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I recently managed to solve a problem that many modders seem to encounter. Namely: CUSTOM SPELLS DO NOT WORK. Maybe someone will find my experience useful. The task seemed very simple. I created an interesting magical effect for a combat spell and gave this spell to an NPC... But the NPC stubbornly refused to use it! I removed all the spells that he had except mine, took away all the weapons, but the NPC got into a fight with his fists, ignoring my spell as before. An internet search turned up nothing. To provoke NPCs to use custom spells, modders use scripts or packages. But I needed the NPC to use the spell not just once, or with a certain frequency, but in accordance with the logic of the battle... Finally, I came across a post that said that of all the spells he has, the NPC uses those that are more powerful in battle, and if my spell is the weakest, then most likely he will never use it. And my NPC has only my custom spell... I'm making a working assumption that the game doesn't define the effect archetype "Script ". Check. I take the Fireball spell and in its magical effect FireDamageFFAimedArea I change the archetype from “Value Modifier” to “Script”. That's all, no more NPCs use this spell. The experiment was a success. The logical conclusion is that the game is not able to determine what type of magic the “Script” archetype belongs to. Another flaw from the developers. To be honest, the entire work of the Bethesda developers is a complete flaw, but that’s another topic. How do I let the game know that my spell is a combat spell? The answer came while looking at Fireball in the Creation Kit. This spell includes several magical effects. I take the magical effect FireDamageFFAimedArea, save it under a different ID just in case, and substitute it in my spell, reducing the health damage to one (I don’t need health damage from fire). Voila, everything works. If it is not very clear, I will give an example. Write the script: -------------------------------------------------------------- Scriptname MyFavoriteSpellScript extends activemagiceffect Actor Property PlayerRef Auto Event OnEffectStart(Actor akTarget, Actor akCaster) if akTarget == PlayerRef Debug.MessageBox("I got my ass kicked") endif endEvent --------------------------------------------------------------- Open the FireDamageFFAimedArea magic effect and change the archetype from "Value Modifier" to "Script". Give the effect the script you just wrote. Save the magic effect under a new ID "MyFavoriteMagicEffect". Open the FireDamageFFAimedArea magic effect again and, without changing anything, save it under the new ID "ToHelpMyFavoriteMagicalEffect" Open the Fireball spell and remove the magical effects from it. Now add MyFavoriteMagicEffect and ToHelpMyFavoriteMagicalEffect to it. In the magic effect ToHelpMyFavoriteMagicalEffect, reduce the Magnitude to 1. Assign the spell a new ID "MyFavoriteSpell" and save. Give this spell to anyone you want and every time he hit you with this spell you will get a message that you got your ass kicked. (Remember that if the NPC has stronger spells, he will use them first) Good luck! Sorry for my bad English
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If you are an animator, you must read it. View File Please do not use a random customized bone list when you export your animations. If you are an animator, I strongly suggest you read this. I decided to write this because I have been informed so many bug reports related to "twisted anus" even until now. The users, who were having problems with this delicate organ, kept asking if it was a body issue. It was no wonder why they thought so because right after CBBE SE and BHUNP SE were released the issue rose. The funny thing is the bug was observed in certain animations and I realised it was the animation that had the issue not the body. This kind of glitch was never an issue before because all the body mods did not use xpmse's new bones except for specific bones such as breasts bones and butt bones. But why now? It's because new body mods recently developed for SE begin to use new bones(3BBB breast bones, Anus bones, etc). Along with that, I made a change to XPMSE to make them compatible and organize things that no one cared about. For a decade, animators, including me, used the wrong list without knowing what would affect one's animation. You can see the glitch in most of SLAL animation packs and Pose mods. For example, we can see the major difference between GS Poses and Gomapero poses. Because GS Poses used his personal bone list and Gomapero Poses did stick to the vanilla one. The left one is the customized one and the right one is from the one provided by XPMSE. There might be someone who thinks that I am the one who is reponsible. 'The glitch tranpired because of my interference.' Sorry, unfortunately no. I happened to be the one that noticed it and brought it up to the table. Someone had to do it. This ugly glitch can be observed even in one of the DLC contents, Dawnguard. I have been reported that 'Vampire Lord' had camera height glitch with ABC so many times. I do not know why but apprantely the animator who were in charge of Vampire Lord's animation used a customized bone list, not the vanilla one. If you're curious, you can test it for yourself. Make a pose for VL and export it with the vanilla bone list and see what happens. Of course, there will be no camera glitch, whatsoever. It is nothing surprising considering the sloppy work on body skinweight but that's another dev story. If you want to know more about what's going on, here's my simple explanation. When you export animations, the bone list needs to be corresponding to Skeleton.hkx bone list. If the bone list has bones that are not registered in Skeleton.hkx, the animation breaks. Specifically, the order is the one you should care about. If the bone list orders do not match, the animation breaks. You can check up which bones are registered in the bone lists that are uploaded on XPSME thread. Or you can simply use the vanilla bone list. If you don't know what I am talking about and what you are doing, just use the vanilla one. I am begging you. Conclusion If you are an animator, please make sure you use the right bone list. Not able to find proper bone lists? I will leave it here for you. Please, please do not use unofficially customized bone lists. It will break your animation. It cannot be fixed by someone else either. You animators have to deal with this animation glitch for yourself. Nobody can. Submitter factoryclose Submitted 12/11/2021 Category HDT Physics Requires Special Edition Compatible Yes
