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Everything posted by ladyonthemoon

  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. 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?
  8. 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.
  9. Really? Where did you find this quote? I'm trying that right away! Thanks! Edit: doesn't work...
  10. 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?
  11. How is it that I cannot post comments to this tutorial?
  12. First of all, advertising for my own mods feels really weird. Most of the mods I've made yet were cut for my preferences, which is why I didn't release them and when I did, I got negative comments, because they didn't please the users... Anyway, up to now, I've published two mods that could be of general interest here, (which is the best place to release mods, in my opinion): Griselda, the Morthal Trader and Whitewater Farm. These two mods are hosted here (see link in my signature). Whitewater Farm is the final exam I made for the Creation Kit basics course DarkRider has kindly made for us here. I owe you a lot regarding modding; I needed the discipline your course forces us into. Thank you! _______oOo_______ Beside these two mods, I'm currently working on adding the Pale Pass (every Oblivion player remembers the Pale Pass I hope), to Skyrim. Progression is slow because there is much to do. Among many others that are not of general interest, I've also committed: - a mod that makes the player non dragonborn (no learning words or absorbing dragon souls, etc.), NonDragonbornWithDragons, - one that makes the dogs silent, or so, ( your dog will no longer bark in your ears every five seconds), Silent Dogs of Skyrim, - one that allows the player to make his own skooma, Homemade Skooma, (needs to be completed). _______oOo_______ I intend on updating this thread about future mods. Here we are; I hope you'll bear with me, as I'm not exactly the social type...
  13. skyrim

    All right, most of my mods are now compatible with Skyrim Special Edition! See here:
  14. It's not exactly clear if we are forced to upload our mods for Skyrim SE on or if we can upload them here (or elsewhere), if the potential users can download them here, install them manually in their game and use them normally. I haven't installed Skyrim SE yet; maybe the answer would be obvious if I had but I'd like to know before actually bothering with that. Thanks for the enlightenment!
  15. ... and removed them. I updated my mods published here with their SE versions.
  16. Pale Pass, the secluded Outpost Pale Pass, the Secluded Outpost, is intended to add the Pale Pass we first met in Oblivion, to Skyrim. (If you didn't play Oblivion, obviously you don't know what I'm talking about but you don't need to either. ) Important: Pale Pass, the Secluded Outpost will be an addition to both Skyrim Original Edition and the Special Editon. Pale Pass, the Secluded Outpost will not be compatible with the project "Beyond Skyrim" because the team has probably already made their own Pale Pass; if they haven't yet, they most probably will. Content: - although the Pale Pass has been closed due to avalanches, a bored Cyrodiilic adventurer decided to set up on a trip to discover it, two hundred years after it had been located first. Unfortunately for her, and fortunately for the player, she died before attaining it. The player will find her body near the entrance of a cave that will end up being an underground forgotten Nordic tomb,, The Adventurer's Sorrow; this dungeon leading to a breach into the Serpent's Trail, - the Serpent's Trail leads inside the Pale Pass world, - there lie the ruins of Fort Pale Pass that contains five zones: Mouth of the Serpent Eyes of the Serpent Fangs of the Serpent Venom of the Serpent Scales of the Serpent - creatures, monsters, ghosts, and so on... Note: quests won't have quest markers or journal entries, not because I don't know how to make them but because I think getting back to old ways of playing won't harm. Date of release: Uhh...
  17. 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!
  18. From the album Pale Pass, the Secluded Outpost

    At least the hunters are set!

    © ladyonthemoon

  19. From the album Pale Pass, the Secluded Outpost

    An idea of "before and after".

    © ladyonthemoon

  20. From the album Pale Pass, the Secluded Outpost

    Image from the CK.

    © ladyonthemoon

  21. For those like me, who do not want to have an account on the Nexus but want to clean their Skyrim SE master files and mods, download this version: Once downloaded, extract it, open the folder and proceed as following: delete "", delete "", delete "", delete "", rename "FO4Edit.exe" into "SSEEdit.exe". There you go! You can now edit your Special Edition mods and master files!
  22. I eventually uploaded my mods to
  23. Hi @Seraphiel I just tried your strings directly in the special edition. They work except for one thing:
  24. There it is! For PC: For XBox1: And now for PS4:
  25. Version final and Skyrim SE versions


