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BootySweat

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Everything posted by BootySweat

  1. Are they both the same quest stage, or is there a way to make it a different stage when the player has the bow in inventory? (for example, quest stage changes when player picks up or drops the bow http://www.creationkit.com/Complete_Example_Scripts#A_Quest_item_you_can_drop_and_pick_up_again_and_set_or_reset_objectives_and_Stages. )
  2. If you are able to set up an imagespace that looks the way you want, you can simply right click on the cell in Cell View window (if it's interior cell) and change the imagespace to match the one you created. I think there are a few more options with the imagespace modifiers (imods), like double vision, so if you need to use one of these, you might need to make a script that activates the imod when the player enters a triggerbox.
  3. Is it something that happens after a scripted event, or is the cell always going to look like this?
  4. Imp's More Complex Needs Alcohol Drunk Effect Skooma Drug Effect Major Drug Mod Drink Makes You Drunk Addictive Skooma EDIT: I think a couple of these simply use the vanilla sleeping tree sap imod (dunSleepingTreeDruggedAlch magic effect, which uses dunSleepingTreeCampISMD)
  5. I don't know 100%, but I think you only need to worry about the containers. Just make sure they are not set to respawn.
  6. You might try boosting the DOF Blur Radius and DOF strength, also try setting DoubleVision Strength somewhere around 0.15 - 0.25 or so. I've seen a somewhat similar effect in a couple of mods that add blurry vision after drinking.
  7. Even the very first time when you change it from "Created by DEFAULT" to "Created by WillieSea"?
  8. Oh my goodness, that's perfect, Tamira! Thank you so much, this is exactly what I was attempting. Having some trouble figuring out what I did wrong. Here is a link to the .nif file I made, which should have the NiBillboard branch removed as well as the Candles01_g.dds and BSLightingShaderPropertyFloatControllers removed. For some reason when I load this one in the Creation Kit, the candles are still glowing Do you have a suggestion for a good way to compare all the details of two different .nif files, perhaps that would help me to determine what I missed?
  9. Thanks very much for clarifying this part, Hanaisse, and thanks to both of you for your help! Unfortunately, I can't figure out why the dang candles are still glowing in the creation kit render window. This is my first time using NifSkope, so I wonder if I am saving the .nif file incorrectly, or perhaps missing a step in order to import it into the CK? 1. I extracted Skyrim - Meshes.bsa to my desktop. 2. Made a set of nested folders which are identical to the Skyrim - Meshes.bsa extracted folder structure ( C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls ). 3. Opened up NifSkope and loaded the vanilla NorCatHallSm1Way01.nif file from the extracted Skyrim - Meshes.bsa on my desktop. 4. Performed the changes as directed above, removed NiBillboard node branches, Candles01_g.dds textures, BSLightingShaderPropertyFloatControllers. 5. Clicked "Save As" to save the new mesh "test5_NorCatHallSm1Way01.nif" into C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls 6. Opened Creation Kit with Skyrim as a master and no active plugin. 7. Duplicated the NorCatHallSm1Way01 static object, renamed it "test_NorCatHallSm1Way01" and then opened and clicked "Edit" to change the model to "test5_NorCatHallSm1Way01.nif" 8. Dragged the new static into the render window, and it looks the same as the vanilla static. (link )
  10. Yes, it did seem a bit overly complicated. I wonder if there is a more simple way to do this, perhaps with GetSunPositionX? In any case, glad to hear it's working OK.
  11. Great to hear, thanks very much for clarifying this. Quick question, when I right-click on the Candles01_g.dds texture within BSShaderTextureSet, I can select Texture -> Choose, File Offset or Block -> Convert. Is there something else I need to do in order to remove this texture? Also, when removing the BSLightingShaderPropertyFloatControllers, do I remove the branch in that case, or only "remove"?
  12. I'm also a scripting noob; however, I found an example script on the wiki which seems to do exactly what you need. It appears that in Skyrim the way to check the current time of day requires getting the total game time passed since Helgen and then subtracting the total game days.
  13. Awesome, thank you so much, Tamira, will try this. EDIT: I tried deleting the billboard nodes, by rightclicking on the node, selecting Block -> Remove. This appeared to remove the complete billboard nodes; however, in the render window the mesh still looks identical to the vanilla version ( link ) Is there perhaps a different method I should use to delete the nodes? Or am I not loading this in the creation kit correctly? I tried saving a new plugin file, exiting Creation Kit and restarting, but the new mesh looks identical to vanilla, with the same candle glow.
