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Showing results for tags 'fx'.
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I've been a longtime advocate of modding FONV and while I've only created several personal mods via the GECK, I am interested in combining my professional skill with this. I'd be more than happy to create sound FX, voice overs, background noise, anything you may need for your mod. This is just for fun! Hopefully I've posted in the correct forum.
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I'm making a ghetto on-touch "shove" spell, and I can't figure out how to turn off the light fx that happen when you cast. Can anyone enlighten me?
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https://www.youtube.com/watch?v= Q_pmor3iPbw&list=PLfLdS8J9fUhRsqCbavJ2h0T1lG2rZA14o Music Pack for FNV compatibility please and thank you.
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I'm wondering if it's possible to create(or even modify) new fx? I'd like to add some sort of bleeding effect to a bow I'm making, and would like to have it so blood drips, and at the least is placed on the ground for a short time. Similar to enhanced blood textures though I'm having trouble figuring out how they pull it off.
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Greetings all, recently i made myself some working flashlights for a personal mod i am working on, however i am having trouble getting the light FX to appear when the light is turned on, i have the light FX .Nif assigned to the light in the CK and i looked around in the Ck but didn't see anything that was amiss. I've checked the PA helmets and the light but didn't see anything to indicate a connect point for it or and attach point, I've checked the Omods and found nothing there. Would anyone have any insight as to what i might be overlooking? Any assistance would be appreciated. :smile:
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I'm wondering how to have it so an fx trails an npc, more specifically when hit by a weapon with an enchantment, have a blood trail follow the npc and fade quickly. I'd also like to have a dripping fx of the blood which I think will be the simpler part. I'm pretty sure this is possible because "Wet and Cold" achieves a dripping fx and "Footprints" has of course Prints trail the player. Though looking at that mod it seems to have the print attach to the impact of the foot, I just need the blood to fall below the npc at the least.
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What I'm trying to accomplish is adding an always-on effect shader (burning, glowing, that sort of thing) to a common creature type in the game, similar to the intended behavior of feral ghoul reavers. Using the reaver script, however, it doesn't always seem to apply. It seems that, whenever the creature's 3D data is unloaded, the shader goes with it and doesn't come back. I've tried to homebrew a solution with simple true/false ints and HasLoaded3D checks, but my attempts always seem to end with the game infinitely applying the shader until the game crashes. Is there any way I can accomplish this? I'm sure this must be terribly simple, but everything I've tried has fallen through.
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Hello!! I am here to offer a service to any modders out there who can make use of it. WHAT I CAN DO: Ok, sound engineer/recording artist here with over 10 years studio experience. I can extract any voice, fx ect. clip file from a .bsa, edit it with any amount of effect, pitch shifting, compression, reverb ect ect and make it sound real nice, turn it back in to a .wav or .fuz depending on what it is and return it to you for use in your mod. This does include the original skyrim files as well, in fact I have already made a file for puppy and "teen" aged wolves just because I was hoping for a few of my favorite authors to incorporate them in to their mods (SIC, Dynamic wolf follower, ect). If you would be interested in that then please see my file's page here http://www.nexusmods.com/skyrim/mods/81219/? If you have a request please send me a PM and I'd be happy to go over what is possible and what you would like done. Please have patience as I am a married man with two jobs so my time is limited but I will get back to you, I always do :smile: Cheers! Happy New Year! B-Spirits Decontrol Game Studios
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Hello everyone! I have been playing on my current save for just under half a year. (about 1000 saves). All of a sudden almost all my fire effects are completely missing, including fireplaces, spells etc. Note that not all textures are gone, there are still flickering of fire textures. At first i thought it was just a texture glitch with my fire mod (Ultimate HD Fire Effects) but it turns out it's not just the fire effects, for example the clairvoyance spell is now almost completely useless. I have read about others with the exact same problem and most refer to Boris Vorontsov's Antifreze patch. I tried it without success. My game has been extensively modded so including a modlist would not be prefferable unless it's absolutely necessary. Relevant Hardware Strix GTX 970 4GB Intel Core i5 4670K 3.4 MHz CPU 16 GB Vengence 1600 MHz I'm on Windows 7 64bit btw.
