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LittleBaron

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Everything posted by LittleBaron

  1. @ EbonyIvory: You just have to change the rotation of the named hanger node, with Nifskope.That is, if by 'custom rack' you meant you made a new mesh. If not, then you could (I think) tell the bow object to rotate 180 degrees in the (DUPLICATED!) vanilla script, just after it attaches itself to the node. If that does not make sense, PM me so we can stop Hijacking this thread. :wink:
  2. The way weapon racks work is that they: 1. Force the player to drop his/her currently equipped weapon. 2. Tell the weapon object to lose it's havok physics and therefore hang in mid-air 3. Tell the weapon object to attach itself to a special node in the rack that acts like a 'hanger'. That's the part that's messing you up. Your stone bit does not have that special node. I was able to make myself some custom weapon racks as an experiment, which I ended up never releasing, but they worked well. I just scripted them from scratch and dispensed with the activator trigger. I had also used Nifskope to create my own 'hanger' nodes in the .nifs. Hanger nodes are just regular nodes placed wherever in the 'rack' mesh that the weapon's center will be, and rotated the correct way. To use your stone block, you'll at least need to add hanger nodes with the exact same names as those found in vanilla racks, if you intend to use the vanilla system.
  3. Are markers turned on / visible? I don't see any in your screenshot.
  4. Everyone, everyone... calm down. I was able to finally make a Falmer wear a hat. We can all rest easy tonight, thanks to my efforts. I would also like to say for the record that the Armor tutorial on the wiki noted above does actually work, if followed to the letter. I was skipping a few important but simple steps without realizing it.
  5. Hello. I don't usually have a lot of success asking for help in these forums, frankly, but just in case... I have read through and followed the SKYRIM custom armor tutorial wiki (here) several times over in an attempt to export a working weighted .nif without avail. If there is anyone out there who successfully makes armor pieces or any bone-weighted object/creature using blender, I will be most appreciative of your guidance. As the subject suggests, I'm currently just trying to get a Falmer to wear a distinctive hat. What I'm finding most of the time is that the weight data (dismember data) just won't export in the first place... I got it to do it once, but I'm not sure what the variable was that allowed that. I know it wasn't following the tutorial to a "T". Many thanks in advance, LB
  6. You can just use a custom message box that says "X hours have passed" [OK]. To advance time, you just need to set the Global Variable 'GameHours" ahead by X hours. I guess you might also need to set the GameDay ahead by 1 if you end up pushing GameDay over 24/0. Um, does that make sense?
  7. You can place a script on both of your brawlers that, OnCellLoad() will add each of them, seperately, to opposing factions. That way, they won't start fighting until the PC enters the area they are in. As far as forcing them to fist-fight... you should just be able to make each of them with NO spells and NO weapons.
  8. The messages are telling you that the actual mesh models do not have any textures assigned to them, and you would need to use NifSkope to fix that problem rather than the CK. The 'texture' forms are a way for you to replace model textures, but the meshes still need default textures applied to them. If the models you are referencing are not custom models (and therefore should be set up correctly), I'd imagine you can just ignore those messages. Is it working in game for you?
  9. All versions of Nifskope since RC-6 have been importing UV maps from object files incorrectly. I still keep a copy of RC-6 handy for this reason. Oddly, if you go to the NifTools website and look under reported issues, you'll see that this issue has been reported but has the statement 'works for me' next to it from a developer... and since they are now at Nifskope 1.0.1 I guess they don't consider it important enough to look into further.
  10. I read just recently here somewhere that for some unknown reason some people's systems have trouble with the .bsa files. If I was you I would try uploading a version with loose files, just for those people for whom your mod does not seem to work with the .bsa.
  11. If you and/or your testers are playing through portions of the mod and making saves while it is being worked on, you're going to have problems. In other words, each time you test a mod after making changes, you have to start from the beginning, on a save that was made before your mod was ever installed, in order to accurately test new aspects. It's a huge pain in the butt, but necessary to avoid spending hours trying to fix things that aren't really broken. In my experience this is especially true when you are working with scripts... it seems to be safe to change the source code of a script 'between' saves, but if you add or change properties, the script will almost always not behave properly.
  12. It has always been my understanding that SKYRIMnifs simply require a separate BSlightingshader property for each NiTriShape. It's true that you used to be able to use the same property for multiple NiTriShapes in Fallout, Oblivion, etc. but with the SKYRIM nif version you cannot do that. You will need to copy and paste any properties that would be identical and assign one copy to each mesh.
  13. I would have to test it to be sure but it looks like the length of time is also controlled by the script... all those 'utility.wait(X.X) lines. Unfortunately, you would have to make your own copy of the script and repopulate all those properties into it, otherwise whatever change you make to the length of time will effect the reading of regular elder scrolls, too. Assigning properties to none in the properties window like you already did (I hope that's how you did it!) with the ISMs was safe, though... Try assigning the idle "IdleStop" to none... it is called just after all those wait()s, so it looks like that's what stops the animation. It might result in the player holding the scroll open until he or she makes some other movement. Huh... maybe that's what I needed to call for my shackles problem!
