by console command be done by script? Is there anything in the ck that could allow this, or is it as I suspect completely out of my realm of possibilityâs. To any whoâve read this far even those who donât know or cannot help thank you for taking the time to do so, to any who have any ideas no matter how outlandish I wish to hear them.
-
I did, sorry I forgot you wanted the magic effect to that I can also provide when I go back into ck tomorrow though again I did try it as a fire and forget and constant magic effect that needed to work on contact, I used the khajiit unarmed fortify ability as an example and also looked at how creatures deal their poison damage, non of those methods worked, I get how ability’s work don’t get me wrong it just didn’t work with poison, the best I would of accomplished is maybe a shout like attack, the only proof I can offer you is to try it for yourself, if you manage to get it working as you say I would be willing to try it that way but as of now nothing I’ve found has convinced me that it’s possible as an ability added to the werewolf on transformation, it simply acts like a poison.
-
I definitely tried it as fore and forget and it didnât apply as expected, this is likely just the only way it can be done (I tried just about every possible type of combination that seamed likely to result in the suggested methods and it did not work, looking at spiders as an example they deal poison melee damage by assigning it to their melee animations so it was the only way that works best I can tell.
-
With some time and help i figured it out, unfortunately it doesnât seem possible to do it short of attaching the spell to the basic attacks of the werewolf -and using the player condition, while that does mean that it could fail another Modder thinks itâs unlikely as the issue that occurs after 72 hours of real time with conditions should reset once the player loses the transformation and the spell, if for some reason it doesnât however I will simply find a way to fix it. Greatly appreciate you both trying to help, thanks again.
-
 I looked yesterday. The PlayerWerewolfChangeScript points to WerewolfBeastRace in its properties. It's also used by a few NPCs.   You would also want to change the effect from buffing your unarmed damage to just dealing straight up damage to health in this case, but since that will apply to all users of the spell I guess that's moot, but knowledge is power!  According to the CK, there's no differentiation between players or NPCs "Werewolf Armor" so it looks like a player reference alias is the best method for his goals.  Create Quest > Quest Alias Tab > New Reference Alias > Unique Actor > Select Player > Add your script on the right > Bob's your uncle.  To iterate on Max's code; Scriptname NameMeWhateverYouWantHereScript extends ReferenceAliasImport GameRace Property WerewolfBeastRace autoSpell Property WerewolfPoisonClaw Auto EVENT OnRaceSwitchComplete() Actor Player = Game.GetPlayer() If (GetActorReference().GetRace() == WerewolfBeastRace) ; Adds the spell when players is a Werewolf Player.AddSpell(WerewolfPoisonClaw) ElseIf (GetActorReference().GetRace() != WerewolfBeastRace) ; Removes the spell when players is not a Werewolf Player.RemoveSpell(WerewolfPoisonClaw) EndIfENDEVENTThat should be all you need to get started. Just be sure to change "NameMeWhateverYouWantHereScript" to whatever you named the script file itself and fill the quest properties in the CK.  I think your English is fine. =)  It's probably a damn sight better than my whateveryournativelanguage is, believe me. Really appreciate all the help, I do have a couple questions about the poison ability as I want to make sure I get that right, because the khajiit ability is applied to the player I would have to change them so that they work on the enemy, If I use poison resistance as the resist value would using the fire and forget casting type accomplish the goal of unarmed attacks also dealing poison? Edit: currently the spell just poisons the player, Iâve got it set to on contact to no avail, any suggestions appreciated.
-
I’m certainly willing to try though I do find script daunting, so if I make a quest that starts from when the game loads that looks for Event OnRaceSwitchComplete() on the player then adds the spell is that right? I don’t quite get how I track it going back to the human form though, and wouldn’t know exactly what I’m doing should I go this method.
-
My goal is to get all melee damage the player werewolf dealt to also inflict poison without it doing so for the entire race, best I can tell the werewolf uses unarmed damage normally so I don’t know how I can accomplish this? Really want to avoid making all werewolves deal poison damage if possible.
-
For some reason when I look in the helmAA in ck and click edit thereâs nothing shown in the preview render attempts to use a custom mesh also donât show despite being certain Iâve set them up correctly and just result in the chat cry er wearing them in game going bald. I tried wearing the vanilla helm in game and they are fine so I canât figure out whatâs going on any help here would be of the greatest assistance.
-
[LE] Need help really stuck on this one.
link182 posted a topic in Skyrim's Creation Kit and Modders
Is there a way around this Goal semi achieved I have a retextured lute and have set the animation to use it Iâm using the mod playable bards to allow me to use the lute Problem the new lute texture is also used by npcs who play cannot make a duplicate animation as playable bard mod uses the default texture. In summary basically itâs either everyone gets the new lute or no one does and Iâm trying to find a third way that can be uploaded to the Xbox -
Iâm trying to get an custom equipable lute to be picked up by belt fastened quivers which moves all arrows on the player. From internet searches i believe itâs something I can control with nifskope but my experince with it is very limited can anyone help me figure out how to go about this?
-
https://www.zeldadungeon.net/wiki/images/2/28/Nayru%27s_Pearl.png The mod idea is to have this be the basis of an amulet Iâve been trying to incorporate it onto the julianos amulet as my modelling skills are lacklustre but Iâm not happy at all with my results. Iâm a Xbox console player to make matters more annoying I realise how niche this is so I donât expect any interest but I figured it wouldnât hurt to ask it would mean allot anyone was willing to try.