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alanovichromanov

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Everything posted by alanovichromanov

  1. Hello. I am trying to create some perk/spell conditions that use WornApparelHasKeywordCount to check what armor types are equipped by an NPC, using the ArmorMaterialX keywords. If possible I would like to group them into FormLists so the condition will check for a bunch of them at once (e.g. Dragonscale and Dragonplate would be grouped together). Can this be done, possibly with a different function?
  2. @HadToRegister: Thanks for the tip. Looks like it could have a useful script or two to study :smile: @dylbill Many thanks :smile: I'll try your script out later this week and let you know how it went. EDIT: works beautifully, thanks :)
  3. Hello everyone. I am trying to chain two spells, or at least two magic effects, so that the second spell (Fire and Forget, no duration) is automatically cast just after the first one (Fire and Forget with a duration) expires.The purpose of the first spell would be, essentially, to delay the second one. Can such a thing be done without scripts? I can figure out and edit existing scripts, but not create them from scratch. Thanks in advance.
  4. http://www.nexusmods.com/skyrim/mods/6795/?
  5. I would like to make a non-human follower, and have found a good, easy to follow tutorial to guide me. However, the method used in this tutorial requires one to edit the FollowerDialogue Quest. I'm guessing this would cause incompatibility with many other follower mods. Is there a better way to create companion creatures?
  6. Probably won't be necessary. I assume a "Special Edition Compatible" tag for files would be enough.
  7. If things go this way, it would be great. A good game upgrade for a minimum of hassle.
  8. GIMP is free and has most of the functions Photoshop has :)
  9. Found this info on a Gamespot article: "On Twitter, Hines explained that the remaster on PC will still work with older mods for the original game. When asked, he replied, "Basically, yes," suggesting that while certain mods might not be compatible, in general it won't be a problem. In addition, Hines also clarified what this remaster will entail exactly on PC--since, after all, it can already be overhauled with mods. He relayed from game director Todd Howard that the PC version will be 64-bit, saves will transfer from the original game, and it'll have a separate mod creation kit. As a result of it being 64-bit, mods that use Skyrim's 32-bit Script Extender will have to be tweaked to run on a new 64-bit version of the extender." Now, I understand that any opinions at this point will be largely based on speculation, but I have a few questions which people with better knowledge about how software works may be able to answer. 1. The remaster seems to change basically graphics stuff. Do you expect the new Creation Kit to differ from the one we have now only in graphics related functions? 2. Will the new CK recognize and work with plugins created in the old CK? I'd assume so, but will the .esp files have to be updated with the new CK to run with the remastered game? If so, could this process merely be a matter of loading the plugin in the new CK and saving? 3. Are there plans for the Nexus site to separate old Skyrim and Remastered Skyrim mods? 4. What is the likelihood that textures that are not related to landscapes and weather will look good? I'm talking about retextured weapons, armors, and clothes etc. If it looks good in old Skyrim, will it look good in remastered Skyrim?
  10. Good morning. I would like a modder who knows how to use Blender or similar software to release a resource with vanilla armors broken down to component parts. For example, the Steel Plate cuirass could be broken down into upper body, lower body, pauldrons, neck piece, belt + skirt. This would provide many modders the opportunity to create armor mashups easily. A few mods already do something similar. Combination Vanilla Outfit is an incomplete version of this, unfortunately that mod only provides female armors, and only the 0 weight slider versions. There are also mods that supply pauldrons and greaves. A few others provide skimpy versions of female armors, but again, male armors are neglected. Hope somebody takes up this request. Thank you, and have a good day.
  11. I believe there are a few mods that do something like that. This one I think: http://www.nexusmods.com/skyrim/mods/16374 And I'm pretty sure there is at least another one, though the name eludes me right now. Probably more.
  12. Thanks for taking the time to answer, and for the information. As I feared, NifSkope wasn't intended to deal with the sort of things I want to try. Guess it's time to learn some basic 3D modelling then :/
  13. For the brown face, open the mod in the Creation Kit. Select your NPC in the Actors tab, and press Ctrl + F4. You will be asked if you want to export Facegen data for the selected actors, or something like that, choose yes. The game will create folders that contain your NPC's face data in them, if you plan to upload your mod be sure to include those folders.
