ladyonthemoon

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About ladyonthemoon

  • Rank
    Blade
  • Birthday May 5

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  • Gender
    Female
  • Location
    Observable Universe | Virgo Supercluster | Local Group | Milky Way Galaxy | Solar System | Earth
  • Interests
    Modding! and the Elder Scrolls world.

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  1. Version

    6 downloads

    Content This mod introduces another way to start the mod. Originally, when you load your save, two robes and a quest are shoved onto your player. With this mod, this will not happen. Your player will not get the two robes immediately and the quest will start only once you have read a note you'll find in Nelacar's room in Wintherhold. The player will find the robes at the same place they will find the tomes. -----oOo----- How to install this mod launch the game and go to "Creation Club", buy "Arcane Accessories" and download it, once installed let the game rebuild your data files, download the archive here and extract its content to the "Steam\steamapps\common\Skyrim Special Edition\Data" directory, go to "Mods", and enable CC_ArcaneAccessories_Custom.esp, let the game rebuild your Data files again, load your current save or start a new game. -----oOo----- Note: I removed the quest marker that would lead you to the place where the "Lost Library" is because the player is supposed to "look for it". -----oOo----- Thank you for using my modest mod! -----oOo----- Consoles versions: [PS4] Arcane Accessories: New Start [XB1] Arcane Accessories: New Start -----oOo----- Great many thanks to Bethesda Game Studios for this marvellous game!
  2. Version

    5 downloads

    Content - new food, soups and hot soups recipes, - home made skooma (fortifies stamina by 100 points and provokes a drugged effect that affects the player's vision for 3 (real time) minutes; decreases stamina regeneration by 100 % during 30 (real time) minutes), - fur armours cuirass, shoes, gauntlets and helmet crafting at the tanning rack using wolf pelts and leather strips, - tempering fur armours requires wolf pelts instead of leather, - Skaal coat, boots, gauntlets and hat crafting at the tanning rack (on Solstheim only, in the Skaal Village) using bear pelts and leather strips, - Skaal coat, boots, gauntlets and hat tempering using bear and wolf pelts,, - Skaal boots, gauntlets and hat fortify health by 5 points and increase frost resistance by 5% (can be enchanted), - Skaal coat fortifies health by 15 points and increases frost resistance by 15% (can be enchanted), - the Wolf Armour, Boots and Gauntlets are now "warm", - the Wold Helmet is now "cold" as it is made of steel only, - running drains stamina by 3 points/second, - sprinting drains stamina by 7 points/second, - running, fortifies health by 5 points and increases frost resistance by 5 % (only if the player is in cold regions or cold weather), - sprinting fortifies health by 10 points and increases frost resistance by 10 % (only if the player is in cold regions or cold weather), - in combat situations, running and sprinting fortify stamina regeneration by 100 %, - you'll find very few food inside barrels and sacks; inn keepers will provide more food to buy. -----oOo----- How to install this mod launch the game and go to "Creation Club", buy "Survival Mode" and download it, once installed let the game rebuild your data files, download the archive here and extract its content to the "Steam\steamapps\common\Skyrim Special Edition\Data" directory, go to "Mods", and enable CC_SurvivalMode_Custom.esp, let the game rebuild your Data files again, load your current save or start a new game, enable the Survival Mode. -----oOo----- How to install the updated versions of this mod For the updates to fully work, you must enable this mod before enabling the Survival Mode. To do so: launch the game, go to "Mods", install the update and then disable this mod, load your current save (click on "Yes" in the dialogue box that will pop up), go to "Settings/Gameplay" and disable the Survival Mode, save your game and quit to the main menu, go to "Mods" and enable this mod, load the save you made at step 4, enable the Survival Mode. You'll have to repeat this procedure for all the characters you created that are using this mode. -----oOo----- Note: This mod will not load if you do not own the Survival Mode. If you own the Survival Mode but you haven't enabled it, this mod will also be of no use to you either; it will load but it's content will not be available. -----oOo----- Survival Mode: Additions is meant to add things to the Survival Mode, not to modify its mechanics. The only things belonging to the Survival Mode that were modified are adding "warm" keywords to the Wolf armour, gauntlets and boots, adding the "cold" keyword to the Wolf helmet, that were apparently overlooked. Otherwise, this mod actually modifies content belonging to the core game; these modifications consisting in: adding keywords to the set of fur armour so that you can craft them in the "Hide" category at the tanning rack, rectifying the protection rates of the smaller fur cuirasses so that they do not protect as well as the full ones, modifying the main "food" levelled lists so that they no longer offer an insane quantity of food, fixing the health regeneration magic effect so that it affects the player's health instead of the heal rate. The vanilla food lists I've modified are the following: LItemFoodInnCommon LItemBarrelFoodRawMeatSame LItemBarrelFoodSame70 LItemBarrelFoodSameSmall LItemFoodSaltSmall Thank you for using my modest mod! -----oOo----- Consoles versions: [PS4] Survival Mode: additions [XB1] Survival Mode: additions -----oOo----- Great many thanks to Bethesda Game Studios for this marvellous game!
  3. Just wanted to say thanks for your tutorial on creating LOD. Of all the tutorials I read, yours made the most sense. It was very helpful

