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BootySweat

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  1. Are they both the same quest stage, or is there a way to make it a different stage when the player has the bow in inventory? (for example, quest stage changes when player picks up or drops the bow http://www.creationkit.com/Complete_Example_Scripts#A_Quest_item_you_can_drop_and_pick_up_again_and_set_or_reset_objectives_and_Stages. )
  2. If you are able to set up an imagespace that looks the way you want, you can simply right click on the cell in Cell View window (if it's interior cell) and change the imagespace to match the one you created. I think there are a few more options with the imagespace modifiers (imods), like double vision, so if you need to use one of these, you might need to make a script that activates the imod when the player enters a triggerbox.
  3. Is it something that happens after a scripted event, or is the cell always going to look like this?
  4. Imp's More Complex Needs Alcohol Drunk Effect Skooma Drug Effect Major Drug Mod Drink Makes You Drunk Addictive Skooma EDIT: I think a couple of these simply use the vanilla sleeping tree sap imod (dunSleepingTreeDruggedAlch magic effect, which uses dunSleepingTreeCampISMD)
  5. I don't know 100%, but I think you only need to worry about the containers. Just make sure they are not set to respawn.
  6. You might try boosting the DOF Blur Radius and DOF strength, also try setting DoubleVision Strength somewhere around 0.15 - 0.25 or so. I've seen a somewhat similar effect in a couple of mods that add blurry vision after drinking.
  7. Even the very first time when you change it from "Created by DEFAULT" to "Created by WillieSea"?
  8. Oh my goodness, that's perfect, Tamira! Thank you so much, this is exactly what I was attempting. Having some trouble figuring out what I did wrong. Here is a link to the .nif file I made, which should have the NiBillboard branch removed as well as the Candles01_g.dds and BSLightingShaderPropertyFloatControllers removed. For some reason when I load this one in the Creation Kit, the candles are still glowing Do you have a suggestion for a good way to compare all the details of two different .nif files, perhaps that would help me to determine what I missed?
  9. Thanks very much for clarifying this part, Hanaisse, and thanks to both of you for your help! Unfortunately, I can't figure out why the dang candles are still glowing in the creation kit render window. This is my first time using NifSkope, so I wonder if I am saving the .nif file incorrectly, or perhaps missing a step in order to import it into the CK? 1. I extracted Skyrim - Meshes.bsa to my desktop. 2. Made a set of nested folders which are identical to the Skyrim - Meshes.bsa extracted folder structure ( C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls ). 3. Opened up NifSkope and loaded the vanilla NorCatHallSm1Way01.nif file from the extracted Skyrim - Meshes.bsa on my desktop. 4. Performed the changes as directed above, removed NiBillboard node branches, Candles01_g.dds textures, BSLightingShaderPropertyFloatControllers. 5. Clicked "Save As" to save the new mesh "test5_NorCatHallSm1Way01.nif" into C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls 6. Opened Creation Kit with Skyrim as a master and no active plugin. 7. Duplicated the NorCatHallSm1Way01 static object, renamed it "test_NorCatHallSm1Way01" and then opened and clicked "Edit" to change the model to "test5_NorCatHallSm1Way01.nif" 8. Dragged the new static into the render window, and it looks the same as the vanilla static. (link )
  10. Yes, it did seem a bit overly complicated. I wonder if there is a more simple way to do this, perhaps with GetSunPositionX? In any case, glad to hear it's working OK.
  11. Great to hear, thanks very much for clarifying this. Quick question, when I right-click on the Candles01_g.dds texture within BSShaderTextureSet, I can select Texture -> Choose, File Offset or Block -> Convert. Is there something else I need to do in order to remove this texture? Also, when removing the BSLightingShaderPropertyFloatControllers, do I remove the branch in that case, or only "remove"?
  12. I'm also a scripting noob; however, I found an example script on the wiki which seems to do exactly what you need. It appears that in Skyrim the way to check the current time of day requires getting the total game time passed since Helgen and then subtracting the total game days.
  13. Awesome, thank you so much, Tamira, will try this. EDIT: I tried deleting the billboard nodes, by rightclicking on the node, selecting Block -> Remove. This appeared to remove the complete billboard nodes; however, in the render window the mesh still looks identical to the vanilla version ( link ) Is there perhaps a different method I should use to delete the nodes? Or am I not loading this in the creation kit correctly? I tried saving a new plugin file, exiting Creation Kit and restarting, but the new mesh looks identical to vanilla, with the same candle glow.
  14. I've been working on making some new versions of each of the Nordic Catacombs kit models where the candles are not glowing. When I opened one of these kit pieces "NorCatHallSm1way01.nif" in NifSkope, I noticed three NiBillboard nodes, and each had a BSEffectShaderProperty sub-node with Emissive color #806d437f, which I thought represented the color of the candlelight glow. Here is what it looks like inside NifSkope: http://i.imgur.com/qhOeD.jpg I first tried adjusting the emissive colors to black (#000000ff) for the BSEffectShaderProperty sub-node. Tested this by launching Creation Kit without any active plugin file, creating a duplicate NorCatHallSm1way01 base object and changing the model to the new custom .nif. The result was that the candles were still glowing and the model looked the same as the vanilla version. I tried a second time, by completely removing the three BSEffectShaderProperty sub-nodes. I tested this the same way and got the same result (looked identical to vanilla version). Am I doing something wrong in NifSkope, or am I missing a step when attempting to test in the Creation Kit? For example, do I need to save my plugin or exit and restart Creation Kit before the new models appear?
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