  14. I have a few things I would like to try out, but I'm not sure if they can be done in Nifskope. They may require work in Blender or similar programs, in which case I'm out of luck since I don't have the skills to use those or the time to learn. Anyway, here we go: 1. Is it possible to add DismemberSkinInstance data to meshes which don't have any? Or add more to meshes which already have some? I have tried this already, but I only managed to crash the CK with the results. I tried, for example, to set a hair mesh to use two body slots (adding to the one it already had) and set it up to use the hair and long hair slots. I also tried attaching a weapon (no dismember data) to a pair of gauntlets (the mesh that is used for the ArmorAddon, not the inventory object), with no successful results. 2. Can the blood object for armor be edited (or removed)? I notice that for weapons it is a separate niTriShape, but I cannot find the information on armor/body part meshes. The reason I would like to know is that I've "removed" parts from some armors by editing the alpha channel on their diffuse maps, but blood smears sometimes still appear on the "deleted" parts. I understand that editing the meshes in a 3d modeling program would be more sensible, but as I have already stated, that is beyond my current skills. Thanks in advance for any info you may provide.
  15. I installed the latest version of NifSkope, and when I try to run it, nothing happens. The cursor changes for a few seconds, making it seem like it's going to run the program, then just returns to normal. I read that some antivirus programs can stop Nifskope from running, so I made an exception for it in Avast, still doesn't work. Tried it with the antivirus disabled as well, still nothing. Any ideas of what could be wrong? Does the new Nifskope need to have other files installed to run? EDIT: I also uninstalled the antivirus, still nothing. Tried running Nifskope in Safe Mode, no luck.
  16. I have a mod for improving Codsworth planned. I'll have to wait for the GECK to be released to see how easy and feasible it is though.
  17. It's not an ENB, but I'm very happy with the way my game looks with Purity installed.
  18. There are a number of mods that add spells to summon daedra that were left out, including two of my own (winged twilights and golden saints). Other players have added their own golden saints and dark seducers, and I recall seeing a good scamp mod as well. Let me find you a few links: My own Golden Saints and Winged Twilights: http://www.nexusmods.com/skyrim/mods/72980/? http://www.nexusmods.com/skyrim/mods/65364/? Other Golden Saints and Dark Seducers: http://www.nexusmods.com/skyrim/mods/35115 http://www.nexusmods.com/skyrim/mods/25190/ Scamp: http://www.nexusmods.com/skyrim/mods/66498/ Xivilai: http://www.nexusmods.com/skyrim/mods/48763/ Dremora and more: http://www.nexusmods.com/skyrim/mods/51596/ Immersive creatures has a few: http://www.nexusmods.com/skyrim/mods/24913/ http://www.nexusmods.com/skyrim/mods/31256/ There are probably plenty of others I've missed or forgotten about, but you're likely to find something you like in those links.
  19. This is more of a resource request than a mod request. I find the game's cubemaps to be way too low-res, and there don't seem to be many higher quality ones available. Some mods come with their own cubemaps, but I'd like to have a free to use resource to include in my own mods. Is there a place where I can find cubemap textures, or does anyone have any to share?
  20. Skyrim had a "More HUD" mod that did just that with alchemy effects for ingredients and similar stuff. Give it time, somebody will surely make a FO4 version, though it will likely require more modding tools to be developed/released.
  21. I like your work, and it's highly compatible with the game's style :) I can see your artwork coming in handy for people modding new quests or perks.
  22. I haven't used your mod (still on my first, mod-free playthrough), but I would suggest a new trading stand/merchant which will allow you to turn your drinks into caps.
  23. I found the Silver Shroud quest to be pretty entertaining, especially if you roleplay.
  24. Just a few ideas off the top of my head: - Tech-savvy raiders, weak but spawn with robot bodyguards (protectrons, gutsies or sentrybots). Could also own suicide bomber molerats or dogs. - Ghoul raiders. Surely not all non-ferals are upstanding, law-abiding citizens? - Hermits. While most raiders form gangs, these guys are tough enough to make it on their own. They could populate the empty shacks in the rural areas of the commonwealth and act as mini bosses.
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