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Everything posted by DamarStiehl
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Let's say I want to edit an Augment, Articulacy for example. I want it to speed up casting by 65%. I use the ARC Extractor/Repacker (http://www.nexusmods.com/dragonsdogma/mods/25/?) to extract the game_main.arc. Now, to simplify things, I get the raw source XML PlAbilityParam.ablparam.xml from this mod: http://www.nexusmods.com/dragonsdogma/mods/113/? In the XML, I find the entry that corresponds to Articulacy and change it to speed up casting to 65%. I save the XML file. AND NOW WHAT???????? Every tut I've read and watched omits the crucial step: how to compress PlAbilityParam.ablparam.xml into PlAbilityParam.59D80140. It's positively maddening: like reading a good book and the last page is written in Ancient Aramaic. Would somebody be ever so kind as to tell me how to do this?
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Hello everyone, looking for help from someone with graphics talents. I would like to include unique-looking Bound Armor in Mighty Magick; specifically, Daedric Armor with visual effects similar to what appears on Bound Weapons. The existing "true bound armor" mod does not quite match what I want. I want there to be separate pieces (a helmet, boots, gauntlets and cuirass, just like the vanilla daedric suit), and they need to look very similar to Bound Weapons. I achieved something semi-similar by editing the Alpha of the bsLightingShaderProperty in Nifscope, and changing the emitted light to a shade of purple. But, the results weren't spectacular - a semitransparent suit of Daedric armor that glowed a dull purple. Meanwhile the bound weapons have flames and such and look like they have a lot more oomph. Would someone be willing to help me out with meshes and textures for this project?
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Can anyone recommend a simple improvement ENB for COT?
DamarStiehl replied to countercruel's topic in Skyrim's Skyrim LE
Why not just tweak RealVision's saturation settings until you're happy with it? Good luck looking for something better though... I'm curious about that myself. -
I gave CBBE an honest try, and there was always something off about it that I couldn't put my finger on. Even with "make it look like UNP" bodyslide preset. Though at the end of the day it all boils down to preference. Which means installing and uninstalling the two mods a few times and staring at a naked girl on your screen. Some things to keep in mind: - Both bodies have a crapton of mods, skimpy and non-skimpy armor. Some modders are religiously devoted to one or the other body, but in about 90% of times when a good outfit emerges a conversion emerges shortly after. - CBBE has Bodyslide, which affords a wide range of body shapes and is one of its main selling points. - UNP uses vanilla UVMap, which apparently makes it easier to make skimpy armors, I wouldn't know anything about it as I'm no graphic artist, but it's what I've heard. - UNP has a "neck seam" problem that is rather difficult to get rid of. This means that there is a noticeable difference between the texture of the head and the texture of the body (generally, this manifests as the head and neck textures having a different "sheen" to them than the rest of the body). Some mods address this to a variety of degrees. ENB goes a long way towards reducing it; Coverwomen has a very nice "seamless" texture that I am currently using, and Navetsea's texture set also fixes it. Coverwomen makes your girls look fairly idealized, which may or may not be your cup of tea - especially if you apply a sportsy normalmap; again, personal preference - I like my fantasy girls toned. Navetsea swings the other way and a bit too far (in my not so humble) - this texture has some "wear and tear" to it and the nipples in particular are, ehh... go see for yourself. How much you care of course depends on how much time your characters spend topless. - One thing in UNP's favor is that it can use unconverted 7BASE outfits, but it means that your character's boobs and butt will get larger when you put the outfit on. You may or may not care.