    1. ladyonthemoon

      ladyonthemoon

      Oh thank you! I'm glad! :D

  4. morrowind

    You're welcome!
  5. morrowind

    Good work!
  6. Yes I have with my draugr and their "alcove" thingy, the markers that make them stand in alcoves or lying in sarcophagi. I found only one way to fix the problem: enabling draugr and markers via script and quest. Use an x marker to enable your npcs and their bound captive markers; put the x marker "disabled at start" and use a quest fragment to enable the x marker. I have no idea why it's not working directly, sorry.
  7. New addition: - the children practice the bow Later, they should be able to hunt with their parents. I remember this hunter in Chorrol; he practiced his bow and then went picking up his arrows. To my knowledge there is no way to do that in Skyrim; I'll have to take a look at how it's done in Oblivion.
  8. Making the armour for the children In this project, I have two children; they are living outside, in a cold land, with their parents who are hunters, so I wanted them to wear fur clothes/armour. This kind of armour doesn't exist for children, I had to make them using the existing ones. Making the cuirass: 1) load "ArmorBanditCuirass", change its ID into "ArmorBanditCuirassChild", untick "Playable" and in "Models" double click on "BanditCuirassAA". Once done, click on "OK" and "Yes" in order to create a new form. 2) in the "BanditCuirassAA" form, change it's ID into "BanditCuirassAAChild". After that go to the right "Additional Races" column, deselect everything and select only the child races. Once done, click on "OK" and on "Yes" in order to create a new form. 3) Open the "ArmorBanditCuirassChild" you created at step 1) and in the "Models" box, delete the "BanditCuirassAA" form and add the "BanditCuirassAAChild" you created at step 2). Save. You now have a cuirass that is wearable by children. All you need to do is repeat the operation for the boots and gauntlets and create an outfit for your children. -----oOo----- Note: The children skeleton being differently proportioned, you won't be able to make hats or helmets for them using this method. -----oOo----- Creating the outfit and adding it to the children: 1) in the "Object Window", go to the "Items/Outfit" category and create a new one. Give it an ID. Once done, in the "Object Window" go to "Items/Armor", select the cuirass, shoes and gauntltets you made for your children and drag them into the outfit form you are creating. The outfit form must contain one cuirass, one pair of shoes and one pair of gauntlets. Click on "OK". 2) open the actor form you made for your child and add the outfit to it in the "Inventory" tab: That's it!
  9. Thank you guys for helping with the money; I wish I could contribute more...
  10. Version

    7 downloads

    Ring of the Pathfinder (compass remover) by ladyonthemoon ---ooOoo--- Description: This mod is for Skyrim Special Edition, not for the original edition. 1) On first use of this mod, a ring, the Ring of the Pathfinder, will be automatically added and equipped to your player and a letter from the player's aunt will be added to their inventory. 2) Unequip the ring and the compass will disappear. 3) Equip the ring and the compass will reappear. 4) Lose or sell the ring and the compass will disappear forever. ---ooOoo--- Installation and removal: If you want to get it of this mod after playing with it and saving your game, EQUIP THE RING BEFORE REMOVING THE MOD. I know that this is unusual but if you unequip the ring and then remove the mod, you'll lose the compass. The ring not being enchanted, there is no risk in doing that. I hope you'll like it! ---ooOoo--- XBox One version: Ring of the Pathfinder (compass remover) Subscribe on Bethesda.net (Click on the link several times until it actually gets you to the right page.) ---ooOoo--- Thanks: Great many thanks to Bethesda Softworks for creating this amazing game!
  11. Let's say that we want a basic place to be static instead of being playable because we want to use that static plate as a support for candles, like this: The first thing you could do is open the object in the CK, modify it's ID so that you do not modify all the plates in the game, and untick the "Playable" flag, but it would feel meh; the object would still have havok which could lead to unwanted behaviour in game. Let's make that basic place a static object instead. Open the CK: 1) load, Skyrim.esm and whatever mod you want to use this new static object in, 2) in the left column select "MiscItem" in the "Items" category. Find "BasicPlate01" in the list and open it. Once open, find the model and click "Edit". When the "Model Data" window opens, select the complete "Model File Name" and copy it. Close the windows by using the "X" button. 2) in the left column select "Static" in the "WorldObjects" category. Right click in the list on the right and click on "new". Give your new static object an ID, here "BasicPlate01Static". You'll see that the "Mode" is empty; click on "Edit". In the "ModelData" window that opens, you'll see that the "Model File Name" is also empty; click on "Edit" again. An Explorer window will open. -------oOo------- Important note: Make sure you have an existing "Meshes" folder in your Data directory; if it doesn't exist, create it. -------oOo------- In the Explorer window, paste the file name and click on "Open". Your new static object has now a model. Click on "OK" in the "Model Data" window. Click on "OK". Your new static object is now complete and you can put it wherever you want in the world.
  12. You

    What does this mod do?
  13. Hi @Seraphiel It's only now that I notice that you have ported your mod to the special edition. It's a pity you didn't upload it here. For those interested, here is the new version: http://www.nexusmods.com/skyrimspecialedition/mods/1842/? Thank you!
  14. skyrim

    You'll find it attached to the quest of Boethia. These quests id begin "DA...".
  15. skyrim

    Hi @taliessin and welcome to TES Alliance. Unfortunately, the process you start when you press the "E" key is handled by the game engine which means that you cannot access the scripts in the CK to make changes. I think you would have more chances with that by actually using packages added to your follower. You should download followers mods that already exist, some of them let the followers use beds, and study how they were done. I cannot help more on this, sorry.