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HELLJUMPERS21

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About HELLJUMPERS21

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  • Website URL
    http://www.jackdawslanding.net
  • Discord ID
    HELLJUMPERS21#5283
  • Country
    United States
  • Currently Playing
    TESV Skyrim SE
  • Favourite Game
    TESV Skyrim SE

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  1. UI/HUD is the hardest thing to modify. Alot of it is actually inaccessible.
  2. Hey there, why would my NPC be lacking the hair texture when uploading to xbox? So I know the immediate response will be "you didn't include the textures to the archive list" but no, I have. I altered the file paths in Nifscope as well to ensure that the files are being directed properly for each hair piece and the same for the facegeom. All the head parts are made but none of them have texture sets applied to them. I assume that the nif data will take care of it. It works on PC just not xbox. Any suggestions?
  3. Hey there! I have been working on a new pirate worldspace. This worldspace will have a main quest line and several side quests. An island off the coast of Hammerfell is inhabited by pirates! It is run by a single pirate captain that the player will befriend and eventually take his place. A lot of the ground work has been laid out and you can see what I have so far in the video. I am searching for a few people. Someone who is good at making face gens, npcs and armor/clothing. If you have an interest to be a part of this awesome project please DM me! This has no pay. Credit will be given to all those involved. Thanks!
  4. I actually found out what it was. It was a missing key. Retried it with a sliding door nif and it's working fantastically
  5. I tried this just now although I dont think i needed to export with bae because I already have all the meshes exported in my data folder. It did not work it crashed the ck. Odd thing is you mentioned i had an extra ninode than the vanilla version. spatiogate01 is what i used and it has to ninodes. one per gate. its under architecture>solitude>spatiodoor01
  6. What do you mean by my model ONLY? Do you mean the file that that i shared above or just the plain mesh without animation?
  7. Is there a way to write a script that places a trigger/activator at the players feet? Like a spell that places the trigger at playerref i think.
  8. I made this mesh off the dwemer astrolabe and modelled it after the solitude patio gate(in nifscope) It functions perfectly in Nifscope but crashes the ck when attempting to make a new form. Like I will edit a door and change the mesh to mine and it crashes. Can someone please who has good knowledge of nifscope help me? I mean i'll do the work. The file is available to download here: https://www.mediafire.com/file/9xec65pp6h0n236/JL_BIGTEST1.nif/file
  9. Can someone tell me what I did wrong with this mesh? It looks good in Nifscope but crashes the CK when I try to make a new form with it. https://www.mediafire.com/file/9somghhweei360f/JL_ElderScrollDisplaytester1.nif/file
  10. Tried that. SSEEit told me that there was no SEQ file required to generate.
  11. I am at my wit's end and I hope someone can aid me in this dialogue issue. I am using CK 64bit with CK Fix from Nexus. 1. I have created an NPC. This NPC is very basic but marked as essential. Currently does not have any AI packages made. 2. I created a new "quest" which is basically just a dialogue. I created the dialogue for the player to say hello, and the NPC's response. The player has the option to help the NPC or not. The GetIsId is set to the NPC I created. 3. Long story short I have watched countless tutorials, all of them explained the exact same setup. I have made that set up to a T and it does not matter whether I coc or load a save, I cannot get the NPC to offer me the dialogue when I approach. and tap E. The only responses I get are the standard passerby statements and no dialogue views are offered. I've tried waiting 48 hours after beating them to death and all kinds of changes. Wth?
  12. Yes but I found a workaround after researching. 1. Weed through the list of files in the CK's packer of the meshes, textures and scripts you do not need included in the mod upload. 2. Click export list and name your ach list to whatever. 3. Go to your Data folder where you saved the ach list and edit it with Notepad++ or whatever app you use. 4. Look at the way the addresses are written. They use double \ For example, "Data\\Meshes\\Jl_Mods\\BYOHporchwithdeletions.nif", You can see that there are 2 backslashes after every folder and a comma near the end of every line surrounded with quotation marks. Make all your additions in the ach list just like that but make sure the last line does not have a comma. 5. Save the ach list and import that list into the packer and you will see the list you made previously as well as the additions you put in.
  13. Next project. Say I have a pickaxe. It's the only weapon like it in the game. It has the ability to mine stalhrim. Upon the player retrieving item, and enchantment should be learned to be able to enchant other pickaxes with the ability to mine stalhrim. How should I go about this? Or maybe and instant thing? Like as soon as the play has the item their other pickaxes become usable for mining stalhrim? I would hate to have to disenchant and loose the ancient nordic pickaxe just to learn the enchantment. No skse use.
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