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Vain

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Everything posted by Vain

  1. So declaring it with the other items in the mod goes like so - ARMOR PROPERTY bCloak Auto GLOBALVARIABLE PROPERTY pBoethiahsCloak Auto But still no go... I'm guessing now I have to make a global variable property for the cloak to work.
  2. Okay so I found a way to make it so I can still have my cloak on while in Vampire Lord form BUT I'm missing one piece of the puzzle Here's the line that looks like it makes it so you can still use the Vampire Lord specific equipment while a Vampire Lord. So if I were to change it to... It should do the same thing for my cloak BUT I don't know where the equivalent of the "gargNecklace" is for my cloak. This is found in the DLC1PlayerVampireChangeScript. I wasn't able to open it with the creation kit, I had to search for it manually.
  3. Need to make a post so I can reference how I've done what I did with this mod Download - From TES Alliance (here!) or The Nexus or Steam Workshop or AFK Mods Creation - Liked the Daedric Artifact Ebony Mail from Boethiah's Calling. Didn't like how it only worked while sneaking and made it impossible to pickpocket by poisoning hostile victims and putting them into combat. Took the magic effect from the mail - copied and renamed it, stuck it on a new item and named it Boethiah's Cloak. Made a version doing the same thing to the 100% muffle effect from the Ebony Mail. New item does not use any equipment slots, it uses the unspecified item slot 54 (so as not to conflict with the Earring of Unburden which uses slot 55). Stuck it all in a cauldron at Boethiah's Sacellum until I can figure out quest making.. Updated to include vampiric immunity to sunlight while equipped. Did it by adding a condition to the sun weakness spell, not the magic effect. WornHasKeyword == 0 The Keyword being specific to Boethiah's Cloak and the 0 so if it's not equipped then the weakness will work as intended. When it is equipped it won't work at all. Dawnguard Vampire Lord support completed - Thread on how it happened Export face data for new NPCs - Ctrl+F4 Working on the quest now. Innocent Bystander awards the quest at any point before or after Boethiah's calling. Cloak is lost in a ruin, cave, secret passage, somewhere. Maybe I'll make it random! Currently suffering with a subtitle bug where the player will hear the audio but no subtitles will show regardless of the user settings. (shadeMe's mod Fuz Ro D'oh may be a solution)
  4. Okay so I heard back from the author of that other mod that I was using as inspiration that I couldn't make heads or tails on... apparently he changed the Sun Weakness spells themselves to check to see if the players was wearing something with a specified keyword and to not work if they were... DID IT! WornHasKeyword == 0 the keyword being a unique one I attached to my item so I can be sure it will never effect anything else!
  5. That'd be what the ; are then... I had that suspicion... I need a dictionary. I need a Papyrus dictionary.
  6. I tried that and got nothing D: This is just me guessing completely and getting nowhere -.-
  7. My issue is figuring out how to create a sun weakness removal. Okay, if I knew how to speak papyrus this would be easy. The simplest thing I can think of is - On Equip - If Vampirism = true, remove sun weakness. On Unequip - If Vampirism = true, restore sun weakness. Now how to translate this into Papyrus... And it would somehow have to be able to detect what level of vampirism you're at in order to restore the appropriate level sun weakness...
  8. It just sounds so simple when you write it out like this. Enable Papyrus Logging - add to SkyrimEditor.ini Papyrus section Enable the use of the Dawnguard master file by the Creation Kit - add to the SkyrimEditor.ini General section Also add all the masters you want to be using ordered by release date in the Archive section. This line should already exist, we are simply elaborating on what is already there. You may need to add the DLC bsa files to the sArchiveList as well - I did. Add the player to a custom faction on equip - remove from faction on unequip. Remove the vampiric weakness to sunlight if it exists - reapply on unequip. I don't know about that faction one, but I definitely think the sunlight one is doable. Partially because the nexus has a mod that does that exact thing if you are wearing any kind of head gear. For normal vampires it turned out to be very simple - no scripts necessary. Simply find the Sun Weakness spells in the CK and add a condition to them in the same place where it checks to see if you're indoors, or if it's daylight or any of a number of things to see if you will be weakened by the sun. The condition to add is WornHasKeyword <your item(s) keyword here> == 0 This way if you aren't wearing the item (and the check = 0 because it's not on) then the sun will continue its relentless assault. But if it =/= 0 like when you ARE wearing it, sun weakness will not take effect. This condition must be added to all of the effects on VampireSunDamage01-04 spells. For Dawnguard Vampire Lords this begins to be more complex. The transformation sequence into Vampire Lord removes all of your armor and uses multiple scripts all of which are complex and not entirely perfect (go Bethesda). This will use the same concept as the condition check we did for regular vampiric Sun Weakness only instead of a WornHasKeyword check it will be GetGlobalValue <your global(s) here> == 0. This condition must be added to all of the effects on the DLC1VampireLordSunDamage spell. There are three items that continue to give their bonuses to the Vampire Lord while transformed and it does