    This mod is another attempt at completing the unfinished job and bringing the Lunar Forge weapons into the game. _______oOo_______ Lunar Forge Weapons by ladyonthemoon _______oOo_______ March 3rd, 2017, Skyrim Special Edition version: To use this mod with Skyrim Special Edition, download the file named and extract its content into your Data files folder, exactly as you would do for the original Skyrim. Once this done, launch the game, click on "mods" on the menu page and place it at the lowest place possible in your load order, using the "X" and arrow keys. _______oOo_______ Introduction: The Lunar Forge is situated at the top of the Silent Moons ruins, North-West of Whiterun: During the day, this forge can be used to make any weapon you can make at any other ordinary forge: At night, between 9 pm and 5 am, things are different. On the nearby workbench, you'll find a book that describes the effects the forge applies to weapons made, and used, during the night, "when the moons are out": The Lunar Forge enchantment: As described in the book, the Lunar Forge enchantment absorbs a (relatively) small amount of health from the target. This enchantment is levelled: 10, 20 or 30 points during 3 seconds per hit. The enchantment being apparently given by the Moons themselves, it cannot be learnt. For the same reason, the weapons never need to be refilled; their charge is constant. Crafting the weapons: The level of enchantment applied to the weapons depend on the player's level at smithing: under 30, you'll make weapons that absorb 10 points of health from the target during 3 seconds, between 30 and under 60, you'll make weapons that absorb 20 points of health from the target during 3 seconds, from level 60, you'll make weapons that absorb 30 points of health from the target during 3 seconds. Examples in images, using war hammers (the same apply to the other weapons, of course): Improving the weapons: The weapons made can be improved at any sharpening wheel, even if you don't have the Arcane perk. Examples in images, using war hammers (the same apply to the other weapons, of course): Pros and cons of using these weapons: It's up to you to decide which is a "pro" or a "con": the weapons can be made at the Lunar Forge only, between 9 pm and 5 am, any day, the enchantment apply to iron and steel weapons, one handed and two handed; bows excepted, the enchantment cannot be learned at an enchanting table and applied to other weapons (the reason is that this enchantment is added by the moons and exists outside the scope of scholarly knowledge), the enchantments are constant: no need to use soul gems to recharge the weapons, the enchantment works at night between 9 pm and 5 am. The weapons created are lighter and faster than their counterparts. Comparison: Iron weapons: Iron Battleaxe: weight 20, speed 0.7, Lunar Forge Iron Battleaxe: weight 18, speed 0.8, Iron Dagger: weight 2, speed 1.3, Lunar Forge Iron Dagger; weight 1.5, speed 1.4, Iron Great Sword: weight 16, speed 0.7, Lunar Forge Iron Great Sword: weight 14, speed 0.9, Iron Mace: weight 13, speed 0.8, Lunar Forge Iron Mace: weight 12, speed 0.9, Iron Sword: weight 9, speed 1.0, Lunar Forge Iron Sword: weight 8, speed 1.1, Iron War Axe: weight 11, speed 0.9, Lunar Forge Iron War Axe: weight 10, speed 1.0, Iron War Hammer: weight 24, speed 0.6, Lunar Forge Iron War Hammer: weight 22, speed 0.7. Steel weapons: Steel Battleaxe: weight 21, speed 0.7, Lunar Forge Steel Battleaxe: weight 19, speed 0.9, Steel Dagger: weight 2.5, speed 1.3, Lunar Forge Steel Dagger; weight 2.0, speed 1.3, (speed unchanged) Steel Great Sword: weight 17, speed 0.7, Lunar Forge Steel Great Sword: weight 15, speed 0.9, Steel Mace: weight 14, speed 0.8, Lunar Forge Steel Mace: weight 13, speed 0.9, Steel Sword: weight 10, speed 1.0, Lunar Forge Steel Sword: weight 9, speed 1.1, Steel War Axe: weight 12, speed 0.9, Lunar Forge Steel War Axe: weight 11, speed 0.9, (speed unchanged) Steel War Hammer: weight 25, speed 0.6, Lunar Forge Steel War Hammer: weight 23, speed 0.7. Side notes: I added a tanning rack near the forge; it had always bugged me that there was no tanning rack there. The vanilla broken Lunar Forge weapons that were laying around near the forge and inside the ruins have been disabled and replaced by new ones. Incompatibilities: Any other mod that handles the Lunar Forge weapons or modifies the place. Installation: Extract the content of the archive into C:\Program Files\Steam\steamapps\common\Skyrim\Data. Launch the game and make sure the esp is selected in the launcher "Data Files". Enjoy! _______oOo_______ I'll never thank Bethesda Games Softworks for their marvellous games!