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Kuzuba

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  1. Hi I have been troubled by this for weeks now, just curious if anyone had ever succeed in making and exporting animation with newer version of 3ds max than 3ds max 2012. In order to cooperate with Havok Content Tool 2014, I have already revert my 3ds max to an older version of 3ds max 2014. But most of the tutorial for animation making I can found online is using 3ds max 2010, which in theory should work as well. Yet when I follow these tutorial, the animation I exported will not work in game, which all show up in T-pose. There is saying that this is due to Skyrim cannot read animation export by newer Havok Content Tool, like who using 3ds max 2012 have to convert their .hkx file to 2010 version in order for it to work. I am wondering how true it is and is there any way to solve this problem if one is using a newer version of 3ds max. Thx.
  2. Hi, I am totally new in editing nif mesh, and encountered some problems now that I can't see why. It will be really appreciated if anyone from this forums can help me. So my workflow start with importing existing nif file to 3ds max, modifying it based on the armor making tutorial online. Then I export my mesh and open it up in nifskope to test it. Yet I found the whole mesh in nifskope is just solid white, not that type of "missing texture" white, but cannot even see shade. This mesh is also invisible if trying to render it in creation kit. I would speculate this problem is due to something wrong in my importing/exporting settings, because I tried to import a functional nif file then export it without editing, the resulting mesh is solid white as well. For importing, I checked: collision, vertex color, skin modifier, auto smooth, smooth one group, remove illegal faces, import skeleton, flip UV, render texture in view, ignore root node, use niftool shader, and all choice in animation tab, For exporting, I checked: Flatten hierarchy, collapse transform, zero transform, export skin modifier, remove extra bones, enable multiple partitions, nif without animation, sort nodes and root node type set as ninode I am using 3ds max 2017 and nifskope 2.0 pre-alpha 5.set. Never mind, problem solved.
  3. Hi With Havok behavior tool now unavailable, is it still possible to make a new custom race with custom animation since that require a new behavior file? I know FNIS can handle giving new animation to creatures, but still, in order to add a new attack animation that attach to the creature, one will still need a behavior file to add a new attack behavior. Or is it possible to use scripted spell/ability as trigger to call animation events as the creature attacks? Also, so far as I know, FNIS cannot handle paired animation between character and creature. In order to trigger a paired animation, what will need to be done? Is it possible to trigger a paired animation with scripts? Thx.
  4. Problem Solved. As the failed compilation is due the conflict between CompanionsRadientQuest script and companionshousekeeping script, one can just find a functional companionshousekeeping script (like from USLEEP) to replace the original one.
  5. Hi I encountered a problem when trying to for make a dialogue that have speech checks. I run everything fine with the tutorial: https://www.creationkit.com/index.php?title=Tutorial:_Dialogue_Speech_Checks , but stuck at the part where I need to manually add a FavorDialogueScript type property, it always returns as a compilation failed as follow: Starting 1 compile threads for 1 files... Compiling "TIF__0512A196"... F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(40,14): cannot convert to unknown type companionshousekeepingscript F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(40,14): cannot cast a quest to a companionshousekeepingscript, types are incompatible F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(40,47): companionshousekeepingscript is not a known user-defined type F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(47,14): cannot convert to unknown type companionshousekeepingscript F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(47,14): cannot cast a quest to a companionshousekeepingscript, types are incompatible F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(47,47): companionshousekeepingscript is not a known user-defined type F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(65,14): cannot convert to unknown type companionshousekeepingscript F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(65,14): cannot cast a quest to a companionshousekeepingscript, types are incompatible F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(65,47): companionshousekeepingscript is not a known user-defined type F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(65,46): type mismatch while assigning to a none (cast missing or types unrelated) F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(71,15): cannot convert to unknown type companionshousekeepingscript F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(71,15): cannot cast a quest to a companionshousekeepingscript, types are incompatible F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(71,48): companionshousekeepingscript is not a known user-defined type F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(80,14): cannot convert to unknown type companionshousekeepingscript F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(80,14): cannot cast a quest to a companionshousekeepingscript, types are incompatible F:\Games\Skyrim\Data\Scripts\Source\CompanionsRadiantQuest.psc(80,47): companionshousekeepingscript is not a known user-defined type No output generated for TIF__0512A196, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__0512A196 I have no idea why this is related with Companions quest script. The only thing I input in the source script is just 'FavorDialogueScript Property pFDS auto'. And it seems in CK, other quest dialogue that have speech checks, like the Dirge's dialogue in RiftenDialogue have the same problem if trying to compile its papyrus fragment. Can any one see where I did wrong to cause this problem and how should I solve it? Thx.
  6. Hello, I am new to this site, please forgive me if I have put this topic on wrong subforum, also as English is not my native language, so please forgive my grammar mistake and strange language use if that cause difficulties in understanding. I am currently working on a follower mod, in which I have add a new type of spell to this follower for him use. I am wondering is there a way to control the follower's AI to make him cast the spell to a specific type of target during combat? I am thinking using keywords for the actor (the follower in my case) to recognized the type target. For example, if the actor have a turn undead spell, and when the actor combat with target that has the keyword actortype undead, the actor will cast this spell. For now I have tried to use UseMagic AI package and add GetCombatTargetHasKeyword, which normally used in control combat music, as condition, but unfortunately this method does not work well. HasKeyWord function in Papyrus script may work in this case, but how should I make the function target to the combat target? I don't think line such as If akTarget.HasKeyword(actortypeundead) will work in this case. Also is there ways for an actor to detect the type of actors around him? For example, if I have a thief actor, and want him cast a, like invisible spell to if there are guard around. I am not sure functions such as GetRefTypeAliveCount will work as I am still not quite understand how this function work and I am not sure it has a Papyrus version as well. Another question is about compatibility. I am using Amazing Follower Tweak, but it seems this mod will not compatible with the mod I made if I tried to control over the follower's AI system. So the question will be how could I make it compatible. Add a new type of follower fraction to like what they did in Sofia maybe a good idea, but is there any other simpler ways to achieve it? Thanks.
  7. Hello, I am new to this site, please forgive me if I have put this topic on wrong subforum, also as English is not my native language, so please forgive my grammar mistake and strange language use if that cause difficulties in understanding. I am currently working on a follower mod, in which I have add a new type of spell to this follower for him use. I am wondering is there a way to control the follower's AI to make him cast the spell to a specific type of target during combat? I am thinking using keywords for the actor (the follower in my case) to recognized the type target. For example, if the actor have a turn undead spell, and when the actor combat with target that has the keyword actortype undead, the actor will cast this spell. For now I have tried to use UseMagic AI package and add GetCombatTargetHasKeyword, which normally used in control combat music, as condition, but unfortunately this method does not work well. HasKeyWord function in Papyrus script may work in this case, but how should I make the function target to the combat target? I don't think line such as If akTarget.HasKeyword(actortypeundead) will work in this case. Also is there ways for an actor to detect the type of actors around him? For example, if I have a thief actor, and want him cast a, like invisible spell to if there are guard around. I am not sure functions such as GetRefTypeAliveCount will work as I am still not quite understand how this function work and I am not sure it has a Papyrus version as well. Another question is about compatibility. I am using Amazing Follower Tweak, but it seems this mod will not compatible with the mod I made if I tried to control over the follower's AI system. So the question will be how could I make it compatible. Add a new type of follower fraction to like what they did in Sofia maybe a good idea, but is there any other simpler ways to achieve it? Thanks.
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