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Matthew_Kaine

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About Matthew_Kaine

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    Austin

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    http://matthewkaine2.blogspot.com/

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  1. ^Scratch that. What's more important is getting the original idea down. I tried added a new event to the script in order to prevent my actor from blowing up after I've already killed him. The CK sucessfully compiles it, but the actor seems to ignore it in-game. Do you notice anything wrong with this? I've also tried using OnDeath instead of OnDying, but it doesn't seem to make a difference. I have it placed in between the main event and the reset event. Should it be put before the main event? Thanks for any help you can give. Event OnDying() ;This will check to see when I die. While (Self.GetParentCell() == Game.GetPlayer().GetParentCell()) ;If the player is in the same cell as I am, I can start the next if statement. if myState == 0 ;If I am Zero, proceed. myState = 1 ;Do not run this on me again EndIf EndWhile EndEvent Nevermind, figured everything out. Thanks again for all the help!
  2. Auto-FIlling did the trick, thanks! Now, I think the last thing I'd like to figure out is how to make sure the ash pile always appears on the floor. I've tried attaching the script to a Wood Elf and it works wonderfully except that occasionally the ash pile will appear in mid-air instead of on the ground. Is there anyway to tell the ash pile to detect the floor and be placed there? If not, I might have to choose a different effect for after the explosion.
  3. New problem! The script compiles correctly now, but now the crab just disappears upon reaching the distance. No explosion, no pile of ash. The properties automatically defined themselves because of how you worded the script. Was there anything I needed to change in there so that they can find the right files? Not really sure what else it could be.
  4. Alright, so I've added the script with the manager and added it to a mudcarb for testing. I immediately went to see it in-game, but it didn't work. After reloading the CK, I realized it probably needs properties added to it. However, I wasn't sure which to add. I know it's object reference, so I tried to add that type, but it said the script failed to compile. Was there a value I needed to change before plugging it in? I've read over it several times now and don't see any variable that requires a unique ID other than the two animations. What did I do wrong?
  5. Fantastic! I'll try it out myself sometime this weekend. If all goes according to plan, I'll hopefully make a new creature for the script. Thanks so much for the help! :cookie4u:
  6. Reminder: I'm imagining the explosion to be the one from the fire atronach death.
  7. Haha, I know right? But seriously, thanks for giving this a shot. Can't wait to see what you come up with.
  8. As another little experiment of mine, I plan to make a creature or NPC that will approach the player in response to spotting them and explode when close enough to the player, probably leaving nothing but a pile of ash behind. The actor will be capable of being killed before reaching the player, and if the player can successfully take down the actor before reaching the exploding distance, the actor would simply fall down and die like a normal NPC. I'm assuming this is something that would be handled through scripting, but I'm not sure where to begin. I haven't touched Papyrus, so if you do provide me with code, could you give explanations for the commands that you use? I'd love to learn as I go along. Thanks for any help I receive.
  9. Fair enough; I just wanted to see whether I could do it on my own without it being too complex. I suppose I'll scratch off making armor out of clutter until I time when I feel like delving into modeling. Thanks for the help, though! :cookie4u: On a side note, is combining things in NifSkope useless now for Skyrim stuff? Let's say that instead of a bucket, I have a piece of a different helmet. If I use NifSkope to combine the two meshes together, will there still be an incompatibility and cause the CK to crash? If so, are the people that make mash-up armors for Skyrim all using 3d programs?
  10. Point taken. Are you familiar with Blender, Hanaisse? I'd love someone to walk me through the process; I've never tried using something like Blender before.
  11. Haha, that's actually what made me think to try it! I've been able to use your method to get it working, but the bucket isn't positioned where it needs to be; it's on his feet instead of his head. I know this is due to the mesh being rendered too low, and I know how to move it up, but the only way I can be certain of the correct height is by using an existing helmet mesh as a base. And whenever I try to merge the two together, the CK crashes. Hanaisse sadly appears to be correct; the Creation Kit really doesn't seem to like combined meshes in NifSkope. Is getting a 3D program and learning all of that stuff really necessary for something so simple? I used to merge meshes all the time in NifSkope when I was doing stuff for Oblivion. What changed?
  12. I was talking to some folks on the shoutbox about my little experiment, but I was told I'd get better answers if I posted on here. Basically all I'm trying to do is put a bucket on an NPC's head and have it stay there. I thought placing it on his head manually and giving him a waiting AI package would be enough for it to stick until I found him, but sadly the bucket would always be on the ground before I came in contact with the NPC. I then decided to make a helmet using the bucket mesh. However, using NifSkope to add a bucket on top of an already-existed helmet mesh doesn't seem to go over well in the CK; it crashes in response to me choosing the file for a world mesh. Is there a better way of doing this? Why doesn't the CK like my mesh? How do you recommend making a bucket into a helmet? Thanks for any help I receive. Cookies shall be given for good helpers.
  13. Haha, thanks everyone; I was just thinking I could use a cookie!
  14. Hey everyone! For those of you that don't know me from the ES forums, I've been around for quite a long time and have finally decided to join TES Aliiance. I'll be uploading whatever mods I create here and will probably be joining in discussion in the Skyrim mods section whenever I have useful input. I have a blog that I use to discuss various Skyrim mods as well as a Tumblr where I post screenshots and experimental videos. I'm trying to get into voice acting for mods, and a big part of that has been figuring out stuff like custom dialogue in the creation kit. Here's hoping this place is as friendly as everyone always says. Cheers!
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