  14. Thank you for replying. For whatever reason I could not get the PC to play any idles of any kind... via direct scripting or via a quest 'scene'... except for the bleedout animations. I imagine I wouldn't be able to force any custom animations either. So, I've just decided to force 1st person the whole time after the bleedout. It works OK. :thumbsup:
  15. Well, it's an image space modifier called by a script. I just opened one up in the CK and looked at it, and the effect does indeed seem to be called by the script attached to the scroll. Is your test load for your custom map 'clean'? If not or you're not sure, that might explain why it's happening even after you think you've removed the script. If a clean save doesn't help, then take a normal book and change the models for world art and inventory art to the same models an elder scroll uses. I'm pretty confident that the old script is just still active in your save though... or, that you removed the script but it didn't really remove itself. That happens sometimes as you are creating a new item. You just have to open it back up and remove it again.
  16. Hello, I have two scenes: One where the PC is hit by a poison arrow, loses game controls, enters the bleedout idle, the screen fades out and he/she is transported to the next 'scene' location... a prison of sorts. (This scene works as intended) Once in the prison cell, I would either want the PC to be passed out on the floor or shackled to a wall. So far, no attempts at getting the PC to play any 'lay down' idle works for me, and PlayIdleWithTarget(ShackledIdle,ShackleFurnitureMarker) does not seem to work either. I do have the PC 'exit' the bleedout idle first when they enter the cell's trigger, since it otherwise goes on forever and I thought it might be interfering at first. If anyone has any tips to help me avoid further hours of trial and error failure, I would appreciate it!
  17. Oh gosh...You have to make custom armor add-ons for feet, hands and body (aka TORSO) that contain the special body types, then make custom 'Naked' skin Armor for each race that are made up of the three custom parts. You can maybe figure out what to do by looking at and editing from the defaults. Then edit each Race form. Under the Body Data tab you will find a drop down menu labled "Skin" and there you will be able to select the custom 'Skin' Armor you made.
  18. I do not experience the issue you are having, although I recall experiencing it while I was working out how to get it to work. I can currently drop the inventory objects, move them while they are still inventory objects if I grab them in time, and the activator will appear as expected where the inventory object was moved to once it is released. Nobody using the trap mod has reported the issue you are having, either. So something you are doing is different, of course. Using your system though, perhaps you could just try disabling and then immediately enabling your inventory object just before it tries to create your activator, and see if that will reset its location in the game world. Also, will placing the activator object at the player instead not work for you?
  19. Why do you suppose I don't experience the same issue?
  20. You can assign them to different races (Breton, Nord, Imperial, etc.), but not specific NPCs.
  21. I think the waiting period to allow the object to settle to the ground might be the key to that problem,, as otherwise I am doing the same thing you have said you are doing. This script is part of a script on the 'inventory' version of a trap from my Dwemer Trap mod. Float PosZ Int InTheGame Event OnGrab() UnregisterForUpdate() InTheGame = 0 EndEvent Event OnRelease() PosZ = self.GetPositionZ() RegisterForSingleUpdate(0.5) InTheGame = 1 EndEvent Event OnContainerChanged(ObjectReference NewC, ObjectReference OldC) if OldC && !NewC PosZ = self.GetPositionZ() RegisterForSingleUpdate(0.5) InTheGame = 1 endif EndEvent Event OnUpdate() if InTheGame == 0 return; b/c it shouldn't have been updating... but sometimes it does anyway. endif if !(PosZ == self.GetPositionZ()) PosZ = self.GetPositionZ() RegisterforSingleUpdate(1.0) return; endif if (PosZ == self.GetPositionZ()); we've been in the same position Z for at least 0.5 seconds... we have 'settled' self.DisableNoWait() self.PlaceAtMe(ActiveSelf,1,TRUE) self.Delete() endif EndEvent Activator Property ActiveSelf Auto It also occurs to me that for similar Inventory Place At Me situations I have actually placed the activator object at the PLAYER rather than the inventory object... I think those were situations where I did not want the object to fall to the ground first.
  22. I have managed to accomplish what you are trying to do a few times in the past. I'm not 100% clear on the sequence of events you are describing above, but what I did was this: The inventory object gets dropped. In a while statement it keeps checking to see if the Z-axis position has stopped changing, and if it has, it disables itself, creates the activator version at itself and then deletes itself. In my case, the activator could still be moved around via 'grabbing', or clicked on to bring up a menu. It seems like that would do the trick for your bedroll, too. If that doesn't help you I'll actually dig up the scripts and share exactly what I did.
  23. The sudden change in Total vs. Unique DL numbers got me wondering... Is there a reason why the 'important' download number for mods is the 'total' number, and not the 'unique' number... it seems like the unique number is what people searching for 'good' mods would really be interested in... the number of PEOPLE that downloaded a mod, rather than the number of times that a mod was downloaded regardless of how many repeats that includes. EDIT: Really? This doesn't mean a lick spit to anyone? Ok. :rolleyes:
  24. Makes sense about the water, and good sluething. However, that may only work out for you if you attach it to your own unique hazard and make a special hazard damage spell for it, that will check for a water object as a target and instantly snuff itself out if it finds one. I can't see any way for you to control it at arrow impact... maybe you'll find a way, though. The Hazard not using its damage spell completely stumps me. Ownership should just default to 'self', so it doesn't seem like that would be the issue, but who knows. Maybe you can work around the problem by forcing the hazard to cast the damage spell every few seconds with the marker script? If you decide you want to try that PM me and I'll help you work the script out, if you need assistance, that is. Sorry I can't be of more help. See what happens when you try to think outside the box, Joolander? All kinds of trouble! :laugh:
  25. I figured out what the problem was!! You need to name the gravestone... its name is currently blank in your version. This is something I did not know either... apparently an activator without a name is not an activator. I just gave it a name after trying several other things and blamo, I was able to activate it and Wolfgang appeared. :thumbsup:
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