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oldladyonthemoon

Elders
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Everything posted by oldladyonthemoon

  1. I suppose you tried an automatic translation: http://translate.google.com/translate?sl=ru&tl=en&js=n&prev=_t&hl=fr&ie=UTF-8&u=http%3A%2F%2Ftesall.ru%2Ffiles%2Ffile%2F4503-mivs-vampirism-overhaul%2F&act=url It seems quite understandable to me but there must be things in game that need reading, like books, letters?
  2. Ah! that kind of marker! I don't think you can handle them from the ck. What is it you want to do?
  3. Sorry, I'm not sure I understand what you want. Just drop the mapmarker in the location you created, give it the name of the place and that's it I think. Take a look at the mapmarkers that are already installed in the game.
  4. It's called mapmarker, in WorldObjects/Static.
  5. Players custom map marker? What do you mean?
  6. No, if mod A and mod B change a reward list, even if they don't modify the same thing in the list (yours changes the currency, mine changes the amount of the rewards), it's the last mod loaded that "wins", theoretically at least. Loading my mod after yours overrides your changes; loading it before yours, your mod override my changes. Our mods are incompatible with each other.
  7. In "knowns issues", you forgot "incompatible with any mod that changes the reward lists, quests about rewards, carriages and ferries fees, etc.".
  8. I play on ultra settings but, anyway, the coins don't show up in my inventory. I'm not using skyUI. See my pm.
  9. Looks good! I'm going to try it. Why are the ghosts naked?
  10. Well, you could upload it and have it tested on a full scale. I suppose you have tried it extensively so you probably know how it works. As far as I've noticed it's working fine. Users will report problems and you will be able to fix them by updating your mod. Mods that involve heavy scripting like yours cannot be perfect at once.
  11. Must I create a new character to use it. With such changes, I bet it'll be yes. Did you also change "gold" into "septims" in "the quest all beggars have" and in WERoad01 (Farmers refugees after dragon attack)?
  12. Well, if you changed "gold" into "septims", you changed the same line, even if you didn't change the amount, so there probably will be problems. I can give it a try though, just to confirm.
  13. Maybe but I don't want to use it. I don't think using it would make good testing conditions anyway.
  14. Because I modified Breezehome, I also modified the prices of its contents, so I guess this will screw that part in your mod. Beside this, I'm willing to test it. Edit: Err... I just remembered that I also modified all the "reward" lists, their amount being a lot too high for my taste, and the carriages and ferries fees, these ones being too low. Looks like testing your mod might give wrong results. Sorry...
  15. What error message do you get when you compile your script?
  16. What kind of body replacers? Do they come from a mod? Did you do them yourself?
  17. I think it's the tool that the op mentions in his first post.
  18. What exactly do you want to translate? If it's a mod, there is a way to make it compatible with the languages in with Skyrim already exists, althouth I don't know how it works.
  19. The idea is that the player see the streets of Bruma when he gets out of a house: interior-->exterior. That's about it. I'm sure this kind of tutorial would be helpful to modders but it's up to you. Thank you for caring anyway! If it proves too complicated to do, we'll simply have doors that show no animation when we activate them I suppose. Simplicity is not that bad after all. Thanks all for your help!
  20. It does! Thank you! I would need a tutorial about the part though! From a member of the project, I just learnt that there was a, quoting the author, "workaround in Oblivion that created a box with a screenshot of the interior (or exterior) that you could see through." Do you know anything about that? It seems a lot easier to do to as inexperienced modders as me...
  21. Built-in planes? But how do we see the landscape outside the door? ... Do you mean that the black plane is placed in the world at the same time we place the door? I haven't seen one near the Whiterun gate... About seeing inside, I've never noticed this, but... some cupboards have this effect. You open the door and you see the interior of the cupboard, just the interior, not the content. Yes, it was my first idea, but this is only for rooms that are near each other, not separated by loading screens. By the way, it's for the Beyond Skyrim project. The idea is showing the streets of Bruma when we leave a house.
  22. I don't know how it's called but I'd like to use this effect that allows you to have a glimpse at what's beyond a door when you open it, just before the loading screen launches. Does anyone know how I can do that? A tutorial would be welcome. Thank you!
  23. I don't think I've ever seen a mod that makes it sound louder... Anyway, the sound won't give you any clue about how to open the lock. Sorry for not being able to help more...
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