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allomerus

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  1. If it's a load order issue (And I believe you), then I don't know with what it's conflicting. Regardless of where I put Apocalypse (before, after, a lightyear to the left of PerMa), Candlelight and Candlelight alone dosen't show. It's still functional, as I said, it's equipable from the console, but the menus just don't know nothing. Tried messing with Enhanced Lights and FX, still the same problem. Only change my attempts brought was aggravating lag... Maybe I'll try to overwrite that issue entirely with a separate esp fix for magelight-like spells in ENB situations (just realizing that Sunlight and the like are not behaving correctly with my END)
  2. Thanks for the answer! I'll try and go fiddle with this. The only two mods I use that alter magic are PerMa and Apocalypse. I let MO and LOOT do the work. Problem might stem from Apocalypse, since it's one of the last I installed, but ironically all the other light spells (basic magelight, magelight, torchlight, sunlight) work as intended... that's quite silly. That being said, I'm a tad afraid to toy with a load order so "loaded", especially if it's related to PerMa's relationship with other mods. I'll keep ye informed ig anything comes out of this.
  3. I don't know what you mean by "magic hat", but basically, as I scroll through my spell list in the magic menu (where I normally can select other spells, click on them, see their spell cost and whatnot), the spell is absolutely absent, there's no icon, no line of text saying "Candlelight", nothing. My menu basically behaves like I do not know the spell, while whatever instance that tracks which spells we know actually records that I have learned it "properly". Thanks for answering so fasr, btw :)
  4. Hello ladies and gentlelen! I've run across a very silly little bug, of small if inconsequential magnitude, that's finally managed to gnaw at my nervous system ferociously enough to force me to bring it to your attention. Basically, 99,9% of all spells I have learned worked correctly, but now that I have learned the Candlelight spell, I simply cannot see it in the spell menu. It's not in Alteration, or in any other school (Cuz I checked...). I cannot learn it again from spell tomes either, that SkyUI shows as "already-read". I tried using the "player.addspell 43324" command, but it does not add it - because the game thinks I already have it. I then used the "Player removespell 43324", then used the console command to obtain the spell book. I was able to consume it, a message told me I learned the spell... and I couldn't find it in the menu either. I then used the "Player removespell 43324", THEN the "player.addspell 43324" commands, to no avail, same results. I CAN, however, use "Player.equipspell 43324 left" etc. to EQUIP the spell, so not only do I know it, but the game also acknowledges its existence. I can use it normally once equipped, gain skillups from it, etc. Please keep in mind that mine is a heavily modded game, but I had quite a few characters run on my config, all of which had learned the darn spell without any trouble... Does anyone know any script command that would give me a chance to see the spell's face in the menu? I tried to google solutions for that specific issue, but to no avail. I'm unfamiliar with the way menus work in Skyrim, so I'd like to have someone's opinion before I wreck a level 45 character's files in a pathetic attempt to fix one silly problem.
  5. Hello! EDIT: Got it working on my own, thanks for your time still. I'm rather new to Skyrim modding, and I was having a bit of fun trying to get a self-created master spell to work. So far, everything does function correctly, except that instead of doing a cool ritual cast, my character insists on simply casting with his left hand, even thought the spell is flagged as « BothHands » and nearly all its visual effects are borrowed from the « summon Storm Thrall » spell. If there's a thing to switch in all that chaotic CK for that animation to work, I'll be burned if I haven't tried everything to find it. I know it's a bit vague for a help request, but I can't say I understand all of what I'm doing right now so... Thanks for your help in advance!
  6. Got it fixed now! Now I may keep marching to glory!
  7. Hmm unfortunately it didn't work. Thanks for trying thought. Just for you to know, Lanceor, this is actually about the mod I'm making according to your suggestions ! : ) I'll be uploading the Flametongue, the Holy Avenger and the Sorcerer's Armor from the Arcane codex. Just need to fix this, slap powers on them and make a dungeon to make people work their horses off to be worthy of wielding such iconic weapons.
  8. Hello everyone! Sooo, I've been working on another custom sword mesh, but as usual, SOMETHING is going wrong. As always... forever... Whatever. What's happening now is that one of the weapon's NiTriShapes is definitely disappearing whenever the camera gets within a certain (close) range. You can see for yourself on the images I added: The wooden part of the hilt looks well'n'fine, right up until you stick your nose near it: While the metallic part of the hilt remains there, the wood is simply gone. And I dunno why. Can anyone Help me? As usual, the first person to help me get out of this crap gets to suggest what I'm creating next (bow/arrows, sword, staff, shield). EDIT: Actually, for some reason, I have « exceeded my allotted disc space for attachments », whatever that means, making me unable to upload even the lowest-quality Jpeg. Just imagine that part of the sword disappears as you get close, and it's gonna be enough.
