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Hey I'm making an interior cell & when I test it out there are meshes missing - not just invisible, they are completely gone - & there are also meshes added that I did not put into the cell. This cave wall piece has materialized for some reason blocking a hallway...it's not visible in the creation kit, only in-game. Does anyone have any idea why this is? I imagine I'll have to rebuild the cell from scratch if I can't find a solution.

 

Edit :

 

I found out that the meshes blocking the hallway were the ones that had vanished in-game. For some reason the CK was moving them to a different place in the cell. Easily fixed obviously but does anyone have an idea as to why it did that?

Edited by TurelimVampire
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Quick question!

 

I am creating a whole other game using Skyrims creation kit, but not sure about the legal ramifications. If I recreated castlevania in Skyrim would I get in trouble?

 

That wouldn't be allowed. It's someone else's intellectual property & you don't have the right to do anything with it. If you remake a game using Skyrim then what reason do people have for buying the original?

Putting characters from Castlevania into Skyrim isn't a huge deal as long as they're your creations (using assets from another game isn't allowed unless you have permission from the creators, it'll get taken off the nexus or Steam workshop). You could probably recreate areas from one of the games without getting into trouble aswell. Someone did that with Soul Reaver, just recreated a small area.

 

Obviously if you only announce it once it has been finished & upload it somewhere other than the nexus then no one can really do anything.

I doubt you'd get sued, you'd probably get a cease & desist from Konami.

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I seek for an option to check for enabled mods without being ".esm"- dependend on it? For example, if there's "Unique Loot" installed, I want my give out a special item from this, as a quest reward, else I would hand out some vanilla items as a fallback.

 

Is this possible and if so: Any hints on a script or tutorial?

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I seek for an option to check for enabled mods without being ".esm"- dependend on it? For example, if there's "Unique Loot" installed, I want my give out a special item from this, as a quest reward, else I would hand out some vanilla items as a fallback.

 

Is this possible and if so: Any hints on a script or tutorial?

GetFormFromFile

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Okay, so I have a script that eventually makes someone disintegrate. Basically, I made a copy of the Disintegrate perk effect, made it target Self, and then added a Disintegrate.Cast(Target) at the relevant spot, but upon testing it nothing happens. I made a quick spell I could use to get actors to cast on themselves, still no luck. The modified disintegrate spell itself works when I use it on myself, but does nothing when called through a script. Does anyone know why this is?

 

Okay, wierdly, I edited my testing spell to literally nothing but "akTarget.Kill()" once the effect starts, and it still does nothing. It would seem that the Kill() function has just stopped working for some reason.

 

... And now so has the kill console command...

Edited by Skipper2100
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