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Found 4 results

  1. Version 1.0.0

    1,131 downloads

    Versión española: http://tesalliance.org/forums/index.php?/files/file/1957-falmeroon-legacy-of-the-snow-elves-spanish-version/ FALMEROON Legacy of the Snow Elves By Mr. C. Racer Since Bethesda released Dawnguard, it felt wrong that there was no snow elf ruins anywhere in the province, and that's why I made this mod. The logic I've followed is that the nords and their dragon masters burnt everything falmer-related they found to the ground; thus, you'll find most of my ruins in snowy places (they were the snow elves, after all), and very out of the way. If you can't (or lack the patience to) find them, you can spoil yourself their locations with the included text file. But ruins is not the only thing adventurers live off. The mod also includes: - New dungeons, some of them configured for radiant quests. - New lore books, written by yours truly. - New loot. - New enemies. - One simple quest. ------------- COMPATIBILITY ------------- 1. The mod is compatible with all my other mods but one: A Fitting Throne for Vyrthur. If you're using it, you can deactivate it because the throne is already included in Falmeroon. 2. The new books are included in the vanilla leveled lists so you can find them while playing. Which means, if you're using other mods that change the same lists, you'll need Wrye Bash to make them work together through a bashed patch. 3. I don't have Hearthfire so I can't test for incompatibilities, but considering how out of the way my ruins are, I expect very few, or none. 4. Other incompatibilites may arise (like other mods using the same exterior spaces). I'll deal wit them as they come. ------------ REQUIREMENTS ------------ - Dawnguard DLC. - Dragonborn DLC. - Fuz Ro D-oh - Silent Voice by shadeMe, if you want to be able to read the new dialogue. ------------ INSTALLATION ------------ Unzip all the files and drop them on your Skyrim/Data folder, overwriting if asked, and activate the plugin in the Skyrim launcher. The file has been fully cleaned with TES5Edit 3.0.32. ---------------------------- BUGS / THINGS TO BE AWARE OF ---------------------------- 1. Some exterior cells lack a navmesh because Bethesda didn't build it. As touching it is very dangerous, I've made only minimum changes, so you will find some locations where your companions can't follow you. It doesn't bother me because I never use companions, but if you do, just tell them to wait. 2. Likewise, although all dungeons are completely navmeshed, there're some very simple platforming parts where your companions will get stuck. Sometimes a little force push will help, sometimes it won't. ------- HISTORY ------- Version 1.0: First version. ------- CREDITS ------- - New snow elf pieces and furniture: original models and textures by Bethesda; retextured by Mr. C. Racer. - Welkynd stone planter model and textures: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/). - Auriel medallion model and textures: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?). - Gehenoth model and textures: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?). --------- THANKS TO --------- - All the people whose free models I've used. - The people at the official Elder Scrolls forums (CDM_, cdcooley, s7o) for helping with scripting. - The TES5Edit team. - Bethesda.
  2. I'm trying to use the puzzle door from the temple of Auriel in the Dawnguard DLC (the one you use the pitcher to open) in a custom home of mine, without requiring any items to open and close it. The idea is that you would just activate the pedestal that goes with the door (lay your hand on it, for immersion purposes) and it would either open or close the door depending on it's current state. I've duplicated the door and pedestal activators, removed the scripts already attached to them and then tried copy-pasting the actual script used in the DLC minus the parts that mention having and using the pitcher but absolutely nothing happens when I activate the pedestal in-game. Below I'll post the script I'm using, and if anyone can help make this project of mine come together, I'll be eternally grateful. **Edit: I have finally succeeded in getting things working the way I want. The script below has been updated with the one I'm using to make it all work, I'll be leaving it here in case anyone else has need of it. At the end of the day it's just the vanilla script with a few lines deleted and a single value changed, but it might be useful to someone. Scriptname SecretSnowElfDoorScript extends ObjectReference {Script used to open/close the secret door by activating a controller.} import game import utility import debug miscObject property pitcher auto objectReference property myDust auto bool bInserted = false objectReference myLink ;************************************ auto State waiting Event OnActivate(ObjectReference akActionRef) if(akActionRef == game.GetPlayer()) gotoState("busy") myLink = getLinkedRef() if(!bInserted) if(game.getPlayer().getItemCount(pitcher) >= 0) bInserted = true myDust.activate(self) ShakeCamera(self, 0.3, 2) ShakeController(0.7, 0.7, 2) myLink.playAnimationAndWait("Open", "done") endif else bInserted = false myDust.activate(self) ShakeCamera(self, 0.3, 2) ShakeController(0.7, 0.7, 2) myLink.playAnimationAndWait("Close", "done") endif gotoState("waiting") endif endEvent endState ;************************************ State busy Event onActivate(ObjectReference akActionRef) ;busy animating endEvent endState ;************************************
  3. Version 1.0.0