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So, I have a creature that is enabled by interacting with an activator ref using the DefaultEnableDisableRef script scriptName defaultEnableDisableLinkedRef extends ObjectReference{- This script enables or disables linked ref based on which type user defines in properties.- Can be done OnTriggerEnter, or OnActivate, whichever happens first- This script only fires once then disables itself (default), or can be told to go to a done state (usually for activators) with the ShouldDisable bool.} int property TriggerType auto{0 (default) - enables linked ref1 - disables linked ref} bool Property PlayerOnly = TRUE auto{Does this only trigger for the player? (DEFAULT = TRUE)} bool Property Fade = FALSE auto{Fade in/out when enabled/disabled? (DEFAULT = FALSE)} bool Property ShouldDisable = TRUE auto{Should I disable once triggered/activated? (DEFAULT = TRUE)} float Property Delay = 0.0 auto{Delay before Enable/Disable (DEFAULT = 0.0)} ObjectReference myLinkedRef auto State Waiting Event onTriggerEnter(ObjectReference triggerRef) if (triggerRef == Game.GetPlayer()) || (!PlayerOnly)myLinkedRef = GetLinkedRef() as ObjectReference utility.Wait(Delay) if (TriggerType == 0)myLinkedRef.enable(Fade)elseif (TriggerType == 1)myLinkedRef.disable(Fade)endif if (ShouldDisable == TRUE)self.disable()elseGoToState("Done")endif endif endEvent Event onActivate(ObjectReference triggerRef) if (triggerRef == Game.GetPlayer()) || (!PlayerOnly)myLinkedRef = GetLinkedRef() as ObjectReference utility.Wait(Delay) if (TriggerType == 0)myLinkedRef.enable(Fade)elseif (TriggerType == 1)myLinkedRef.disable(Fade)endif if (ShouldDisable == TRUE)self.disable()elseGoToState("Done")endif endif endEvent endState State Done;Do NothingendState The creature then walks to an idle marker inside a trigger box, and waits for the player to enter the trigger.Once inside the trigger, I have an onEnterTrigger script that adds a summon spell to the player, and disables the creature. Scriptname PaxtonOnEnter extends ObjectReference Conditional{script to test if one or more actors are in a trigger} import gameimport debug ActorBase property TriggerActor1 auto{actor that trigger is looking for - all non-empty trigger actors need to be in trigger in order for IsTriggerReady to be true Update OnInit when adding new trigger properties!} ActorBase property TriggerActor2 auto{ref that trigger is looking for - all non-empty trigger actors need to be in trigger in order for stage to be set Update OnInit when adding new trigger properties!} ReferenceAlias property TriggerAlias1 auto{ref ALIAS that trigger is looking for - all non-empty triggerRefs need to be in trigger in order for stage to be set Update OnInit when adding new trigger properties!} Spell property MaggieSpell auto ObjectReference myLinkedRef bool Property Fade = FALSE auto{Fade in/out when enabled/disabled? (DEFAULT = FALSE)} ; etc. - add more as neededbool property disableWhenDone = false auto{ disable myself after I've been triggered. Defaults to false } ;total targets currently in the triggerint targetCountCurrent ;how many targets are we looking for? When targetCountCurrent reaches this, we triggerint targetCountTotal Event OnInit(); count my non-empty trigger propertiesif TriggerActor1targetCountTotal = targetCountTotal + 1endifif TriggerActor2targetCountTotal = targetCountTotal + 1endifif TriggerAlias1targetCountTotal = targetCountTotal + 1endifendEvent auto STATE waiting EVENT onTriggerEnter(objectReference triggerRef)if CheckTriggerRef(triggerRef)myLinkedRef = GetLinkedRef() as ObjectReference; increase ref countmodTargetCount(1); if all target refs are in the trigger, doneif bAllTargetsInTriggerGame.GetPlayer().AddSpell(MaggieSpell)myLinkedRef.Disable(Fade)TriggerMe()endifendifendEVENT EVENT OnTriggerLeave(objectReference triggerRef)if CheckTriggerRef(triggerRef); decrease ref countmodTargetCount(-1)endifendEvent endSTATE STATE hasBeenTriggered; this is an empty state.endSTATE function modTargetCount(int modValue)targetCountCurrent = targetCountCurrent + modValue; failsafe - don't go below 0if targetCountCurrent < 0targetCountCurrent = 0endif; update bAllTargetsInTriggerif targetCountCurrent >= targetCountTotalbAllTargetsInTrigger = trueelsebAllTargetsInTrigger = falseendifendFunction int function GetCurrentTargetCount()return targetCountCurrentendFunction int function GetTotalTargetCount()return targetCountTotalendFunction bool function IsTriggerReady()return ( GetCurrentTargetCount() >= GetTotalTargetCount() )endfunction bool function CheckTriggerRef(objectReference triggerRef); debug.trace(self + "CheckTriggerRef for " + triggerRef)bool bSuccess = false if triggerRefActor triggerActor = triggerRef as Actor if triggerActor; we have an actor, check if it matches any of our trigger actorsActorBase triggerActorBase = triggerActor.GetActorBase(); debug.trace(self + "CheckTriggerRef for " + triggerRef + ": actorbase=" + triggerActorBase)if triggerActorBase == TriggerActor1 || triggerActorBase == TriggerActor2; debug.trace(self + "CheckTriggerRef for " + triggerRef + ": MATCHED")bSuccess = trueelse; debug.trace(self + "CheckTriggerRef for " + triggerRef + ": failed to match " + TriggerActor1 + ", " + TriggerActor2)endifendif; if we haven't already found something, check aliasesif !bSuccessif (TriggerAlias1 && triggerRef == TriggerAlias1.GetRef())bSuccess = trueendifendifendif return bSuccessendFunction ; what happens when all my targets are in the trigger?; override on subclass to change behaviorfunction TriggerMe()if disableWhenDonegotoState("hasBeenTriggered")Disable()endifendFunction bool Property bAllTargetsInTrigger = false Auto conditional{true when all targets are in trigger} All of it works correctly, but I have been asked to make the creature appear and disappear with a summoning portal effect, and I can't figure out how to make that happen. Is there a a trigger function that can be added to the scripts to cause the portal effect to fire, or do I need to go in a whole different direction with a different kind of script?
