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lonewolfkai

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Everything posted by lonewolfkai

  1. Dang, that's some crazy pricing. I don't think I'll be buying into that either. I was going to buy it, but now that its been revealed that it'll be three separate campaigns.... no thanks.
  2. Well that's still been a great help. I'll try deleting out the old skeleton and import the main one to see if that fixes it. also for clarity, the belt mesh is an already existing one. It was Thieve's Toolbelt, in particular, the upper body belts. The weapons are also just vanilla ones. How did you import the nif when you added the daggers into your boots btw? Maybe that's what I'm doing wrong.
  3. Why are there so many authors being disgruntled with the TES Nexus community!? I've seen a lot of mods being pulled the last few months because they are upset with the community. I'm just curious, but why is this happening?
  4. Already done that and have it parented to the spine bone. The belt itself, which is a separate mesh, already has a skeleton on it, so I parented it to that. Perhaps I should go ahead and just load the other skeleton as well? I may need to redo the weight painting though, but I don't think that's the sole problem.
  5. I'm trying to add some swords onto a toolbelt as part of armor in Blender but everytime I try to export, I keep getting an error and it stops the exporting: File "c:\Apss\Blender\.blender\scipts\bpymodules\nif_common.py", line 714, in guiButtonEvent self.guiExit<> File "c:\Apss\Blender\.blender\scipts\bpymodules\nif_common.py", line 924, in guiExit self.callback(**self.config) File "(string)", line 3345, in config_callback File "(string)", line 371, in __int__ File "(string)", line 824, in exportNode File "(string)", line 2223, in exportChildren File "(string)", line 777, in exportNode File "(string)", line 1939, in exportTriShapes AttributeError: this mesh contains no deform vertices....' Any ideas on what I'm doing wrong here?
  6. Does it look like he is spinning the weapon in his hand? If so, that is the animation. ok then thanks. I guess i'll just have to get used to it I think that comes on the 2handed move if I'm not mistaken. Have you tried Unnecessary violence btw? It leaves the vanilla moves in and adds DMC Stylish as well as many many nice features, including an actual working dual wield
  7. That might work, but I have 15 npcs, and that would be a large string for one line. Would that be a problem? If not, that would definately eliminate the need for 15 different scripts that all do the same thing.
  8. Does it look like he is spinning the weapon in his hand? If so, that is the animation.
  9. Hmm. I just thought of something. How would I aply that to multiple NPCs without having to write unqiue scripts for each of them. I have over 12 NPCs so far and possibly 3+ more.
  10. No, that wasn't it, but I do use that one too. :D Have you ever tried loading that up in Blender btw? Yikes. Oh well, I suppose I can always just load up the DB armor and remove everything but the belts. And thanks for looking at the sword. I can't find that anywhere either. I also tried contacting skycaptain, and he doesn't even know where it came from. LOL. He did said the only "weapon mods" he uses that adds new ones is the ones from FCOM. I tried looking in those but never did see a mesh like that. Edit: I forgot that I had loaded up the old toolbelt not the new steamlined one in Blender. I just tried it out for the heck of it and apparently the streamlined author fixed those problems with it. This will work perfectly for what I'm needing...... Still can't find my sword though. :*(
  11. I'm a layman here, but I think Wyre Bash has a conflict detector. The only way I know for sure is to methodically disable one mod at a time until you find the crashes stop, then you'll know which one it is. Did you add any mods recently btw? I'd start with those if you did.
  12. Anyone know of a mod that adds a belt across the chest and one on the waist sort of like the Dark Brotherhood armor? I thought I saw one some time ago, but can't recall it. Also, still looking for this: Perhaps a screenshot would help.
  13. There is this I've also seen a mod that added Diablo2 style bonus adding sets too, but I can't seem to find it either.
  14. Good. I was hoping that would work. I thought about that after I typed in the first post. I take the underline as a compliment :D
  15. I don't think that would work with what I'm trying to achieve. They would have to cast the spell in order for the effect to take place right? I am thinking of just going about it differently now. What about using SetActorValue? I could just have the script change the skill once they die after a random chance decides the skill amount. Not sure about syntax though. Would this work? short doonce float C Begin OnDeath NPC1.disable NPC1.moveto AAHoldingCell NPC1.resurrect Set C to Rand 1 2 If C == 1 NPC1.SetActorValue Alteration 150 Endif If C == 2 NPC1.SetActorValue Alteration 50 Endif Where NPC1 is the npc being enabled. I'm not really sure what the float does, but I've been told its necessary for the random numbers that determine the outcome of the variable for C.
  16. I'm wanting to script in a way to temporarily boost an NPC's skill on a random chance. I can figure out the random part out, but the boosting of skill I'm not sure of. What is happening in my current mod state is that the script calls an NPC from a holding cell and enables them. What I want is the boost to randomly occur before the enabling, but I also want it to be temporary because when you defeat the NPC, another script recalls them back tot he cell, resurrects, and then disables them so that they can be used again. I'd also like to place this script in with the OnDeath script I have placed on each NPC. Any ideas on how to do this?
  17. Still looking for this sword. Does anyone know where its from?
  18. I smell a troll..... could be my upper lip though. Oh, thanks for that TOQL link Theuseless, I found that informative.
  19. Thanks, I'll give that a try when I can.
  20. I am taking suggestions on assassin-like armors/weapons for the WIP Stealth Wars mod I amd currently working on. I'd prefer that the armor suggestions are of other colors than black. I've got 4 or 5 black colored sets already and I am in need of a variety in color and style. Armors will be mostly for males, but also for a few females. I'm also taking suggestions on weapons, mainly blade, one hand, two handed, offhand, and daggers. I'd like to get a few with some sort of magical effect on the blade such as Jojjo's Frostmourne, but not necessarily flames only. Thanks for the ideas.
  21. I am having an OnDeath script added to each NPC so that when they die, they go back to the holding cell, get resurrected and disabled. But, I don't have a check for enabled/dis. Nevermind about the Float function. I finally found the info about it on cs.elderscrolls. I still don't really understand why I need to use short or float for the random factor of the script. I think I know why, but aren't really sure.
  22. I'm hoping to make it a chance to where the NPC won't be able to see you since you'll be in sneak mode. I don't think the script is specific to only pull inactive npcs. It's almost identical to the ones above: If a = 1 assas1.moveto player x,y,z assas1.enable Talking about using references again, could I mix both using ref and not using them? For example, single NPCs could use the MyNPC ref, but when the script calls for multiple NPCs, just don't use them? such as: If a == 1 MyNPC.moveto player x,y,z MyNPC.enable endif If a == 2 assas1.moveto player x,y,z assas2.moveto player x,y,z assas1.enable assas2.enable endif Oh and Alithelord on bethsoft suggested that I use a float command for my random chance variables. Like: Float A Float B What the heck is that? Sorry for all these questions. I'll eventually get to a point where I've finally got it.
  23. It's below the window where the face or body would show up on the preview, on the bottom right side.
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