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Steel devices View File Hey everyone. As a 3d artist i always wanted to make some input in LL's modding scene. I've been trying to get into Skyrim/F4 modding for quite some time now, but never had enough willpower to learn how to use Bethesda's tools. I guess i'm just too dumb for it, but the learning curve seem too steep for me. Wasted some of the local artists time by asking them for advices and trying to learn from them (sorry guys). But the will to contribute something to this community got over me and i decided to at least commit some modders resources. So here are my humble 5 cents. I've modelled a couple of high security steel restraints. Both collar and cuffs use same master lock and key. Meshes are somewhat nicely optimized (all of the meshes are 4.343 tris total) What's in the package: Textures: Base color, Metalness, Normal map, Roughness (4k, single set for all objects) Meshes: Steel collar, Steel cuffs, master lock (already inserted into devices), master key (nothing is rigged though) (collar has modular parts like inner spikes and side hinges, parts of which are not baked into the main surface of the collar) Mesh maps: AO, Cavity, Convexity, Curvature, ID, Normal, Position and UV islands maps. (4k) Hopefully this is enough of source files. To whoever decided to use these: Feel free to do whatever you want with it. And don't hesitate to request for high poly meshes if you'll need them. And here's some renders. Submitter paparebbe Submitted 01/22/2023 Category Modders Resources Requires
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Version 1.3.1
196 downloads
Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Assimilation Lab Nexus Mods TES Alliance -
Version 1.4.1
165 downloads
Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are only compatible with TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the SSE Creation Kit and may not load properly in the original Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Mhulchazn - Morrowind Dwemer Home Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Nexus Mods -
Version 1.0.0
155 downloads
If you want to model with a blender, this can be useful. Basically this file is located in ......TheKlub17\Binaries\tk17sh but some time ago I had a problem with the original and this one worked. To model with a blender you need to install addond from here blender-importer-multiple-versions -
Version 1.0.0
186 downloads
Please do not use a random customized bone list when you export your animations. If you are an animator, I strongly suggest you read this. I decided to write this because I have been informed so many bug reports related to "twisted anus" even until now. The users, who were having problems with this delicate organ, kept asking if it was a body issue. It was no wonder why they thought so because right after CBBE SE and BHUNP SE were released the issue rose. The funny thing is the bug was observed in certain animations and I realised it was the animation that had the issue not the body. This kind of glitch was never an issue before because all the body mods did not use xpmse's new bones except for specific bones such as breasts bones and butt bones. But why now? It's because new body mods recently developed for SE begin to use new bones(3BBB breast bones, Anus bones, etc). Along with that, I made a change to XPMSE to make them compatible and organize things that no one cared about. For a decade, animators, including me, used the wrong list without knowing what would affect one's animation. You can see the glitch in most of SLAL animation packs and Pose mods. For example, we can see the major difference between GS Poses and Gomapero poses. Because GS Poses used his personal bone list and Gomapero Poses did stick to the vanilla one. The left one is the customized one and the right one is from the one provided by XPMSE. There might be someone who thinks that I am the one who is reponsible. 'The glitch tranpired because of my interference.' Sorry, unfortunately no. I happened to be the one that noticed it and brought it up to the table. Someone had to do it. This ugly glitch can be observed even in one of the DLC contents, Dawnguard. I have been reported that 'Vampire Lord' had camera height glitch with ABC so many times. I do not know why but apprantely the animator who were in charge of Vampire Lord's animation used a customized bone list, not the vanilla one. If you're curious, you can test it for yourself. Make a pose for VL and export it with the vanilla bone list and see what happens. Of course, there will be no camera glitch, whatsoever. It is nothing surprising considering the sloppy work on body skinweight but that's another dev story. If you want to know more about what's going on, here's my simple explanation. When you export animations, the bone list needs to be corresponding to Skeleton.hkx bone list. If the bone list has bones that are not registered in Skeleton.hkx, the animation breaks. Specifically, the order is the one you should care about. If the bone list orders do not match, the animation breaks. You can check up which bones are registered in the bone lists that are uploaded on XPSME thread. Or you can simply use the vanilla bone list. If you don't know what I am talking about and what you are doing, just use the vanilla one. I am begging you. Conclusion If you are an animator, please make sure you use the right bone list. Not able to find proper bone lists? I will leave it here for you. Please, please do not use unofficially customized bone lists. It will break your animation. It cannot be fixed by someone else either. You animators have to deal with this animation glitch for yourself. Nobody can. -
