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oldladyonthemoon

Elders
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Everything posted by oldladyonthemoon

  1. Why did you comment about that on the AFK forums instead of here? What do I look like now? http://afkmods.iguanadons.net/index.php?/topic/4168-a-script-that-will-will-trigger-the-loss-health-when-an-npc-uses-magic/
  2. I just rerun Dawnguard and, this time, TES5Edit found the 4 missing itms. I don't know what I did wrong before.
  3. Thank you. In my case, the second round of cleaning Dawnguard.esm returned only 2 new ITM, instead of the 6 you mention. People who wouldn't want to create an account at the Nexus can find TES5Edit (and a lot of other stuff) here: https://onedrive.live.com/?cid=5f2e81535b547400&id=5F2E81535B547400!133
  4. Oh, if this script works, it will damage the caster's health whatever spell he will cast... You'll need a condition that will restrain the damage to the spell the npc launches.
  5. Using an OnMagicEffectStart event; something like that? Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Trace("Magic effect was started on " + akCaster) Function DamageAV(string asValueName, float afDamage) akCaster.DamageActorValue(Health, 25) EndFunction endEvent Need a scriptor to confirm this or correct me. http://www.creationkit.com/OnEffectStart_-_ActiveMagicEffect
  6. Ahem, now I would need good tutorials about making nif files for Morrowind. I've found a pdf about animating an existing mesh but nothing about how to create a model. Thank you!
  7. Ah yes, thank you. Funny I didn't try a search... And dummy I am.
  8. Hi, I'm looking for a course about how to script Morrowind. I vaguely remember that there is something like that somewhere on the Internet but I'm absolutely unable to remember where. Could you help me, please? Thank you!
  9. Bethesda's explaination on their blog: http://www.bethblog.com/2015/04/27/why-were-trying-paid-skyrim-mods-on-steam/
  10. I'm not giving up on modding; just taking some precautions.
  11. This is good and well. I have and I'll have problems getting along with paid modders, sorry contributors, though. My feelings about them are mixed: the biggest part of me is angry at them because they fool themselves into thinking that they actually will make a living out of their mods and this will lead them into making very poor mods because, you know, "time is money". The contributors who will act like this will discredit the whole community of modders as well. On the other hand, I pity them. Anyway, I'm disgusted. Before publishing again the two mods I removed from here, I'm going to patch them so that a message displays when the mod activates, indicating who made it and where the user should have downloaded it (here). Some reviews (biased): http://imgur.com/a/qFlFa http://imgur.com/a/bqcla Have a good day, all!
  12. Precisely. What happens if someone wants to give TES Alliance money through this "add services providers to share in royalties" feature?
  13. Yes, I know of that but there is a link for suggesting other organisations.
  14. What happens if someone choose to share their crumbs of the sales with TES Alliance? http://i.imgur.com/CHfs0GR.jpg My head starts to ache...
  15. What's that memory patch you're talking about?
  16. What could we do to protect our mods from thieves who would like to make money out of them? I was thinking about something similar to the copyright thing. When you copyright something, you must "declare" it somewhere, mustn't you? (Sorry, I'm completely ignorant of those things.) It would be a place where all modders unwilling to sell their mods would announce them, describe them the most thoroughly possible and sign them. This, for the official part of it. Now, how could we protect our mods from theft, from the inside? By putting something inside the mod that would make it immediately noticeable by the acquirer if he acquired it unintentionally illegally. A message popping up would do but it's not sure that people wouldn't be able to decompile the pex files. Any idea?
  17. I don't have ctds playing Skyrim, but I also don't use tons of crappy mods...
  18. Oh, hardly! The vast majority of existing mods, and among them very good ones, do not use skse.
  19. Well, if they did, they changed their minds. Someone of the team posted a comment in one of the numerous thread related to paid mods on the Behesda forums stating that the team wouldn't: 1) make skse paid, 2) forbid paid modders to use their tool.
  20. The modders for future games will probably be forced to publish their mods on Steam, for a price. That's the next step Chesko was referring to.
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