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KatonRyu

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Everything posted by KatonRyu

  1. The following post has been copied directly from a thread I created on the skyrimmods Reddit. I'm posting the question here as well because the subreddit is rather active and I doubt my post there will be seen by many people if it's pushed all the way down. I wasn't sure whether to post this question here or in the Skyrim Special Edition Creation Kit and Modders section, so if it's in the wrong place, sorry. Anyway, thanks in advance for any help. I want my Vampire Lord form to have red eyes as well, like this. This picture comes from an Oldrim mod called 'red eyes for Grimoa's Vampire Lord', and looked quite a lot like a mod I used to have on Oldrim, which has since been deleted and which I sadly don't seem to have anymore, so I figured I'd take that mesh, run it through NifOpt, and go with that. Sadly, other than giving me bat wings the mod did nothing, and when I opened the nif in NifSkope I saw that indeed no changes had been made to the eyes. I reverted the change, extracted the default Vampire Lord mesh, and made the following edits: In BSLightingShaderProperty In BSShaderTextureSet The texture I'm using for the eye can be seen here. I also use it for my human vampire eyes, which now work correctly. In game, however, my Vampire Lord eyes look like this, and that's with an Emissive Multiple of 4 to make the effect clearer to see, the normal value (at least the one in my regular humanoid eyes) is 1.72. I've experimented with using different eye textures, but all give the same result, leading me to believe the texture isn't loaded in at all. Messing with the shader flags just seems to remove the eyes altogether. I suspect that I've made some kind of mistake in setting the shader flags, but I don't really know what any of them do, and the most detailed explanation I could find (this one, for those interested) didn't really tell me much more (or I just missed it altogether). If anyone can offer me any assistance as to how to do this properly, I'd be very grateful. Since I'm working with a loose file that I've extracted from Skyrim - Meshes0.bsa directly, I highly doubt my mod order really matters in this, but since I've been known to be wrong a lot: My load order is here Skyrim.ini here SkyrimPrefs.ini here
  2. Extremely late answer, but just in case anyone else was wondering the same thing, Whiterun's music is apparently Town 3 in the music files.
  3. I know this is an old post but I figured I might as well reply. According to the Creation Kit website the structure used in that script isn't very stable, because it can apparently be overridden by another script, causing it to become stuck. (I've never used this script so I don't know if it's known to cause issues). I would probably try something along the lines of Scriptname bleedoutScript extends ActiveMagicEffect Event OnEffectStart(Actor Target, Actor Caster) if(Target.GetActorBase().IsEssential() == false) Target.GetActorBase().SetEssential() Target.Kill() Target.GetActorBase().SetEssential(false) else Target.Kill() endif EndEvent I have to admit I'm not entirely sure if this would work since I haven't tried it yet, and this way of achieving the effect would also prevent you from adding a duration to the spell. Lastly, the effect might simply cause an actor to die once the essential flag is cleared. For what it's worth after such a long time, I hope it helps someone.
  4. Sounds like a plan to me. I do have to warn you, however, that I'll be very busy with work for school soon, and that modding might not have my highest priority. Of course I intend to work on it in my free time, but it could be months before I have an actual release-worthy mod ready. I'm not sure yet how I'll implement the mod, but if I do use quest aliases I'll keep the priority below 80. In any case, I'll be sure to let you know once I have something going, and I'll be sure to check your mod out too!
  5. @gulogulo Strange that Bethesda would hardcode such a package into the game, but I'm sure they'll have had their reasons. If it's indeed impossible to control the standard reanimated corpses I'll have to create a method via script effects that simulates it. The first thing that comes to mind would be a script spell that, like you say, applies the correct shader, resurrects the target actor (instead of reanimating) and forces a package onto it that can be changed via a dialogue option (Regardless of whether the actor in question can talk). Maybe it's possible to get these actors flagged as undead and as someone who isn't your friend (i.e. IsUndead == True and IsInFriendStateWithPlayer == False), like the actual Reanimate effect does. I'm not currently sure if this is possible or not, but I'm very interested in trying it out. In any case, thank you for the reply; it's been very useful to me!
  6. Hmm, based on that link I suppose you're right. The number of followers won't be a problem, I think, since my zombie army mod makes use of a hidden perk (just like the Ritual power) that allows more followers. Since I'm not a very advanced modder, I simply made it so that the hidden perk is always active, so I think that no matter what spell I use, I'll be able to command multiple people. Maybe it's possible to somehow create a new archetype that doesn't affect the dialogue options at all, but since the power works on creatures as well (I just found out that my army contains a troll and a wolf) I'm not sure if that will work at all. The only thing I could think of, then, is to make additional spells that will force a new package onto whatever I cast it at, including regular NPCs. I'll have to look into that. Anyway, thanks for replying, and thanks for that link. It's given me plenty to think about!
  7. Sadly, life is never that easy. I did, in fact, add one of my thralls to the follower faction but no dialogue shows up. I figured that maybe the game no longer sees thralls as NPCs, but I'll to test it further to be sure. I have not tested adding the thrall to a faction via script yet, however, so I'll give it a try. In any case, thank you for replying!
  8. In the spirit of an old modding attempt of mine in Oblivion, I decided to create a zombie army mod here in Skyrim. The initial modding wasn't hard; I simply enhanced the Ritual power a bit, allowing me to command up to 500 thralls, affecting everything in a radius of 999 feet for 999 days. The obvious flaw here, of course, is that the more people I enthrall, the laggier my pc gets. To that end I'm currently seeking for a way to somehow enable the standard follower dialogue options in my minions to allow myself to order them around, most importantly having them take a single position and stop following me. Like a true Final Fantasy villain, I intend to bring peace to Skyrim by killing everyone and then transforming their corpses into my obedient slaves, but the inability to tell them what to do is hindering me somewhat. My main question is, is it possible to enable follower dialogue on my dead thralls? If not, is there a way I could make them behave like dead thralls without actually being thralls? I imagine I could do this by adding them to the PotentialFollowerFaction and setting their relationshiprank to the highest level, but I'm not entirely sure if that would work. Furthermore, even if that would work, I would need a way to make them follow me immediately, without having to talk to them first. If anyone has any ideas about this it would be greatly appreciated!
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