    22 downloads

    English version: http://tesalliance.org/forums/index.php?/files/file/1956-falmeroon-legacy-of-the-snow-elves/ FALMEROON Legacy of the Snow Elves Por Mr. C. Racer Desde que Bethesda publicó Guardia del Amanecer, se me ha hecho raro que no hubiera ruinas de los elfos de la nieve en ninguna parte de la provincia, y por eso he hecho ésta modificación. La lógica que he seguido es que los nórdicos y sus amos dragones quemaron hasta los cimientos todo aquello que encontraron relacionado con los falmer; por tanto, encontrarás la mayoría de mis ruinas en lugares nevados (al fin y al cabo eran elfos de la nieve), y muy apartados. Si no puedes encontrarlas (o te falta la paciencia para ello) puedes arruinarte la sorpresa y mirar sus localizaciones en el archivo de texto incluído. Pero no sólo de riunas viven los aventureros. La mod también incluye: - Nueva mazmorras, algunas de ellas configuradas para ser usadas por las misiones radiant. - Nuevos libros, escritos por un servidor. - Nuevo botín. - Nuevos enemigos. - Una misión simple. -------------- COMPATIBILIDAD -------------- 1. La mod es compatible con todas mis otras mods excepto una: A Fitting Throne for Vyrthur. Si la estás usando, puedes desactivarla porque el trono ya está incluído en Falmeroon. 2.Los nuevos libros están incluídos en las listas niveladas vanilla para que puedas encontrarlos mientras juegas. Lo que significa que, si estás usando otra mod que cambie las misma listas, necesitarás Wrye Bash para hacerlas funcionar juntas con un bashed patch. 3. No tengo Fuego del Hogar así que no puedo probar si hay incompatibilidades, pero considerando lo apartadas que están mis ruinas, espero que haya muy pocas o ninguna. 4. Puede que salgan otras incompatibilidades (por ejemplo, otras mods usando los mismo espacios exteriores). Me ocuparé de ellas según aparezcan. -------------- REQUERIMIENTOS -------------- - Dawnguard DLC. - Dragonborn DLC. - Fuz Ro D-oh - Silent Voice por shadeMe, si quieres poder leer los nuevos diálogos. ----------- INSTALACIÓN ----------- Descomprime todos los archivos en la carpeta Skyrim/Data, sobreescribelos si te lo pide, y activa el plugin en el lanzador de Skyrim. El archivo ha sido limpiado completamente con TES5Edit 3.0.32. ------------------------------ BUGS / COSAS A TENER EN CUENTA ------------------------------ 1. Algunas celdas exteriores no tiene navmesh porque Bethesda no la creó. Como tocarla es muy peligroso, sólo he hecho cambios mínimos, así que encontrarás algunas localizaciones en las que tus compañeros no podrán seguirte. A mí no me molesta porque no uso compañeros, pero si tú sí lo haces, diles que esperen y ya está. 2. Igualmente, aunque todas las mazmorras tienen navmesh, hay algunas partes con plataformeo muy simple en las que tus compañeros se quedarán atascados. Algunas veces ayudará un pequeño empujón con la fuerza, otras no. -------- HISTORIA -------- Versión 1.0: Primera versión. -------- CREDITOS -------- - Nuevas piezas y muebles de los elfos de la nieve: modelos y texturas originales por Bethesda; retexturizadas por Mr. C. Racer. - Modelo y texuras de la piedra Welkynd: InsanitySorrow (http://tesalliance.org/forums/index.php?/files/file/1330-the-tesa-skyrim-resource-kit-project/). - Modelo y texturas del medallón de Auriel: UNI00SL (http://www.nexusmods.com/skyrim/mods/57113/?). - Modelo y texturas del Gehenoth: Viltuska (http://www.nexusmods.com/skyrim/mods/54629/?). --------------- AGRADECIMIENTOS --------------- - Toda la gente cuyos modelos gratuítos he utilizado. - La gente de los foros oficiales de Elder Scrolls (CDM_, cdcooley, s7o) por su ayuda con los scripts. - El equipo de TES5Edit. - Bethesda.
  4. Hello! I want to tell you about a new Skyrim quest mod - Niflheim: House of Dark Mists. This is a quest mod I just finished up after three months of work on it. I've created many new mechanics for the quest, and I've created an archery range and two combat mannequins you can use to level skills, a new set of armor for the player as a reward, among many other things. Please review - TRAILER - http://www.youtube.com/watch?v=54kFQwr_C4E STEAM - http://steamcommunity.com/sharedfiles/filedetails/?id=74022975 NEXUS - http://skyrim.nexusmods.com/downloads/file.php?id=17965 Thank you for reading this! - Richard aka Hellcat5
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