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MichikoUnknownFox

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About MichikoUnknownFox

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    https://www.twitch.tv/michiko_vt
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    Skyrim SE, Guild Wars 2
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    Rimworld, Factorio

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  1. Hi. Does anybody know how to change the the movement (walk/run) animations while unarmed? The vanilla movement is super goofy especially while walking or running. Like mimicking a chicken or something. I'm trying to replace it with the regular run animation, but the vanilla files don't seem to have a h2hrunforward or similar animation file to simply replace. I'm figuring this might be a behavior thing that needs to be redefined somewhere, but I can't seem to find it. My googling skills are failing me, as most info on unarmed animations seems to be focused on the attacks/power attacks rather than the movement. Any help or even hints would be appreciated.
  2. In response to post #47594940. #47608545 is also a reply to the same post. That hug mod looks like fun.
  3. Hi. I'm try to make the new meshes for SSE (statics and landscape things) with Blender. Is old tutorials (use Blender 2.49b for export etc.) still correct? Is there new steps to do because of SSE? - edit: Somebody is already teach me. Blender 2.49b not needed now. Latest Blender is ok. :D Also this tutorial useful: http://afkmods.iguanadons.net/index.php?/topic/4583-how-to-make-gndgo-models-for-skyrim-blender-277a-meshes-part-12/
  4. Oh gross. Sounds are baked into the animation files? That's terrible. Maybe it should be possible to like duplicate the skeleton and change the sounds. I dunno what I'm talking about here really as I know nothing about modeling or animation. But I'm very much interested in new monsters.
  5. If I'm not mistaken though, AI isn't really being processed in unloaded cells anyway, so they may never actually enter bleedout. What's likely to happen is they'll be there for however long their package tells them to be there, then leave unscathed. It's the same reason that NPCs are able to travel from town to town (well, not a lot of NPCs have this kind of package anyway) even if the player normally runs into all kinds of dangers those NPCs aren't supposed to survive. They don't actually walk all the way. The game spawns them in the loaded cell if the time is right. If the player goes to the mine while they're still there, that's when the NPCs start processing their AI. So bandits will suddenly start attacking the NPC if they can detect them, etc.
  6. If you can make more animal models as modder's resources that'd be great. IMO Skyrim really lacks in that especially since a lot of modders like to play with adding new areas, quests, or just new enemies for players to fight.
  7. I've been using SkyTest for years and it isn't buggy for me. o_O What kind of bugs are you getting?
  8. Do you want this to work for NPC's too or just the player? If it's just the player, one thing you can do is instead of attaching the script to the equipment, attach it to the player instead, then use an OnObjectEquipped event to check for the items being equipped. If they get equipped, apply the perk, etc. It's a little more complex if you want it to work for NPC's too. You can either attach it directly to the NPC (could cause compatibility issues with other mods that edit the same NPCs) or you can make a cloak effect that adds the perk to NPCs, which would check if those items are equipped, etc.
  9. I'm trying to create an AI package for my NPCs that allow them to look for any nearby non-hostile actor that is in critical health, say within 500 units, then attempt to use a Heal Other spell on them to heal them. I... can't figure out how to do it. I know I need to use Quest Aliases and the UseMagic Procedure, but since I can't seem to find any examples of this even on Google, being a fairly unpopular request as most people only care about them healing the player, which I know how to do, it's really tough. I'm not sure I understand what I'm doing with Quest Aliases. So far I've made an AI package with a new quest with an alias (Find Matching Reference, closest in loaded area) as the Owner quest. UseMagic type procedure, and Heal Other listed as the spell. I put my new alias as the target. I can't seem to attach this new AI package to my test NPC (a copy of a bandit for now). I can attach vanilla packages just fine, just not the new package I made. I assume it's because I did something wrong with the AI package or the quest or whatever. Can anyone help me figure this out? Thanks in advance.
  10. Yeah only if you add new NPCs or mods with spells or perks you may want redistributed. There's technically nothing wrong with not running the patcher after adding a new mod. It's just that the new NPCs won't get perks or spells, and the new perks and spells will be ignored naturally. Generally though if you're using a new perk overhaul you really should be starting a new game anyway. I personally have a habit of rerunning my patchers when I start a new game, especially if I cleaned up or changed my mod list somehow. even if it isn't necessary (like I just added a new house mod or some kind of tweak that has no new NPCs or something).
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