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Hi I found a way to make wet/sweat effect on the skin of the player character only or a specific npc. It's by adding the wet shader effect to a perk or an item or apparel to apply when the perk is present or the apparel/item is worn. Question is does anyone know which shaderfx or effect name "EFF" the wet shader is in FO4Edit? Thank you.
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So i have a weapon with fire enchantment km working on (goldbrand) and im wondering if its posible to add actual light to it so that it also works like a torch. Is there anything similar in vanilla skyrim or a mod? Do you think its useful or will be a pain in the ass if you want to go sneaky style?? Thanks in advance.
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You know, when you do a meelee or unarmed charged attack the character just goes WRRaasgh! and sometimes screams like an idiot even if you are sneaking. So, does anyone of you know the name of this particular sound fx on the GECK? I searched myself multiple times but didn't find it. I know that it's there so maybe i'm just blind or something. The thing is, obviously, i just want to remove it. OR, if that's not possible, just delete the script that makes the game play that specific sound. But i don't know the name of that either. So, any gentleman that knows one of these things? :geek: (in case i made some mistakes: i'm really sorry for my bad english, it's not my native language)
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when i cast a shield spell or have a constant effect shield item equipped, the purple shield bubble appears momentarily and then disappears. anybody know how to fix this?
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Hi all, I hope someone can tell me if its possible to apply the an effect to the player upon equipping an armor. Similar to the shadow cloak effect one the ebony mail. Or the frost effect/ mask that is applied to the player character in the frost fall mod. From what I have been able to tell from looking at how the ebony mail FX works is more like a spell and links to a script that will run when the player equips the armor and tells the FX to play when the player is sneaking. I'm just speculating, I'm still relatively new to the scripting in the CK. One thing I am hoping is that since I want the FX to be constantly applied to the player's character upon equipping a particular armor, I don't really have to create another script based of the ebony mail script. In the mean time, I'm gonna experiment with enchantments and hopefully get the FX to play with the need for scripting. Thank you so much if you read this and I hope you could help me out. PS: I forgot to mention, Im trying to make it in such a way that the armor you emit similar effects as the atronachs, specifically the frost atronach. I'm not sure if that is a "mesh" thing or a "creation kit" thing.
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I have simple mod request that I've been looking for. I would love to see someone make spell effect a bit less powerfull. It has always bothered me that everytime there is a large angagement it is nearly impossible to see what is going on in the fight due to the impenetrable cloud of all those healing spells that glow your eyeballs to raisins, if someone where to make a mod that just makes all those spell effecs a bit more translucent and perhaps remove the lightining effects that come with it, i think the large engagements could be a lot more pleasing for the eye or at least sufferable as opposed to that they are now.
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I'm at my wits' end with this. I mixed a set of new sound effects for wolves in Audacity, using mostly the vanilla assets, plus one public domain audio track. The files have been exported in 16-bit, 44100Hz, mono WAV format, and I'm certain the file paths and names are correct. This is a simple file replacement. I'm not using the CK or any plugins. Testing the mod, I find that no audio for wolves plays whatsoever, not even the vanilla tracks I left untouched! I've double checked the file formats numerous times. I've both manually installed the files through MO and have tried placing them directly into my Skyrim/Data folder. I've searched the forums, I've searched Google, and I can't conceive of any reason for this to be happening. Help?
