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VampireMonkey

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  1. I'm currently trying to get the mesh seen below into the game, it's a modification of the death hound mesh (VampireDog.nif is the file) and i'm having trouble getting it to work with the animations, i've been trying to get it to work the past week and i'm right on the brink of given up and start on something else. at first i wanted to make the death hound a mount, when i succeeded doing so, i thought of messing alittle with the mesh to make it look more unique, that took me little under 2 hours and now i've used several days just on getting it to work, i got the skin in the game, which was way harder than it should and now the animations are the only problem. i'm new to 3d modeling, so please before you go and say something like "oh, then you should try to do some basic tutorials and then come back" that right there is absolutely not encouraging and i'll rather be free of that, i just want some help on figuring out what is missing or what i have done wrong, since it doesn't work.. so hope i'll get some help, if there is anyone here that knows how to do meshes as that seems to be a rarity ^^' http://tesalliance.org/forums/index.php?/gallery/image/24138-demonhorse1/ Download mirror for the nif file>> http://skyrim.nexusm...download/108165 (i couldn't figure out how to attach files on this site)
  2. VampireMonkey

    Crap

  3. couldn't get it to work, so i gave him a crossbow instead, will look for a solution some other time. It was just one of the bugs i had in my mod and well i wanted to finish it, anyhow this is that mod ==> http://skyrim.nexusmods.com/mods/27570
  4. the npc and the dummy is on the same roof, i would say about 5-40 meters away, those are what i've tried so far(+everything inbetween).
  5. This is my problem; i have a archer with a useweaponalreadyheld package, he goes up to the roof of my new player home and goes into position to shot, draws his bow and arrow and that's it! he doesn't do anything else, just stands there until the package ends, then he goes to the next one on. this is how my package looks like: Weapon type: Ranged Use Weapon Location: Linked to a Xmarkerheading which points towards the target Target to attack: Linked to a xmarker placed on the dummy Trigger ref: same as target to attack trigger radius: tried setting it to 1200, didn't do anything to help aim only: is false always hit: true do no damage: true allow combat start on hit: false hold when blocked: false never end: true pause between barrages: true end after barrages: 100 min pause: 1 max pause: 2 min attack per barrage: 2 max attack per barrage: 5 max time spent attacking: 0 (forever) flags: once per day: checked observe combat behavior: checked greet corpse behavior: checked aggro radius behavior: checked everything else false. i want to note that this is almost the same package i've created for a npc using a crossbow, which works without no problems, i just can't figure out why the regular bow won't shoot. P.S. i've tried tweaking the settings and i've even tried the useweapon template, but that didn't work either. oh and also i've tried moving him and the target around, maybe if something had blocked him but that wasn't the case.
  6. yeah, that's still the main problem that i can't make it identify the hand that's firing... bummer again, i think i'm gonna stop here(since i've been trying for days) and not add the damage self effect, would have been cool tho. thanks for the help anyways.
  7. hmm :/ bummer also that checks for magic spells not specifically destruction spells, just spells :/ was thinking, is there anyway to modify that? in the wiki, there are 12 return values. what if i added one more? any ways to do that?
  8. I'm pretty sure that if you edit the name of the source file than go into the CK and edit the name in the scripts source, then it will work,
  9. I've made it so that the vampire lord spell "Drain Life" (the red ball with splash damage) is usable as a spell in normal form. but to give it a twist, i added an perk on it that makes it so when you charge it, you also loose health, essentially a blood magic spell. so here's my problem, if i equip the spell on one hand and then have a different spell on the other, that spell will also reduce health when active. any ways to tell the game that if it's not the right spell then no damage on charge/use? I've tried a number of things. currently the last thing i tried was to make a perk and then add it to the absorb spell under casting perk then in the perk i added iscasting and spellhascurrentcastingperk to the conditions. then i added under perk entries the ability which is a constant one that drain the health from the player. so if the spell is charging the perk will active and deal damage to the player, but if the spell is equipped and the other hand has a different spell and it's casting then the same result will happen. so i also tried some papyrus, altho my knowledge of papyrus is very little. Scriptname ScriptIsCastingSpell extends ActiveMagicEffect Actor property SelfRef auto ;the caster/player Spell property Spell01 auto ;the main absorb spell Spell property Spell02 auto ;the health damage effect to add EVENT OnEffectStart(Actor Target, Actor Caster) SelfRef = Caster If SelfRef.IsCasting(Spell01) == True ;if absorb spell is casting, altho i think if this worked then i would get the same problem as before ;since "iscasting" just notices what the player has equipped, but not if it's the right thing he's casting. If True Spell02.Cast(SelfRef, SelfRef) ;(target, source) ;then cast damage health on caster/player else endif endif endEVENT i know the script is wrong, i don't know how to make it work, i have tried searching for a iscasting on hand condition, but i couldn't find any. So after all that trying i came here as a last resort, since i have noticed that people on here are really helpfull.
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