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Myst42

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About Myst42

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    Ancient Vampire Mage
  • Birthday 12/18/1988

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    Art, fantasy, sci fi, games, philosophy.

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  1. Vampire Lord HDT - UUNP Bodyslide View File Made this for my own character Crystal, who's supposed to be a specialist class mage who goes around naked and all her combat skills are about summoning weapons and magic armor fields. But when using the vampire transformation, things went from nudity to suddenly armor, and I couldn't accept that. So, added UUNP morphs to the vampire lord female body, and on the process I also added HDT bone weights, that add BBP to the meshes. I also created a pale retexture for them, which is optional. Requirements: XPMSE HDT Bodyslide This is still somewhat experimental. It works flawlessly on my end, but I've come a long way so I usually dont ever run into the issues I used to. Install: Drag and drop meshes, Run bodyslide and generate meshes (Generate all files, but choose either pale or dark textures), Activate esp file. There's 4 esp files Nude is self explanatory, the other 2 use the original armor design. MNC means More Nasty Critters, which is LL's creature mod, and it comes with a mechanic for nude creature mesh swap in game. Those esps simply redirect the mesh from MNC directory, to mine. Credits: Vampire Lord Retexture by DrFring, comes included in this mod in both clothed and nude version, as well as my pale retexture. Possible and maybe already seen FAQs: Q: What about CBBE? A: Sorry, dont work with CBBE and I wouldn't know where to start. Maybe it's easy, but I really can't be arsed to look into it. Lazyness is stronger than me. Q: Why is my game crashing? A: Beast transformations (AKA race changes) are Skyrim's most unstable feature. Some of them only require a single line of code to cause CTD. I imagine adding HDT physics and morphing to an already fragile mechanic, is not the best idea if you need every bit of stabilty in your game. I can tell you at least, it does work on my end, but I have a bunch of stuff to ensure that, starting with CrashFixes. I tried to device a mod that would allow beast transformations on companions, but I couldn't make it past the race change CTD myself, and that wasn't even this mod's fault since I tested on an unmodded game. Submitter Myst42 Submitted 10/23/2020 Category Models & Textures Requires XPMSE, HDT, Bodyslide Special Edition Compatible  
  2. Version 1.0.0

