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razorkid10

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razorkid10 last won the day on December 2 2013

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  1. http://www.nexusmods.com/skyrim/mods/48467/? 16 quests in total and all the world finished. No voice acting so PLEASE TURN ON SUBTITLES. Be patient with some quests, if an NPC is not moving for longer than 10 seconds, wait an hour in game time.
  2. I already Have an example script that spawns enemies when a stage in a quest happens, I just need scripts to change the skybox to another, make several NPCS stay and defend an area, and then move onto another once the successor stage starts. Also may need help with special effects/animations playing when I want.
  3. It's just one quest and may not need that much work. The vision is to change the weather and spawn some enemies within and area. Fight your way outside the city and then defend another region of the worldspace. Everything else is 99% done, with this final quest completed I could release a stable final version of my mod.
  4. A beta for my worldscace mod titled Beyond Reach. Set in the region beyond markarth in the east of High Rock, you'll encounter the Exiles, Witchmen, Arnima and the Divide. With new armor and models to have a completely new experience from that of skyrim. FIXED VERSION. I uploaded another beta for mediafire, but the mod seemed to be unstable and crashed for people. I deduced that the crashes only happened when custom music was about to start. There is a man outside markarth, next to the carriage that will take you to the new region. The mod can be downloaded through the mirrors, mediafire. Recommended level: 8-30 Most enemies aren't scaled so if an encounter looks dangerous, it most probably is. Pack a torch or try to avoid using mods that make dungeons darker as it'll make it very difficult to see. Recommended mods MintyLightning: http://www.nexusmods.com/skyrim/mods/15506/? Splash of Rain. http://www.nexusmods.com/skyrim/mods/37873/? The mod took me 3 months to do, but is nowhere near completion in terms of quests and overall goal. The map is complete, but there may be some outcropping LODs in some places if you look hard enough. Some dungeons haven't been finished with regards to loot and encounters but all have enemies inside and are functional. Avoid changing the weather unless you really feel like you should. STROTI- For all the meshes and textures he provided to the community, the mod wouldn't have been done without him Insanity - Again, many models and textures used from him Monster Mod The people who worked on immersive armors - If you find one of your armors in this mod contact me for credits. Credo - Excellent work on the armors, highly detailed and functional. DarkRider - Beautiful art and pictures Griffon fortress author - Contact me for credits MEO - For the awesome tents Tamira - For a great statue URW - Good weapons Oblivion gate author - contact for credits NONE OF THESE MODELS/TEXTURES WERE MADE BY ME. http://www.nexusmods.com/skyrim/mods/48467/?
  5. There are problems with the mod, those of stability and purple LODs, they weren't apparent in my version, but after doing a clean install of skyrim without mods I now get the problems. Working on a fix.
  6. Anyone needing the spike.esm look here. http://www.mediafire.com/download/ti9a8n00a0y0kp2/SPIKE.esm Extract to skyrim/data in the steam folder.
  7. There is a man outside markarth, next to the carriage that will take you to the new region.
  8. http://www.mediafire.com/download/pbc7id1bdnzcwt1/arnima.zip
  9. Releasing a beta worldspace mod for skyrim soon. Here's a trailer for it: I'm trying to make it vastly different from the other quest/worldspace mods out there. One of the keys to do this is creating lore and making it more bleak than vanilla skyrim. The mod will take place just beyond markath and within the reach. Feel free to ask questions. The point is to explore the region beyond markath and deeper into the reach, it'll put emphasis on characters and the plight of all different castes of people. It's not that it's a scary skyrim, but filled with more dread and a cynical undertone pervading it. There are no bandits, the people who looked like them are called "Exiles" who come from different cities scattered around high rock, they're bitter against the people of the town Arnima and outright hostile to the witchmen (Forsworn). The area underwent a recent flood, with many parties taking advantage of the situation to sack the city, such as the dragonstar mercenaries from hammerfell. The major plot will follow the town Arnima, and how the king indulges in cannibalism and other morbid acts for namira. But this will be revealed through you joining another faction. My ultimate dream would be to have giant rods come down from the void sent by namira, with them forming a web between them and blotting the sky, calling it namiras curtain. This comes about because of the destruction of the pillars throughout tamriel causing the barriers between nirn and oblivion to weaken. And for fanfiction purposes i'll leave details about how the thalmor are only doing what they do to beat the clock against oblivion finally reclaiming nirn. So they try to free themselves of their mortal bonds to join the aedra.
  10. I'm about 70% done with this mod and will need to add 2 more dungeons and finish the remaining ones already put in, also to add aesthetic touches, quests, and scripts. If anyone has extensive knowledge on scripting please respond http://www.youtube.com/watch?v=lMux6g1JI34
  11. Also could I get help with this script? I want to make it so when I enter the trigger, npcs spawn and then they STOP spawning without leaving the trigger, also to pass onto the next stage of the quest. The current issue is that waves of enemies keep spawning.
  12. Ok thanks for the replies, i'm trying to make a script now that makes people attack a certain position after speaking to someone and from proceeding from the last point in the quest.
  13. Now the NPC that starts the quest isn't opening with dialogue, even after generating the .SEQ file. I think that my script negates all the previous stages in the quest and that it only starts when i reach the trigger. How would I make it so that this trigger only starts or appears at stage 10?
  14. Also, for whatever sound file you want to use. Extract it from the skyrim BSAs or convert an existing soundfile to the .WAV format and place it in the skyrim/data/sound/FX folder. Then navigate to the audio folder in the object window in CK and attribute the extracted audio file to the sound objects with the green boxes, make sure to make a new one. To use the sound in your cell/level, create a sound marker and link it to the sound object.
  15. Nevermind I seem to have gotten it to work now. For anyone that's interested. Obviously you will replace where I put my custom quest names and sound IDs.
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