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Ok, no problem, here is the list of folders, underlying subfolder structure and all files. All target locations are relative to Data folder. NB, in case anyone wonders why the hell I am shipping a bunch of NIF files with Mighty Magick: these are all by maximluppov, and permission has been obtained. 01 Mighty Magick - Main Mighty Magick Skyrim - Main.bsa Mighty Magick Skyrim - Main.esp 02 Mighty Magick - Dragonborn Mighty Magick Skyrim - Dragonborn.bsa Mighty Magick Skyrim - Dragonborn.esp 03 Mighty Magick - Enchantments Rebalance Mighty Magick Skyrim - Enchantments Rebalance.bsa Mighty Magick Skyrim - Enchantments Rebalance.esp 04 Mighty Magick - Artifacts Mighty Magick Skyrim - Artifacts.bsa Mighty Magick Skyrim - Artifacts.esp 05 Mighty Magick - Dragonborn Artifacts Mighty Magick Skyrim - Dragonborn Artifacts.bsa Mighty Magick Skyrim - Dragonborn Artifacts.esp 06 Mighty Magick - Dragon Priest Mask Meshes for Apophysis Textures meshes\armor\dragonpriesthelms meshes\armor\dragonpriesthelms\hood_bronze.nif meshes\armor\dragonpriesthelms\hood_corondrum.nif meshes\armor\dragonpriesthelms\hood_ebony.nif meshes\armor\dragonpriesthelms\hood_greenstone.nif meshes\armor\dragonpriesthelms\hood_iron.nif meshes\armor\dragonpriesthelms\hood_marble.nif meshes\armor\dragonpriesthelms\hood_moonstone.nif meshes\armor\dragonpriesthelms\hood_steel.nif meshes\armor\dragonpriesthelms\hood_ultra.nif meshes\armor\dragonpriesthelms\hood_wood.nif meshes\armor\dragonpriesthelms\mask_bronze.nif meshes\armor\dragonpriesthelms\mask_corondrum.nif meshes\armor\dragonpriesthelms\mask_ebony.nif meshes\armor\dragonpriesthelms\mask_greenstone.nif meshes\armor\dragonpriesthelms\mask_iron.nif meshes\armor\dragonpriesthelms\mask_marble.nif meshes\armor\dragonpriesthelms\mask_moonstone.nif meshes\armor\dragonpriesthelms\mask_steel.nif meshes\armor\dragonpriesthelms\mask_ultra.nif meshes\armor\dragonpriesthelms\mask_wood.nif 07 Mighty Magick - Dragon Priest Mask Meshes for Vanilla Textures meshes\armor\dragonpriesthelms meshes\armor\dragonpriesthelms\hood_bronze.nif meshes\armor\dragonpriesthelms\hood_corondrum.nif meshes\armor\dragonpriesthelms\hood_ebony.nif meshes\armor\dragonpriesthelms\hood_greenstone.nif meshes\armor\dragonpriesthelms\hood_iron.nif meshes\armor\dragonpriesthelms\hood_marble.nif meshes\armor\dragonpriesthelms\hood_moonstone.nif meshes\armor\dragonpriesthelms\hood_steel.nif meshes\armor\dragonpriesthelms\hood_ultra.nif meshes\armor\dragonpriesthelms\hood_wood.nif meshes\armor\dragonpriesthelms\mask_bronze.nif meshes\armor\dragonpriesthelms\mask_corondrum.nif meshes\armor\dragonpriesthelms\mask_ebony.nif meshes\armor\dragonpriesthelms\mask_greenstone.nif meshes\armor\dragonpriesthelms\mask_iron.nif meshes\armor\dragonpriesthelms\mask_marble.nif meshes\armor\dragonpriesthelms\mask_moonstone.nif meshes\armor\dragonpriesthelms\mask_steel.nif meshes\armor\dragonpriesthelms\mask_ultra.nif meshes\armor\dragonpriesthelms\mask_wood.nif
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Great. Thanks again.