Version 1.0.1
2,591 downloads
Hey everyone. As a 3d artist i always wanted to make some input in LL's modding scene. I've been trying to get into Skyrim/F4 modding for quite some time now, but never had enough willpower to learn how to use Bethesda's tools. I guess i'm just too dumb for it, but the learning curve seem too steep for me. Wasted some of the local artists time by asking them for advices and trying to learn from them (sorry guys). But the will to contribute something to this community got over me and i decided to at least commit some modders resources. So here are my humble 5 cents. I've modelled a couple of high security steel restraints. Both collar and cuffs use same master lock and key. Meshes are somewhat nicely optimized (all of the meshes are 4.343 tris total) What's in the package: Textures: Base color, Metalness, Normal map, Roughness (4k, single set for all objects) Meshes: Steel collar, Steel cuffs, master lock (already inserted into devices), master key (nothing is rigged though) (collar has modular parts like inner spikes and side hinges, parts of which are not baked into the main surface of the collar) Mesh maps: AO, Cavity, Convexity, Curvature, ID, Normal, Position and UV islands maps. (4k) Hopefully this is enough of source files. To whoever decided to use these: Feel free to do whatever you want with it. And don't hesitate to request for high poly meshes if you'll need them. And here's some renders. -
View File Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are only compatible with TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the SSE Creation Kit and may not load properly in the original Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Mhulchazn - Morrowind Dwemer Home Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Nexus Mods Submitter Enter_77 Submitted 11/14/2016 Category Regular Mods Requires Regular Edition Compatible No View File
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View File Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Assimilation Lab Nexus Mods TES Alliance Submitter Enter_77 Submitted 08/11/2016 Category Modders Resources Requires Special Edition Compatible Yes View File
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Got an idea for a new sexlab mod you'd like to pitch or are starting? Discuss it here and I'll keep this post updated with known mods in development and ideas people have. ---- Current known mods in development ------------------------------ SexLab Succubus by ashal A player addition mod that gives the player the ability to be turned into a succubus/seducer. Functions much like a vampire, only instead of needing blood you need to have sex. As you progress as a succubus you gain sexual related abilities and buffs and the further you get from your last "feeding" the weaker you get with those abilities and start to suffer penalties. ---- Current unused mod ideas -------------------------------------------- Pay for inns and bounties with sex Integrate sexual options for progressing various vanilla quests Sex related perk tree STD risk Pregnancy risk
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So I'm working on a mod that makes use of the SexLabFramework. I think something might be wrong with the source scripts. When I try to compile the script that uses the framework, I get a bunch of errors saying that certain functions don't exist. I then go into that code in the source files and see that those functions aren't functions that can be called (Full compiler output in a spoiler) There's actually so many errors, that it cuts out. I have tried re-downloading the 1.62_Full version and replacing the scripts etc... And that helped with the initial problems I had with JsonUtil having some problems. However, it did not fix these issues. So I'm wondering what I can do to fix this. I should add that the game runs just fine, no CTD, no errors, nothing. It's just in trying to compile my own script that it has errors. ==================== Edit after it was solved ====================== Apparently re-installing SKSE and PapyrusUtil did the trick.
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Is there anything we can/should do when the "what's new" section shows the same file uploaded, god knows how many times, with ever so slight differences? I get that a lot of content is split up for certain reasons but should these people not just make one post for all these files and just add the new content as updates? I'm specifically thinking of the seven thousand outfits for Dead or Alive by kollector, and whatever "Nekane" by pablo3089 is, which just recently appeared.
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With the recent news of MS acquiring Zenimax, and Todd talking about how that helped to massively overhaul the engine they're going to use for Starfield and ESO6. My question is what does this mean for the modding scene, will this overhaul affect the limits of modding in a negative or positive way. I know that Bethesda's engine is in dire need of an overhaul, but if theres one thing about it that i liked, is the fact that it allowed a very versatile modding scene, modders were basically capable of changing every little thing about the game, to major things like entire frameworks like what we see here on this site. I am honestly hoping it won't limit future modding in exchange for a "prettier" look. E
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I'm obsessed with some earlier games enough to want to be able to play like pc/rom-- whatever-- versions of them that are modded, or at least be able to have some fun models to use in Skyrim. I can give a little more information, but first I'd like to see how possible something like this would be if not at all... Are there like files that can be uploaded of character models etc? I'm sorry if this is a confusing mess of a question. I can be more clear if need be. In all honestly, I'd pay for some features, it would be a dream come true if someone had the resources and the drive and talent to make it possible. <3 But if the reality is bleak, then it would be nice to know. I can always pursue other obsessions I suppose. ;''3