  14. I've been working on making some new versions of each of the Nordic Catacombs kit models where the candles are not glowing. When I opened one of these kit pieces "NorCatHallSm1way01.nif" in NifSkope, I noticed three NiBillboard nodes, and each had a BSEffectShaderProperty sub-node with Emissive color #806d437f, which I thought represented the color of the candlelight glow. Here is what it looks like inside NifSkope: http://i.imgur.com/qhOeD.jpg I first tried adjusting the emissive colors to black (#000000ff) for the BSEffectShaderProperty sub-node. Tested this by launching Creation Kit without any active plugin file, creating a duplicate NorCatHallSm1way01 base object and changing the model to the new custom .nif. The result was that the candles were still glowing and the model looked the same as the vanilla version. I tried a second time, by completely removing the three BSEffectShaderProperty sub-nodes. I tested this the same way and got the same result (looked identical to vanilla version). Am I doing something wrong in NifSkope, or am I missing a step when attempting to test in the Creation Kit? For example, do I need to save my plugin or exit and restart Creation Kit before the new models appear?
  15. Two new quests have been added, A Trace of Aetherium and Synearil's Legacy. These quests make it possible to craft the Dovah Mir, a magical talisman you can give to your follower to protect them from being harmed by player shouts, including Storm Call and Ice Form. In addition to the quests, here is a list of other changes for version 1.1: - Third word of Ice Form has been enhanced with an AoE Ice Form Blast - Fire Breath fixed so the VFX imagespace is appropriate for fire - First word of Fire Breath and Frost Breath damaged reduced slightly - Unrelenting Force damage reduced to vanilla (but force is more powerful for third word) - Third word Dismay has new visual effect - Third word Throw Voice summons decoy and allows player to remain undetected Many thanks to B1gBadDaddy, Herko_ter_Horst, hellay-fr, Irfeir and Black RL for your help with this update! And extra special thanks to Chesko, who suggested the idea of the Dovah Mir talisman.
  16. I've updated this mod to add some new quests and improved a few of the shouts - details in the description above. Please let me know if you guys have any additional suggestions! In the meantime, I'm working on something really cool for Whirlwind Sprint, but it will take some time to complete.
  17. This sounds great, Arthmoor - do you perhaps have something similar in mind for Dawnguard vampire attacks?
  18. Thanks, Carah - since the new version of Ice Form blast results in friendly fire, I'm adding a craftable amulet which will protect followers from the harmful effects of all shouts, including Storm Call and Ice Form. I'd like to include the following in-game book which explains the history of this amulet: A Treatise on the Dovah Mir Any particular feedback on this draft version of the book or suggestions for improvement would be greatly appreciated!
  19. I'm adding a craftable amulet which will protect followers from the harmful effects of shouts. I'd like to include the following in-game book which explains the history of this amulet: A Treatise on the Dovah Mir Any particular feedback on this draft version of the book or suggestions for improvement would be greatly appreciated!
  20. Currently working on version 1.0 with a couple of potential changes as follows: 1. Reduce Unrelenting Force Damage 2. Make third word of Ice Form expand in a circle from the player, Area of Effect damage and freezing enemies with a cool visual effect. 3. Add knockdown effect for the third word of Whirlwind Sprint, so you knockdown any enemies in your path while you are sprinting. 4. Add additional summoned woodland creatures to third level of Animal Allegiance 5. Make summons location sensitive, so if you are in a snowy area, different creatures will appear compared to a wooded area, etc. 6. Craftable ring you can give your followers so they are immune to Storm Call Please let me know if anyone has feedback on these possible changes and any additional suggestions you guys might have. Thank you all for subscribing to Shout-Tastic!
  21. Thanks Tigersong - can you explain a bit more? Do you mean to say, you don't like the vanilla audio for the shouts?
  22. I need a magic ritual altar or ritual chamber that looks different from the enchanting altar. I was planning to use the mesh for the Atronach Forge and alter it a bit. However, something unique would be much more fun!
  23. Version 1.2

    90 downloads

    ======================= UPDATE 1.2 Nov 28, 2012 Quest updates: In order to begin A Trace of Aetherium:
  24. TESAlliance Download Link The goal of this mod is to enhance the fun and usefulness of some of the less popular dragon shouts. The damage dealt by Fire Breath and Frost Breath has been significantly increased, and many of the shouts have been tweaked in various ways. Now you can engage in a battle of the Thu'um with the deadliest dragons of Skyrim. In particular, it seemed if the player goes through the effort to find and unlock the third word of any dragon shout, it should be both fun and useful. Accordingly, the third words of shouts such as Kyne's Peace, Aura Whisper, Dismay, Elemental Fury and Throw Voice include new secondary effects, such as a summoned decoy at the target location for Throw Voice and a boost to Sneak and Pickpocket for the third word of Aura Whisper. This is still a work in progress, and your assistance in providing any feedback regarding the balance of the enhanced shouts would be greatly appreciated. This mod is also available on Steam Workshop: http://steamcommunit...ls/?id=91838362 Skyrim Nexus: http://skyrim.nexusmods.com/mods/23137 **************************************************************************************** Please see below an outline of all of the changes included in this mod. ****************************************************************************************
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