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Sure, thank you very much. It should be fairly simple. Here is the list of folders, my notes in parenthesi: 001 Mighty Magick - Main (contains 1 ESP and 1 BSA, required module) 002 Mighty Magick - Dragonborn (contains 1 ESP and 1 BSA, optional module) 003 Mighty Magick - Enchantments Rebalance (contains 1 ESP and 1 BSA, optional module) 004 Mighty Magick - Artifacts (contains 1 ESP and 1 BSA, optional module) 005 Mighty Magick - Dragonborn Artifacts (contains 1 ESP and 1 BSA, optional module) 006 Mighty Magick - Dragon Priest Mask Meshes for Apophysis Textures (contains 20 .nif files under meshes\armor\dragonpriesthelms folder structure) 007 Mighty Magick - Dragon Priest Mask Meshes for Vanilla Textures (contains 20 .nif files under meshes\armor\dragonpriesthelms folder structure) Ideally, I would like there be two pages. Page 1 menu: Checkbox for folder 001 - always checked, must be selected. Divider Checkboxes for folders 002 through 005 - all unchecked by default, user can select any number of them. IF the user selected option 004 (Mighty Magick - Artifacts (contains 1 ESP and 1 BSA, optional module) they get Page 2 menu: Checkboxes for options 006 and 007 - user may select only one. That's it. Hope it's not too complex. Thanks for the offer of help, let me know if I need to add any additional info.
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So I want a snazzy NMM installer for the next version of Mighty Magick, but XML isn't at all my strong suit. I find it a bit too complex to try and reverse-engineer someone else's installer, and the tutorials I have found thus far are either out of date, or I'm not reading them right. Can anyone recommend a good tutorial or just help me put together an installer? I can give the list of all folders, files and options.
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Craaaaapp...
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Epic Gameplay Overhaul Build 3 - Coming 11/7/14
DamarStiehl replied to Apollodown's topic in Skyrim's Skyrim LE
Apollo, did you pull your individual mods from Nexus? None of them came up in my searches. How modular is this? Particularly, with regards to the interface. Call me old-fashioned but I like my health/stamina/magicka bars. -
You! You are AWESOME! What? You don't know WHY you are awesome? It should be obvious: you are awesome because, unlike me, you have an idea about how to create and edit animations. You speak the incomprehensible language of bones, vertices, keyframes and gods know what else is involved in this, while I stare at it with my mouth open and can't even figure out where to start. And since you are awesome, perhaps you can spare a modicum of your awesomeness to help me with a little project. Skyrim's casting animations include two Ritual Casting animations: one for casting a point-blank AoE and another for casting a targeted channeled spell. The full animation plays, I believe, in 5 or 3 seconds. I need it sped up so it plays in 1.5 seconds. I know that I can "cheat" by setting the casting time of the ritual spells to whatever I want, and the animation will begin playing and then "jerk" into its final state. It works, but it's... unpretty. To be sure, I'm not looking for anything custom, no pretty gender-specific stuff that involves hovering, etc.. I simply would like the vanilla animation sped up. I don't really care if it affects NPCs as well (actually, I don't think there are any NPCs that use this animation). If you are willing to help out, please let me know. I'll be mighty grateful.
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The new Mighty Magick should be out in a week or so ;)
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I wish there was a "like" button.
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Just wanted to say thanks for help. With a working example, I was able to sort everything out, and (gasp) write a competent-looking menu that actually does what I wanted it to do. Thanks very much. Cheers!
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Fair point. By the way of testing, I changed caster from "None" to "player" and fireballs were lobbed in the general direction of affected NPCs (though imprecisely). That's not entirely what I was going for though. Here's what I did next: 1. Created an invisible (meshless) activator, named it zzSpellCaster and stuck it in the Unowned Cell. 2. Created a reference for this activator, zzSpellCasterRef. 3. Wrote this: Scriptname zzApplyEffectoTargetsinAreaScript extends ActiveMagicEffect Spell property EffectToApply Auto ObjectReference property zzSpellCasterRef Auto actor target event onEffectStart(Actor akTarget, Actor akCaster) target = akTarget endEvent event onUpdate() Debug.Notification ("there should be a cast now") int random = Utility.RandomInt(1, 5) utility.wait(random) zzSpellCasterRef.moveTo (target) EffectToApply.Cast(zzSpellCasterRef, target) endEvent The way I see it, the activator should randomly move between affected NPCs and casting the EffectToApply on them (fireball). But it does not happen. NPCs react as being affected by the hostile spell, but the rest of it never happens. Any more pointers? Thanks very much for help thus far.
