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Arthmoor

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Everything posted by Arthmoor

  1. Try changing the quest type to Miscellaneous, and set the Player alias to "Unique Actor"->Player. Also check the box up top for "allow reserved". It's possible your alias isn't filling due to a priority conflict.
  2. You're on the right track. The script should attach to the Player alias you created. Your quest needs to be flagged as "start game enabled" so the alias will fill automatically. Your script probably needs an OnInit() block to kick things off. Posting the script you have so far would help narrow things down better.
  3. Yes. It's more or less like when you're dragging new meshes in to make statics or whatever. When the window is open in the CK to build an archive, you can switch out to Windows Explorer, navigate to the files you want, and mass drag them back into the CK to drop them on the archive dialogue. You have to drag the FILES though, it won't let you drag a whole folder. So far it's never forgotten any meshes added to a mod. I haven't done any that also have new textures to go with them.
  4. Yes, that's about right. You do need to be aware that it will not pick up the following automatically though: meshes\Actors\Character\FaceGenData\FaceGeom\<mod filename> Sound\Voice\<mod filename> textures\Actors\Character\FaceGenData\FaceTint\<mod filename> Compiled vanilla scripts that have been altered in the mod. Compiled scripts attached to quest aliases, whether they're vanilla or not. Those need to be found and dragged in manually.
  5. Skyrim patch 1.6 is out as a beta on Steam now. Worth the look for the mounted combat alone, if you're into that Also worth a look because the "General AI pathfingins optimizations and bugfixes" seems to translate into "The navmesh bug has been slain in glorious combat!" From Bethblog: NEW FEATURES Mounted Combat - Skyrim now allows you to do melee and ranged combat while riding a horse BUG FIXES General stability and memory optimizations General AI pathfinding optimizations and bug fixes Optimizations and crash fixes for data leaks Fixed rare crash with lighting Fixed crashes related to loading and saving games Fixed crash with summoned creatures/NPCs Fixed rare issue where saves would be corrupted Improved logic for when ranged kill cams are played Fixed issue with ranged kill cams while killing a dragon Fixed rare issue with certain ranged kill cams not playing properly Fixed issue with nirnroot lighting not properly cleaning up Fixed issue where bow damage was being calculated incorrectly Fixed rare problem with werewolf kill moves would not finish animating properly In "The Break of Dawn" fixed rare issue where Meridia's Beacon would disappear from player's inventory Fixed occasional issue where followers would disappear after player pays off a county after committing a crime Fixed issue where certain creatures and NPCs would fail to respawn properly Fixed rare issue with dialogue subtitles not displaying properly Fixed issue with water appearing blurry when loading a saved game after creating a save underwater Fixed issue where map cursor would occasionally disappear after closing a message box with Kinect enabled (Xbox 360) Fixed rare issue with shouts only performing the first level and not other unlocked levels with Kinect enabled (Xbox 360) Fixed issue where the shout buttons would stop working properly if users mashed LB and RB during cooldown with Kinect enabled (Xbox 360)
  6. Actually that sounds like a good idea to me too. File comments are more or less a black box here since you've got no real tracking on whether you have them or not. I suppose it depends on how easily the backend software can be modified, unless IPB has the ability to do this already and we just don't know it
  7. On the subject of auto-generated RELz threads, I'd hope such a thing would be made optional for those of us who keep our RELz threads in one spot. The only other thing I can think of off hand is in the file area. When you're uploading images, there's a tooltip that shows up while hovering the ones that are already uploaded. It says something like "make this the primary image". Clicking on that never does anything and the default image for the mod is never changed. Hopefully that's been fixed somehow
  8. Arthmoor

    Stars

    From the album: Arthmoor's Game Screens

    Been too long since I uploaded something here
  9. Arthmoor

    painting anyone? ;]

    Very nice, these going to become resources?
  10. Looks like the domain expired and got snapped up by ad spammers. No links to that site anywhere are going to be valid anymore.
  11. Version 1.2.5

    344 downloads

    The crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct. Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following: For vanilla Skyrim: Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on. For Dawnguard: Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes. For Hearthfire: Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it. For Dragonborn: Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern. Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature. My Patreon Page: https://www.patreon.com/arthmoor
  12. A somewhat unorthodox request based on a thread I just read over on the official forums. Ruined Oblivion gates. No working ones, because the violation of lore wouldn't allow me to forgive that, but some varying forms of leftover bits and pieces from old gates would be cool to sprinkle about in mods.
  13. You can delete the .tga files the process creates. The game only uses the .dds file. Either way, it's definitely good they fixed it. One less roadblock to village mods and their NPCs etc.
  14. Feel free to raid mine as well. You can also grab stuff from http://www.iguanadons.net/gallery/Skyrim-30/ and http://www.iguanadons.net/gallery/Oblivion-3/ too since those are likely going to have a lot more to choose from.
  15. This is actually something Bethesda fixed along the way, perhaps with the last CK update. It didn't used to work before, and was something they had us test for during the CK beta. Oddly, it never showed up in changelogs, but thankfully it does work. No more grey-face NPCs!
  16. Well the good news is, DarkOne has said NMM will soon get Morrowind support and the content will be getting separated from Oblivion into its own section. It'll just be up to people hosting their stuff at PES to decide to start mirroring elsewhere, which they should have been doing anyway.
  17. http://forums.bethsoft.com/topic/1363941-planetelderscrolls-will-no-longer-support-new-files-from-the-1st-of-may/ Someone linked that through on a Nexus post. It appears as though PES is about to tank coming in May, saying they will no longer accept new files. That doesn't just affect Morrowind either. That's going to be site wide due to IGN layoffs. That could mean problems for Oblivion modding as well since it's one of the few places to find things like Qarl's Texture Pack. What makes this worse though is that it appears as though file downloads via the PES pages are all fubar. They are downloading into the browser as text rather than as proper archives. So it may already be too late to do anything here. I don't know how many of us here care, I only used them as a mirror, but there it is. At least there's notice, for whatever that's worth. I know it says they're only going to stop accepting new files, but since there will be no tech staff, the site will be living on borrowed time once May rolls around.
  18. Though I've played one character on each side, I'll go with my first run. Stormcloak all the way. Legate Rikke deserved the knife she got in her gullet later for so casually condemning me to the block. The Empire is weak and must be purged and even though Ulfric is a racist pig, he still allowed a lizard to fight for the cause.
  19. Version 3.0.0

    170 downloads

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead. Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it. NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfire DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater. No exceptions!
  20. Unless something has changed, you won't be able to get this to compile unless LairVileSalts is a valid ID. Using a fake won't work either because the fake would point to a different form ID.
  21. The bcdedit command is only necessary to use on a 32-bit system. A 64-bit system already has full access to 4GB if you have enough onboard RAM to support it. Skyrim has had native LAA support as well since version 1.3, so no patch is needed to get this on the game itself.
  22. Yep, just did actually. So the way is now clear for the next update. Which still won't contain a "before Helgen" setup but at least the beginnings of being able to are now in place.
  23. You didn't happen to have an older copy of that installed from before, did you? Anyway, I found it. I don't know where or how, but there's a function in the MQ101 script that was getting called up. I pulled a statement from it to resolve the camera bob and armless problem: Game.GetPlayer().PlayIdle(IdleWalkingCameraEnd) Fixed it right up, although you'll see the bobbing for a few seconds before my script has a chance to undo whatever got called up.
  24. Just be aware that the mod doesn't start off before Helgen. That's coming in a future update, but I have the armless problem to worry about first.
  25. Probably helpful Grab it here. ARTHLALStartQuest stage 40, first condition at the top is where I set all those script commands.
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