this using a global set by the transformation script. If you were wearing it when you transformed the global will be set to 1 - if you weren't it will not change from its default 0. There are several scripts involving the Vampire Lord transformation. The least risky and simplest way we could find was editing two of the smaller ones. We duplicated the DLC1VampireChangeEffectScript and the DLC1RevertEffectScript. We edited a little, added our code... and they wouldn't compile. The reason for this is that this game was made by Bethesda. The problem was a really tiny script named VampireQuestScript. It is missing properties for the LastPower and LastLeftHandSpell. But if you edit the VampireQuestScript in the CK - it will compile and quite possibly permanently break the vampirism scripts in your installation. So you have to find the script outside the CK - edit it (recommend using Notepad++), and add the missing properties before you can even start going anywhere with ANY Dawnguard vampirism script changes. To access scripts from the Creation Kit you must first move them out of their respective subfolders and into the main Source folder. Then from within the CK you go to Gameplay>Papyrus Script Manager> and just search for any script you like from there. So we start by declaring the following properties in VampireQuestScript OUTSIDE the Creation Kit. Add them at the end of the script to be safe. Then we need to create a global to use - Vampire Lords don't actually wear any of their items, they use globals to keep track of what abilities and bonuses they should be getting from those items. Now we need to declare the relevant properties in the two scripts which should be renamed copies, never the original scripts. BoethiahsVampireChangeEffectScript needs both the Armor Property (which should be the unique keyword we used in the vanilla vampire solution) and the GlobalVariable Property with a p in front if it (which is the global we just made - don't ask me what the p means, it just works). Declare these properties at the top with the other properties, any order. BoethiahsRevertEffectScript only needs the GlobalVariable Property. There is only one event in each of these scripts. For the Change script we will add the following code before the final endif. For the Revert script we will again add the following code - this one's a bit easier because you can see where the Globals are reset from the other items the Vampire Lord can wear, just tack yours on the end of it. Don't forget to compile - this catches most typos and other minor errors and means your script will show up when you want to add it to anything.. Now we will look at the original Revert and Change scripts to see where we need to put our reworked scripts. Right click>Use Info in the Papyrus Script Manager. The Change script is being used by DLC1VampireChangeEffect, a magic effect. Open it up and Add our new script to it. Select our script's properties and Auto-Fill them - if any don't fill be sure to compare it with the still present unmodified script and when you are satisfied Remove the old script. Don't forget to hit OK before closing the window. The Revert script is being used by DLC1RevertEffect, another magic effect. Again, Add our new script, Auto-Fill properties, Remove the old script, and hit OK. Save your mod and you now have working vampirism protection with full Dawnguard compatibility!
  9. My husband sorta speaks Russian - he's very rusty so he says. I think he just doesn't want to overwhelm me with his sexiness.
  10. And another hiccup. Removable wall sconce for torches. They're everywhere in the game. I've seen them in other player mods. The warehouse fabrication cell shows a wall sconce linked to a light source which is then linked to another light source. Seems redundant, I don't want a million torch lights, just one. Copying the warehouse setup minus the double light source gives me a torch sconce, torchless, emitting light. The torch sconce is not activatable despite saying so on mouseover. Using the Torch01 light object and linking it to THAT instead of just a torchless light gives me a torch lying on the ground by the still unusable torch sconce. All the internet says on it is just link the torch sconce to a light source and it will work. The script option is set up by default to include a torch - probably why the torch ends up on the ground. http://www.creationkit.com/Additional_Prefabs#Removable_Torches Functional torch sconces (such as those in Broken Oar Grotto) appear to only have done this (nothing fancy) and they work just fine as we all know. They use the removable torch sconce from activators and just a plain old torch light from lights and link the sconce to the light. I'd like to shed some removable light on this if we could...
  11. Notes to self - Name your interior so that the door leading in says where it leads. If the object isn't working as intended, try copying it, renaming it, and placing it from that source instead of the vanilla source. (Some doors, chests, ect...)
  12. Last question... about the skull... for now... How does one pack a .nif into the .esm mod file? Or does this count as a retexture? I don't want to replace the vanilla file (to avoid as much conflict as possible), but just have this one instance of it reference a different file. Edit - they tell me I don't put it back. More later, working.
  13. You underestimate my inexperience. TO THE VIDEO TUTORIAL! And a collisionless skull would only be apparent when jumping onto the skull from above I think. I SHALL TRY BOTH! Now what should be in the house! Skyforge, coffins, ect... Edit - also... everyone talks about NIFs like I know how to access them. I been trying to find it all day.
  14. Collision is stupid.

