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razorkid10
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Posts posted by razorkid10
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What exactly do you need done?
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.
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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.
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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/? -
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.
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Anyone needing the spike.esm look here.
http://www.mediafire.com/download/ti9a8n00a0y0kp2/SPIKE.esm
Extract to skyrim/data in the steam folder.
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There is a man outside markarth, next to the carriage that will take you to the new region.
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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.- 2
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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
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Also could I get help with this script?
Scriptname reddawnassault extends ObjectReference
import game
import debug
Quest Property arnimareddawnquestbug Auto
Int Property StageToSet Auto
int property prereqStageOPT = -1 auto
Sound Property arnimacityalarm Auto
ActorBase property myNPC auto
ObjectReference property SpawnPlace auto
ActorBase property myNPC2 auto
bool property disableWhenDone = true auto
bool property doOnce = True auto
auto STATE waitingForPlayer
Event OnTriggerEnter(ObjectReference akActionRef)
if akactionref == getPlayer() as actor
; check to see if a pre-req stage was specificed and if it's been met
if prereqStageOPT == -1 || arnimareddawnquestbug.getStageDone(prereqStageOPT) == 1
; Start the quest just in case it isn't already running.
if arnimareddawnquestbug.isRunning() == FALSE
bool check = arnimareddawnquestbug.start()
; do a quick check in case the quest could not be started
if !check
; debug.trace("ERROR: "+arnimareddawnquestbug+" not started by "+self)
endif
endif
arnimareddawnquestbug.SetObjectiveDisplayed(30)
arnimareddawnquestbug.SetStage(30)
SpawnPlace.PlaceActorAtMe(myNPC, 2).StartCombat(Game.GetPlayer())
SpawnPlace.PlaceActorAtMe(myNPC, 2).StartCombat(Game.GetPlayer())
SpawnPlace.PlaceActorAtMe(myNPC, 2).StartCombat(Game.GetPlayer())
SpawnPlace.PlaceActorAtMe(myNPC, 2).StartCombat(Game.GetPlayer())
SpawnPlace.PlaceActorAtMe(myNPC2, 2).StartCombat(Game.GetPlayer())
SpawnPlace.PlaceActorAtMe(myNPC2, 2).StartCombat(Game.GetPlayer())
SpawnPlace.PlaceActorAtMe(myNPC2, 2).StartCombat(Game.GetPlayer())
Endif
EndEvent
endSTATE
STATE hasBeenTriggered
; this is an empty state.
endSTATEI 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.
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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.
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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?
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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.
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Nevermind I seem to have gotten it to work now. For anyone that's interested.
ScriptName examplescript Extends ObjectReference
Quest Property arnimareddawnquestbug Auto
Int Property StageToSet AutoSound Property [iNSERT SOUND FILE ID] Auto
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == Game.GetPlayer()
arnimareddawnquestbug.SetStage(20)
int instanceID = arnimacityalarm.play(self)
Sound.SetInstanceVolume(instanceID, 0.5)
EndIfEndEvent
Obviously you will replace where I put my custom quest names and sound IDs.
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Ok I got this base script to work, sorry If i've caused any confusion, i'm trying to make an edit with the sound file now.
ScriptName examplescript Extends ObjectReference
Quest Property arnimareddawnquestbug Auto
Int Property StageToSet Auto
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == Game.GetPlayer()
arnimareddawnquestbug.SetStage(20)
int instanceID = arnimacityalarm.play(self)
Sound.SetInstanceVolume(instanceID, 0.5)
EndIfThe compile errors.
Starting 1 compile threads for 1 files...
Compiling "examplescript"...
D:\Program Files (x86)\steamapps\common\skyrim\Data\Scripts\Source\temp\examplescript.psc(9,19): variable arnimacityalarm is undefined
D:\Program Files (x86)\steamapps\common\skyrim\Data\Scripts\Source\temp\examplescript.psc(9,35): none is not a known user-defined type
D:\Program Files (x86)\steamapps\common\skyrim\Data\Scripts\Source\temp\examplescript.psc(9,6): type mismatch while assigning to a int (cast missing or types unrelated)
No output generated for examplescript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on examplescript
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Well I've tried making the basic script so that the quest proceeds onto the next stage when the trigger is entered.
Scriptname arnimaredguardscript1 extends ObjectReference
Quest Property arnimareddawnquestbug Auto
Int Property StageToSet Auto
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == Game.GetPlayer()
arnimareddawnquestbug.SetStage(20)
EndIf
EndEvent
But the compilation is failing, I'm very new with scripting so tell me what obvious elements i'm missing. The name of the quest is arnimareddawnquestbug, the name of the trigger in the reference editor ID is reddawnquestbox.
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I've been trying to wrap my head around how I could get the player to activate the next part of a quest by entering a trigger box, i'm new to scripting and the language is very alien to me.
I would like for the player to enter the trigger box, and then a sound plays, while also proceeding onto the next part of the quest.
I know this would be for the trigger box?
Quote
Scriptname MyTriggerBoxScript extends ObjectReference
Quest Property MyQuest Auto
Int Property StageToSet Auto
Event OnTriggerEnter(ObjectReference akActionRef)
If akActionRef == Game.GetPlayer()
MyQuest.SetStage(StageToSet)
EndIf
EndEventand this for the play sound
Quote
int instanceID = mySFX.play(self) ; play mySFX sound from my self
Sound.SetInstanceVolume(instanceID, 0.5) ; play at half volumeBut not sure how to compile them both for the desired effect.
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For 2 days i've been having constant problems regarding the LOD. First was when I generated landscape LOD from Oscape, making the mountain LOD turn to purple, indicating a missing texture. After some narrowing down I solved the issue by manually copying the texture files from the source/TGAtextures/worldspace unto the worldspace textures in the DATA directory.
Now the issue is that I have random black strips and cells missing LOD texture.
If someone could please give some advice on how to solve this.
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I'm developing a new mod set in high rock, with the world scape 95% done, and the city almost complete. I will need people who have a keen appreciation for aesthetics to fill the world, or add any additions they deem necessary.
Also what are needed: Scripter/Modeller
To know more details about the mod and to get an understanding of mood that is on focus. Please contact me on my alternate e-mail:
Will generate landscape LOD in the next 2 days. Then the aesthetics and quests will take priority after. Navmesh should be done within 3 days, NPCs shorter.
If anyone knows how I could properly reskin a giant to make him look like an orc, please contact me. I have 3dsmax but have only used it for animation purposes.
Version 1.0 of worldspace mod "Beyond Reach" released.
in Skyrim Mods
Posted
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.