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Hypn0sef

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  1. Figured it out! I tried remaking them with the 'transplatform01.nif' because its so much simpler than any other vanilla animated nif. I decided to do some initial testing and even without changing the animation, adding my mesh to the ninode gave me the same effect of the far away door. This meant it had to be something with the collision and/or the BSTriShape. Turns out everything has to be absolutely identical to the vanilla. I'm not sure which of these did it but: I made the collision 'set local,' I renamed all the BSTriShapes to be the same as the vanilla TriShapes, and I removed an excess NiNode that I had used as essentially a subfolder with my BSTriShape and my collision mesh. Moral of the story? If you're having weird effects with custom doors, make sure the BSTriShapes are named identical to the vanilla ones they're taking the place of.
  2. Hi all! I'm having issues making sliding doors. I'm making an Asian Akaviri island and wanted Japanese sliding doors. I got the animation working no problem. I took the Stroti gate, replaced it with my mesh and made it 120 on the X axis back and forth, super simple. However, when I go into game to test them, I'd say about 40% of the time the doors are randomly a few feet away from where they were placed, and the collision remains in place, so I can't get through the doorway. The open and close option comes up but clicking doesn't affect the collision. What's strange is that they work perfectly as activators, but then the NPCs just run into them. Does anyone have any experience with creating custom doors and has faced this issue before? Could it be that the animation is 8 seconds long and that's too long for a door anim? Is there a way to get the NPC's to treat the activators as doors? The teleport isn't needed, they're only interior doors. I was facing a similar issue with doors earlier that had to do with the location of the ninodes, everything had to be 0,0,0, but these sliding doors are all the same and it still happens to just them. I can post a link to all the files if anyone wants to check them out. As always, thanks a ton in advance for any help! Hypn0sef
  3. I tried creating a copy of the ESP with the problem cell deleted and a few other things that I thought could be behind it, and still nothing. I just get an infinite load screen when trying to start a new game with the mod enabled. Anyone have any ideas?
  4. I've been making an Akaviri/Japanese city on a tropical island for about 6 months or so. Not to toot my own horn but it's awesome so far. The issue? I can't start a new game with the mod enabled. I just get a perpetual load screen. I can disable the mod, start a game, then enable it and everything works fine. There is one cell, a large dungeon, that currently causes a CTD but it's one of dozens of cells so it's on my list but not on the top. Could one bad mesh in the dungeon that's causing that CTD also cause a ILS on starting a new game? I've never heard of that before. What could it possibly be? It's not a huge issue, but it makes me think there's a deeper issue and I'd hate to post a mod and say 'sorry there's this issue with it that I can't fix, so just work around it.' My one theory and the reason I'm asking here is that this mod is all within a custom worldspace, something that before this I had no experience with. There are so many factors, LOD, climate, etc, that I feel like I may have messed something up that others with worldspace experience know about. Thanks in advance for any help and keep an eye out for Akashima, dropping sometime in the next few months!
  5. Cool idea! I've never looked into this but my assumption is that it would come from a faction. Go to the quest that that dialogue comes from and then go to conditions. That specifies the conditions needed for the NPC to be able to say that dialogue. You could then add the NPC to all of the various factions for each hold but it might create multiple different dialogue options. You could redo the quests as one, and readd the dialogue (that's the most annoying part) the dialogue already exists in the game but you have to convert it to WAV to listen to it, then convert it back and rename it to what the dialogue branch automatically get names. I'm sure that made no sense but if it comes down to having to do that feel free to ask for a more detailed explanation
  6. *Oops reposted my comment a 3rd time lol, forum is acting weird*
  7. *Italian finger kiss* works perfectly, thanks so much. Once again, Dylbill to the rescue. I'm gonna give you a co-author credit cause this mod is like 75% the script
  8. *Italian finger kiss* works perfectly, thanks so much. Once again, Dylbill to the rescue. I'm gonna give you a co-author credit cause this mod is like 75% the script
  9. I realized that after I posted and tried a variant with my attempt at having it enable and disable the marker but that also didn't work, likely due to my scripting ability and not any issue with the concept. Awesome I'll try that way, thanks again!
  10. Scratch that, it does play the music, but still doesn't stop! I'm doomed to perpetual classical music
  11. I just tried * and it didn't even play the music so there goes that theory lol * MusicType Property _MusicTrack AutoObjectReference Property Marker Auto Event OnEquipped(Actor akActor) If akActor == Game.GetPlayer() If(Marker.IsDisabled()) _MusicTrack.Remove() Else _MusicTrack.Add() Endif EndifEndEvent
  12. That's the same issue I ran into with the original script and you'd think since its an 'if xmarker is enabled or not' would fix that
  13. Okay so the first script is ideal for me, but for some reason the music doesn't stop when I try and activate it a second time.
  14. Awesome thank you! I'm gonna try this out right now
  15. I know there are plenty of music boxes in existing mods, but I'm attempting to make one that can be kept in your inventory and used wherever. My scripting ability is very minimal, but I got the Stroti gramophone converted in NifSkope so you can pick it up. I tried using this script* I found in another forum, but it only worked when dropped and picked up and with the priority of the music track set as 1, the highest, and even then it doesn't stop. I assume it needs to be OnEquip or something rather than OnActivate. (I'm also not insulting this script, it works great on an activator but doesn't perfectly suit my need) Any help would be greatly appreciated and will get you a credit on the mod page *Scriptname AAMusicScript extends ObjectReference ;* Play Music * By: NexusComa * ; nexusmods.com ObjectReference Property Marker AutoMusicType Property _MusicTrack AutoMusicType Property _NONE Auto;Event OnInit()Marker.Disable()GoToState("Switch")EndEvent;-----------------------State Switch Event OnActivate(ObjectReference akActionRef) If(Marker.IsDisabled()) _Enable() Else _Disable() EndIf EndEventEndState;-----------------------Function _Enable() Marker.Enable() _MusicTrack.Add() Utility.Wait(1.0) _NONE.Remove()EndFunction;-----------------------Function _Disable() Marker.Disable() _NONE.Add() Utility.Wait(1.0) _MusicTrack.Remove()EndFunction
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