    1. Tamira

      Tamira

      I am fighting with collision for quite a time now. It is not really stupid, it is a cunning opponent :D

    2. Vain

      Vain

      How would you like to be credited on TESNexus for the mod when it's finished.

    3. BrettM

      BrettM

      ROFL, Tamira! Collision is like The Shadow, with the power to cloud men's minds. Or mine, anyway.

  15. Current progress - Got the front door down and a rudimentary floorplan completed! After entering you will go down a cave-like hallway to a large central cavern. The central cavern will feature a huge table, roaring fireplace, and plenty of glorious reminders of your dragonborn heritage. There will also be nine doors, two of which lead to different cells. Proceeding clockwise from the entrance hall will be the family quarters a kitchen with storage trophies from your conquests an armory a very amazing library which will include enchanting and teleportation circles to all player homes (if they have been purchased) an alchemy room with storage a different cell for an underground garden area (so that it will respawn without endangering your home storage and in a reasonable amount of time) and a blacksmith and stables added outside. I've noticed a minor bandit encampment just outside Whiterun, complete with a carriage and horse and I'm thinking of making the stables an addition you can purchase after clearing out the vagrants. Not sure what I'm going to do to add the blacksmith in, maybe you can hire Haedrig from D3 or something Housecarls for now I'm thinking I will just leave so that they default go home to the city in which you are Thane (makes sense to me). But it'd be awesome if I could get the barracks so that any mercenaries you hire that would rejoin you for free (some do, I've heard) will instead move in with you in addition to your personal bard, chef, blacksmith, ect. This is gonna be pretty big mod if I ever finish it D:
  16. I'm okay with that. I have no idea how. I need something other than the Creation Kit... but what? My toolbox only has one tool in it and I need to know what other ones I need. The tool to remove the unwanted collision. and The tool to import the now desirable object into the CK. Possibly more, but I have no idea which is why I'm asking.
  17. What about removing collision... is that also done using the NifUltils. For example a doorway has collision blocking it but you want to be able to move through it. The sucess of walking into my house through a giant dragon skull depends on this!
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