  9. Well blast it! It wuurked! You won't be learning anything today : Square brackets don't actually work. I could swear I made other scripts with those, but whatever... And an object script is indeed a better idea. Thanks a lot!
  10. An insult? Please! that damned CS is so complicated to use, that mistake is as possible as any. What would've been insulting is if I actually had forgotten it... But in that case, it would be my fault. There's no insults when talking about scripting... only a cartload of humility lessons. That being said, I went to check : I didn't forget : ) PrintC... Interesting concept... Didn't know that thing even existed. I'll try to work on the script or rewrite it, we'll see what happens. I definitely like how something goes wrong everytime I believe I ''got this'' lol... Thanks for the tips guys : )
  11. Hello world! So, as I say in the title, I'm tryint to create a shield that reflects magic when the player is blocking. Now, let's be clear : I'm not going for something outrageously fancy. This shield is supposed to add, when the player is blocking, an ability that gives 100% spell reflection, then remove it when the player stops blocking. I came up with a quest script - yeah and I checked, it's marked as a quest script - that should work fine. Only it dosen't. Can anyone tell me what went wrong in my experimentations this time? hehe (Just to make sure : This is about Oblivion modding) Scn AlloDarknessShieldHeavyEffect Short HasBlockEffect Begin Gamemode If [player.GetEquipped AlloShieldDarkness == 0] && [HasBlockEffect == 0] Return Elseif [player.GetEquipped AlloShieldDarkness == 0] && [HasBlockEffect == 1] Player.RemovespellNS AlloDarknessShieldHeavyAbility Set HasBlockEffect to 0 Return Elseif [player.GetEquipped AlloShieldDarkness == 1] If [HasBlockEffect == 0] && [Player.IsBlocking == 0] return Elseif [HasBlockEffect == 0] && [Player.IsBlocking == 1] Player.AddspellNS AlloDarknessShieldHeavyAbility Set HasBlockEffect to 1 Endif If [HasBlockEffect == 1] && [Player.IsBlocking == 1] return Elseif [HasBlockEffect == 1] && [Player.IsBlocking == 0] Player.RemovespellNS AlloDarknessShieldHeavyAbility Set HasBlockEffect to 0 Endif Endif End Thank you for your time!
  12. They weren't. THANK YOU! Now, all I have to do is tweak the specularity and the bow's finished! You're on my credits list. It's 12h11 here, and I can go to sleep at peace.
  13. Hello world! So, I was about to put the final sigh at the end of an over 4-month long project, taking down all the unexpected and unseen before issues that unavoidably plague modding, when another unexpected and unseen before issue spontaneously started to plague me. My model's normal map dosen't work. Yeah, and it does suck. What I mean by ''Not working'' is that while the mesh, color and glow map ARE visible - and that proves the game has recognized the mesh DOES have a normal map - the object has strictly no specularity of its own. Its colors are dull, shadeless, and it does not reflect light OR have the sweet, realistic fake shadows of my lovingly crafted normal map. - It's a bow model, but that theorethically shouldn't create any issues by itself. - The texture file is correctly named. - You can bet your horse the normal map i'm speaking of is actually a normal map and not something else. I checked. 12 times. - The normal map has an explicit alpha layer which allows different parts of the textured objet to have a different specularity, but that isin't a problem in itself because other objects in the file use the same type of normal map and work correctly. - It's not a file size issue, I tried using default texture sizes and it's still screwed up. - I'm forwarding a picture of the bow. You can see the arms, past the bird head (the cursor points that area), dosen't reflect light. It actually looks like it's recieving a much more poor lighting. - ??? - Help please! If anyone has ever ran into this problem, please tell me what could be wrong. I tend to believe it must be related to a setting somewhere in the .Nif file, but I fail to understand what could cause such a problem. Thanks for your time!
  14. Thanks again for the help, War, and thanks to Lanceor too! I think I'll stick to inrceasing the base attributes, they're as good a reward as anything... Plus that means I won't need to really understand what Xsilver was doing in Midas... Hehehe. One more itemdown, only six thousand and a dungeon to go!!!
  15. Hello reader! As said in the title, this thread is about finding a way to increase the player's magica using a script - NOT a console command. Basically, I am creating a spell that, when cast, will permanently increase the player's magicka by a small amount. Only, all the versions I have tried ( "Player.setav magicka to (Magicka + 1)", "Player.modpca magicka 1") simply don't work. I know the Midas Magic mod does something similar, but after studying it, it actually does not: it uses a rather complicated script that adds an ability which gives a buff to magicka. I'd rather avoid having to go through all that. Do you guys know for sure a way to permanently increase the player's magicka through a magic effect script? Thanks for your time!
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