ladyonthemoon

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About ladyonthemoon

  • Rank
    Blade
  • Birthday May 5

Profile Information

  • 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. Well, they need money, but, beside this, you can contribute here to keep the site up in search engine lists.
  2. Never remove one of these boxes!!! They are here for a reason. Yeah, you should definitely follow the course here.
  3. You just have to select them in the render view and double click on them to know what these coloured boxes are. I followed the classes myself months after I began modding; I already knew a fair amount of things but the course taught me a lot.
  4. It would be safer that you build your house in a place that is completely void of any of these boxes, most of them are triggers, linked to quests. The blue things in the first screenshot are effects, not triggers, so it would be safe building in a place that has some.
  5. It would be faster if you modified the spell itself so that it has a radius range, wouldn't it?
  6. Neither can I camment on mine...
  7. Like I said, I also use a tutorial by Maigret to do it. As for the navmesh, I cannot remake the whole of it, can I. Okay, I give up, I'm trashing the mod. No wonder Bethesda didn't make companions in this game.
  8. Really? Where did you find this quote? I'm trying that right away! Thanks! Edit: doesn't work...
  9. Hi Tamira! Thanks for your input but, no, it's a mod I made for Oblivion (sorry, I thought my post was clear). How can I make my dog able to open doors then?
  10. Hi, I spent some time today to make a dog companion in Oblivion because I was missing my dogs in Skyrim. To do so, I used this tutorial: My companion works fine (although he has trouble with the navmesh over there) but, he never makes it through the various doors and door ways existing; each time, I'm forced to use "moveto player" once inside. Does anyone know how I could fix that? Additional lines to the script maybe?
  11. How is it that I cannot post comments to this tutorial?
  12. skyrim

    All right, most of my mods are now compatible with Skyrim Special Edition! See here: http://tesalliance.org/forums/index.php?/profile/45069-ladyonthemoon/content/&type=downloads_file&sortby=file_submitted&sortdirection=desc&page=1
  13. ... and removed them. I updated my mods published here with their SE versions.
  14. Thank you! (Better late than never hey? ) So, where am I? I bought a new computer; it took me a while but now I can say that things are back to normal. the new computer being Skyrim Special Edition capable, I've begun playing it and I'm slowly getting used to it. it appears that there is not much difference between the two Creation Kits; mods that are developed with the editor for Skyrim are completely compatible with Skyrim Special Edition, only the archives must be made by specific versions of the Archive.exe. The reverse is not true though. consequently, I'll carry on developing The Pale Pass with the CK for the original Skyrim so that it's compatible with both versions of the game. Today I loaded my plugin and noticed that part of the work I had done was gone. Oh well, I'll have to redo it. Last time I posted about that I was saying that I had to remake the entire landscaping; it's a long term job, only by working on it bit after bit, a small step after another, will I see the end of it eventually. To be continued!
  15. From the album Pale Pass, the Secluded Outpost

    At least the hunters are set!

    © ladyonthemoon