RichWebster Posted May 27, 2018 Share Posted May 27, 2018 Didn't know you could preemptively check if a property is filled. Thanks.A property is just a variable you can define in the editor, it's nothing special :) Link to comment Share on other sites More sharing options...
Kuriboist Posted May 28, 2018 Share Posted May 28, 2018 I'm trying to make a charm-like spell. How do i remove the bounty that i get if i cast it on someone? Link to comment Share on other sites More sharing options...
foamyesque Posted May 28, 2018 Share Posted May 28, 2018 I'm trying to make a charm-like spell. How do i remove the bounty that i get if i cast it on someone? Flag it as non-hostile. Check the positive illusion effects (e.g. Pacify) for an example. Link to comment Share on other sites More sharing options...
Kuriboist Posted May 28, 2018 Share Posted May 28, 2018 thanks^^ Link to comment Share on other sites More sharing options...
javertthejolly Posted May 28, 2018 Share Posted May 28, 2018 Hello! I'm just getting into modding, and I wanted to start working on a magical food mod. The first thing, I want to add a fire effect to an apple (so the apple looks like it's on fire.) The biggest obstacle I'm having is that I cannot for the life of me get blender to play nicely with .nifs. I tried attaching a fire effect from the vanilla CK to the vanilla apple mesh in Nifskope, but the only guide I found involved copying the effect's niskin data to the original mesh. Neither the apple or the fire had the skin data, and it seemed the guide was mostly for armors. Anyone have any advice? Link to comment Share on other sites More sharing options...
TheWormpie Posted May 29, 2018 Share Posted May 29, 2018 Hello! I'm just getting into modding, and I wanted to start working on a magical food mod. The first thing, I want to add a fire effect to an apple (so the apple looks like it's on fire.) The biggest obstacle I'm having is that I cannot for the life of me get blender to play nicely with .nifs. I tried attaching a fire effect from the vanilla CK to the vanilla apple mesh in Nifskope, but the only guide I found involved copying the effect's niskin data to the original mesh. Neither the apple or the fire had the skin data, and it seemed the guide was mostly for armors. Anyone have any advice?You probably need to copy the entire NiTriShape branch from the fire nif to the apple nif - and then you need to change position, rotation and scale of the fire NiTriShape so that it fits the apple (Also remember to rightclick-->Transform-->Apply the NiTriShape afterwards so that it saves your changes properly). Link to comment Share on other sites More sharing options...
UberGamer1309 Posted May 29, 2018 Share Posted May 29, 2018 Hello, I'm not much of a modder myself, but I dabble in the CK from time to time to make some basic mods for personal use. That said, I'm looking for help with a problem I'm having with the master destruction spell firestorm. I'm making a small mod that changes all master spells so that they act and cast like normal spells. Every master spell works like I want it to, except firestorm. The actual casting and whatnot works fine, the only problem is that whenever I charge the spell, a bright red/orange glow begins emanating from my character. As far as I can tell in the CK, firestorm's visual casting effects should be identical to those of fireball's. The casting light, casting art, and equip abilities are all the same. I feel like I must be missing something obvious here, but I don't know what it is. Any ideas as to what could be causing it? Link to comment Share on other sites More sharing options...
Metalspy Posted May 30, 2018 Share Posted May 30, 2018 Hello all, I'm adding 'constructible object' (crafting) recipes to my mod. When I'm going through the new items when using a forge, the 'required items list' (list of ingredients) isn't consistently sorted, for some random craftable items they are orders in a seemingly random, different way, which looks messy and is confusing. I tried recreating the recipes and adding all required items in the desired order without making changes afterwards, but that also only seems to work for some recipes. Is there a way to reliably manipulate the order in which the ingredients of a constructible item are listed in the crafting menu? Link to comment Share on other sites More sharing options...
hfd2 Posted June 3, 2018 Share Posted June 3, 2018 I'm trying add bodyslide support to a large existing CBBE clothing replacer in Outfit Studio. The replacer mod includes a lot of individual outfits that happen to be re-colors or minor variants, requiring minimal or no additional adjustments between them. Is there a straightforward way to transfer slider settings from one finished project to another? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 3, 2018 Share Posted June 3, 2018 I'm trying add bodyslide support to a large existing CBBE clothing replacer in Outfit Studio. The replacer mod includes a lot of individual outfits that happen to be re-colors or minor variants, requiring minimal or no additional adjustments between them. Is there a straightforward way to transfer slider settings from one finished project to another?For outfits that are merely re-colors, you can create a texture set record in the Creation Kit and apply that to the appropriate nodes in the assigned mesh entry of the armor addon record. That way you only need to modify one NIF file. Beyond that, I do not know how to reduce your work load. Link to comment Share on other sites More sharing options...
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