    284 downloads

    Made this for my own character Crystal, who's supposed to be a specialist class mage who goes around naked and all her combat skills are about summoning weapons and magic armor fields. But when using the vampire transformation, things went from nudity to suddenly armor, and I couldn't accept that. So, added UUNP morphs to the vampire lord female body, and on the process I also added HDT bone weights, that add BBP to the meshes. I also created a pale retexture for them, which is optional. Requirements: XPMSE HDT Bodyslide This is still somewhat experimental. It works flawlessly on my end, but I've come a long way so I usually dont ever run into the issues I used to. Install: Drag and drop meshes, Run bodyslide and generate meshes (Generate all files, but choose either pale or dark textures), Activate esp file. There's 4 esp files Nude is self explanatory, the other 2 use the original armor design. MNC means More Nasty Critters, which is LL's creature mod, and it comes with a mechanic for nude creature mesh swap in game. Those esps simply redirect the mesh from MNC directory, to mine. Credits: Vampire Lord Retexture by DrFring, comes included in this mod in both clothed and nude version, as well as my pale retexture. Possible and maybe already seen FAQs: Q: What about CBBE? A: Sorry, dont work with CBBE and I wouldn't know where to start. Maybe it's easy, but I really can't be arsed to look into it. Lazyness is stronger than me. Q: Why is my game crashing? A: Beast transformations (AKA race changes) are Skyrim's most unstable feature. Some of them only require a single line of code to cause CTD. I imagine adding HDT physics and morphing to an already fragile mechanic, is not the best idea if you need every bit of stabilty in your game. I can tell you at least, it does work on my end, but I have a bunch of stuff to ensure that, starting with CrashFixes. I tried to device a mod that would allow beast transformations on companions, but I couldn't make it past the race change CTD myself, and that wasn't even this mod's fault since I tested on an unmodded game.
  3. I think my luck just ran out. I dont know what happened, but Champollion decided to stop working for me. Needed that thing to decompile scripts and take a look at stuff, but all it gives me is error 0xc00007b I've looked everywhere for a solution to that fucking thing, clicked every link, installed every file pack, reinstalled Net Framework and Microsoft C++ and nothing seems to work. My only far-fetched hope seems to be a complete system reinstall since I'm pretty sude Champollion used to work for me. The author of "Selene Kate" did not include source code, and after taking a look at the esp, I noticed the custom spells are included both in the NPC's spell lists and as properties on an attached script. I'm pretty sure adding spells to NPCs spell list is not always enough to make the use them in game, especially if they're custom and scripted, and since the script is the only other thing that uses those custom spells, that must be how the author managed to make the AI use them, and I have no way of getting into that right now
  4. Ok thanks. I'll start there then. Let's see what can be learned from her.
  5. I'm looking for directions on tutorials and whatsoever in order to learn how to do one thing: Make NPCs use custom spells whenever I specify them to. Specifically, I wanted to start simple, make something so that Aela and Serana use Werewolf/Vampire Lord in combat. I know there are plenty of mods that do that on their own, I'm currently using Immersive Amazing Follower Tweaks, which comes with an option for it, but I was hoping to learn to do such a thing myself. AFT works globally, and every follower you "turn" can do that, but the difference is my goal is something more specific, that could be included in a simple NPC replacer and work for any follower one wants to (hopefully by simply adding the package to any replacer). The spell itself would not be a problem. I've worked with scripts and magic effects, so I know I'd have to make some sort of system so that NPCs could use their own shapeshift spell. But My specific issue is I have no idea how to make NPCs use custom spells. Ideally also, this mechanic could try to not conflict with other mods, or be too heavy in terms of content. Have had mods that add beast transformations for companions before, but they usually add extra complications, dialogue options, or messy mechanics which have lead me to dialogue incompatibilities to even frequent CTDs. I'm just looking for something simple Besides, If I learn how to make NPCs use spells through AI packages or whatever is best for it, I'd also be interested in having more healers. I have tried to look for tutorials myself, but as usual, the problem is many people does different tutorials, often covering unnecessary things one already knows, or maybe even making one waste 15 min-2 hours of an explanations that does something completely different from what one is trying to do. Anyway, can anyone suggest directions, tutorials or perhaps even lend me their knowledge on this? Thanks EDIT: I realized I mentioned the word "package" a lot when AI packages are apparently not related to spell usage or combat, at all, according to the wiki. But I'm pretty sure I saw there was something on the CK that was supposed to allow conditional spell use on combat
  6. Project E.R.I.S. ft, messing with all kinds of dwemer mods: Amy/Root Some Cyberpunk stuff
  7. Ok then. Here's the initial modification. As said still experimental. Feel free to test it. Dwarven Augmentation - Myst Edits_V0.1.rar
  8. Necro-ing this project: So... decided to take a loot at it, I commend @Holzfrau for the simplicity of the mod's mechanics. I took a dive and looked at the scripts expecting to find thosands of code lines and messy gimmicks, and I found a very fluid and understandable system that I was able to understand enough to do the changes i wanted. So first, I added 4 new options for mechanics that allow having a single bladed arm and a functional hand. To do this, I had to edit the script that disabled hand use, and made it so that it was hand-sensitive. One script, 3 effects, one disables both hands, one the right and one the left. Also had to change the bladed arm mechanics, since the mod was focusing on increasing unarmed damage, and as far as I know, it can't be done individually for one arm. So instead, I changed it to a script that equips an invisible blade on the bladed arm, and working in conjunction with the no hands script, they prevent other stuff to be equipped. As a result, my character's setting is fully operational, and the damage levels with one handed. Did it last night though, so it's still experimental. If there's any interest in continuing this project, I could post the update, if it proves stable and the author does not oppose.
  9. I think I finally figured it out, after some digging. My install is very very old, and though I've tried my best to keep it up to date, upgrading to new mods and mechanics, some things sometimes sill remind me of how old it is. In this case, it was the fact that I had "cleaned" my DLCs long ago following one of those guides back in the day. Cleaning Dragonborn.esm gets rid of the LOOT warning about "dirty edits", but the old way messed up the esm. Tried reinstalling the esm file, and the issue was gone. Did a new cleanup with more modern methods, and it seems like it's still gone for good. So I think this can be considered a closed issue. It was caused by old method of cleaning up DLCs Immersive Creatures is safe to use.
  10. I've had this mod for a while, and for the most it has worked fine, except for one thing. Some creatures seem to be missing their attack animations and I dont know why or how to fix it. I've tried a couple of things, testing on new installs, testing with as less mods as possible, regenerating FNIS, think I tried no FNIS too, and nothing seems to work. The first creature that looks affected is some kind of boar called Durzog, (Weak Durzog when finding stuff on lvl 1). I've seen posts about other people having this issue and other creatures being affected as well. Another creature is almost the same deal, but the name is Bristleback I guess maybe placeatme command would be a good place to test; else, durzogs can be found on the road between whiterun and windhelm But I could sure use some help, specifically if anyone can try this, and tell me if you have this issue too, or if someone knows about it, and how to solve it. EDIT: Well, some preliminary results are not very encouraging. I've bee deactivating mods, inclusing Immersive Creatures, and the bug does not seem to go away. Saved at a durzog fight location and now there's a goat there, but also a bristleback, and it still doesnt do the attack animation. Could be because I used a save instead of a new game, but saves usually bake script data into them, not animations. At this pace, I'm afraid I'll end up reverting to vanilla game and bristlebacks still wont do the animation. If vanilla Skyrim has bristlebacks that become aggressive without actually attacking, it can only mean one thing: Vanilla Skyrim doesnt have boar attack animations and I never noticed it before. If that's the case, then Immersive Creatures is either wrongly designed, or I'm missing a requirement to make the animations show.
  11. Can anyone help with this http://modtype.doorblog.jp/archives/43971914.html Tried searching this thread for "rifle" but no results I also dont know if it requires other mods since there are other links and I've no idea if it rewuires more mods or how does it even work. There is also this other link http://modtype.doorblog.jp/archives/30282266.html Which I'm not sure if it's the same mod, an updated version or something different, but either way, DL link is no longer working
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