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A game is a game. Real life is real life. If you want to play a necropedomassmurderrapist, then play one. If you don't, then don't. Real world morality does not apply to games. People who insist otherwise need to look in the mirror until they feel ashamed of their own inability to separate real from virtual.
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Created a Hostile magic effect, type script, area 100, fire and forget, on self. Attached this script: Scriptname zzApplyEffectoTargetsinAreaScript extends ActiveMagicEffect Spell property EffectToApply Auto event onEffectStart(Actor akTarget, Actor akCaster) Debug.Trace("Magic effect was started on " + akTarget) EffectToApply.cast (none, akTarget) endEvent The property EffecttoApply is populated with Fireball spell. Added this magic effect to a spell. When I cast it, NPCs react to it as a hostile action (I get a bounty, NPCs get in fighting stance, etc). But nothing else happens. I don't see a debug message, and theoretically everyone should have a fireball cast on them, but it doesn't happen either. What am I doing wrong? Help appreciated.
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<Err nevermind that last post... stupid typo killed my script. Typo has been found, taken out back and shot>
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Actually apparently it does not (after some looking, I realized that I had a potential test platform already set up). In my case, running Revert() from the second mod only removed the items added by that mod. Learn something new every day I guess... :)
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According to CK Wiki, this function "Removes all script added forms from the leveled list." However, what is the scope of it? Does it only remove forms added by the mod which calls this function, or ALL script added forms added by ALL mods, when run against a "vanilla" leveled list? For example, Mod 1 has a script that does: ArmorImperialHeavyHelmets.AddForm(ImperialBucketHelmet, 1,1) Now ArmorImperialHeavyHelmets (which is a vanilla leveled list) has Imperial Bucket Helmet in it. Mod 2 executes this: ArmorImperialHeavyHelmets.AddForm(ImperialPotHelmet, 1,1) Now ArmorImperialHeavyHelmets contains both the Imperial Bucket Helmet from Mod 1 and Imperial Pot Helmet from Mod 2. Now, Mod 1 executes: ArmorImperialHeavyHelmets.Revert(). Will this clear both the Pot Helmet and Bucket Helmet from the list or JUST the Bucket Helmet?
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You're my hero! It worked like a charm. One more question, silly as it may be. Is it possible to make a permanent toggle? As in, once you toggle a button you can't untoggle it?
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OK, great. Let me try that and I'll let you know if it worked. Thanks.
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Quite simply, I'm not a programmer. I've tried my hand at setting up MCM for my mod, and failed miserably. Let's be honest: I can't understand half of the documentation. Too much programmerspeak and too many programming concepts. This is coming from a guy who can't even create a Hello World in VB. What I need from my MCM are two simple things: 1. A checkbox that runs a script that adds a bunch of stuff to the existing leveled lists: - I already have the script written, it's currently attached to a quest that runs once on startup and it works fine. - However, the "new and awesome way" of doing stuff like that is via MCM and I'd like to offer that. - To be perfectly clear, all I need is help getting this script kicked off from MCM. 2. 3 checkboxes that start 3 separate quests. I want to give the player the option to start 1, 2 or all 3 quests. That's all. Sounds pretty simple to me, maybe it is, maybe it isn't. Any help would be greatly appreciated.
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So I want to try and add Suppression ability to all classes as something available without a perk. I mean, it's something that is taught in basic training, normally. But, I haven't dabbled in adding perks or abilities to classes yet. Any hints as to how this can be done?