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I've noticed a rather annoying bug related to wolf fx. Many of the sound effects fail to play, even on a clean save with no plugins or mods enabled. The sounds that fail to play seem to be related to aggrowarning, attack, powerattack, and bark. Searching around the internet, I found an old thread that describes my problem: http://www.gamefaqs.com/boards/615804-the-elder-scrolls-v-skyrim/65569571 Now, I'm aware that there was a bug associated with Dawnguard that muted the wolves' howling. There's a patch for that available on the Nexus, and it works wonderfully. What I'm wondering is if this could be a Dawnguard related issue that's never been resolved. Other theories are welcome, too.
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Hello, I am new to the modding community and first would like to thank all of those men and women who created mods on PC and then allowed console users (like me) to download and enjoy them. I guess you could say that I have an odd request and please don't bite my head off. If I provided the sound fx, 3d models, weapon mods, base gun assets, materials and such for the Stoner 63 assault rifle would somebody be able to then take it, use the GECK or however it is done and create a mod? I would of course give credit where credit is due seeing that this particular issue is one that is sensitive to all of us who enjoy creating/using mods made by others. Anyways, I thank you for your patience and time reading this and hopefully I can share my talents with all of the Fallout and other modding communities around! Respectfully, - SJM1987
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So i had a look around in the nexus to see if there was a mod to remove the drunken double vision when Geralt consumes any Alcohol but unfortunately couldn't find one that existed i was wondering if it would be possible for any kind person to see if they could give it a whirl or if it would be even possible, i tried to see if i could get to know the modding tools myself although it doesn't really do anything but crash instantly for me. Thanks in advance for any answers.
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1 - Float like a litch or Spirit, while looking like a boss :wink: I can only compare it to the way the vampire lord floats 2 - A permanent aura around the player that ages all humanoid npcs slowly within a certain distance. (Not sure if possible to go beyond that and make them become shrivelled up. 3 - A new animation/aura for soul-trapping where you hear screams. (change colour to a sick green) 4 - NPC's cower on approach I feel like these would all make much needed additions to the concept of an end game necromancer, who presence leaves others in pure fear.
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I've been putting together a custom house mod for a week or two now, and I'm moving on to polishing the lighting in my current interior cell. The only issue I'm facing is in my bedroom, where there seems to be a light object I can't find, or something with emittance turned on. Either way, it seems impossible because I checked every object in the cell -- including ones that aren't visible in-game -- for emittance values, and none of them have any. Does anyone have some insight into this? I'm at a loss https://i.imgur.com/YIU3iGC.png https://i.imgur.com/V8COwdn.gifv
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Hey there, people and their clothing look glossy when its raining. If anyone has had this problem and knows a way to fix, it would be much appreciated. Screenshot: https://ibb.co/nLOLod Mods: https://ibb.co/fUMqod
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[sOLVED] Here is a tutorial I made, with clear instructions and images. Hi! So I've been fighting with the CK for two days already, and I just keep on failing at making an activator speak to the player. What I want to do, basically, is to have some twinkly light engage conversation with the player when they activate it. My first thought was to look for the Augur of Dunlain, and see how it worked. I filtered the Object View and found: MaleUniqueMGAugur -- a voice typeMG04Augur -- an ActorMGAugurFX01 -- an ActivatorMGAugurFX01Static -- an FXMGAugurTalkingActivator -- an special type of activator, it seems (the CK wiki is not helpful about those, just stating the obvious) In the Midden, I found trigger volumes and Xmarkers. In the MG04 quest, I found: MG04AugurSpeakScene -- a scene, containing the responses the player hears when approaching the Augur's doorMG04Stage40View -- a dialog view, containing the dialog between the player and the Augur of Dunlain I tried to figure out how this all was working together (and I got a slight headache). The scene MG04AugurSpeakScene seems to be triggered, not by the trigger volumes, but by the distance between the player and the door, if I believe what I see in the Phases conditions. The responses are being said by the actor MG04AugurSpeaker1, 2, 3, and 4, which are quest aliases refering to the various Xmarkers. So I conclude that: I need an XmarkerI need to create a questI need to create a quest alias to make my Xmarker into an actor that I can refer toI need to create a sceneFor now I will try to make the scene activated based on the player's distance to the XmarkerI record a test line to saySo I did that. ...Obviously I did something wrong somewhere because it was not working. So I started messing around, setting the same voice type as my NPC where I saw voice type options, trying to use his lines, etc... At this point I don't even recall all I did, because I tried a lot of things. In the end, the only thing that worked was to trigger a simple test script that makes the player equip robes when activating MGAugurFX01 (which causes the effect to disappear). I feel clueless about what to do and how. I've made dialog with NPC before, and it was working just fine, speaking to him, getting dialog options, starting scenes... But I just can't figure how to do the same with a non-NPC kind of actor. If someone has the least idea of how to do this, a link to a tutorial (I searched for tutorials, couldn't find any), or whatelse, don't hesitate to chime. Or to CHIM as you prefer.
