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Ragna_Rok

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Everything posted by Ragna_Rok

  1. ... why no more questions?
  2. afaik (and im quite a bloody rookie on scripts) it would just require the quest to trigger the npcs to move from one pre-defined marker to the next while doing a certain animation when at the marker... besides the classes here on tesalliance i know that also "matthiaswagg" on darkcreations.org teaches scripting, though i think his classes are filled with "beyond skyrim" folks for now. i offer you to share knowledge, because i had something similar in mind for a smaller orc-stronghold for my longterm project "Rise of the Orcs", so when i figure this out before you i will let you know how i did that
  3. btw, please dont change the area directly next to "lakeview mansion" ... i know that awesome mods exist for this place, but there is one thing i love especially at my house, and this is the occasional "sniping the necromancer from my porch" and youre right, hearthfire is a "must have". best of luck to your project
  4. that kinda sounds like an awesome mix, also including some stuff like "helgen reborn" my 2 cents: one of reasons why helgen reborn is awesome to me is the way the "building houses n stuff" is realized. i would highly recommend you check this mod out (nexus and other sites). the approach is simple, yet extremely awesome, during quests he places npc's with in-game-animations around helgen, that later become citizens there. so for example, when you have completed a quest, couple of "workers" are placed around helgen, that "mine" rocks, or have that "gardening" animations to repair the ground / make it fertile. those npcs stay there for a while (like an in-game-week), and after that they move on to the next boulder to crush and remove or plant a new batch of gardens. he also uses the "hit stuff with a hammer on the forge" animation and places them on half-finished buildings. i am not sure if i explained this right in english, i highly recommend you give "helgen reborn" a go. its much more immersive than "gimme 1000 gold" --> du-du-duuu! ... building magically appears.
  5. hey will na dann mal liebe grüsse und 'nen keks nach ösi-land /// well then greetings and a cookie to austria edit: make that 2 cookies... i remember when i first posted stuff here and also thought my browser would be broken
  6. .. this is basically how the story of folks that do shrooms ends
  7. Ragna_Rok

    Ryana

    awesome screenshot ... makes me wonder if thats still skyrim ... ps: stupid jokes ftw
  8. i really need my finals to be over and to have holidays... with the little time i got i just went for another attempt to sort this one out... result:
  9. oh, the smileys up above are "lord of the rings in a nutshell". first, we got dem warg scouts, getting wasted by not very heavy armored warriors that poke them a little, then gabba-gandalf does shrooms and stops the cops on his door to not find his secret stash (YOU SHALL NOT PASS!) then the riders of rohan ride in circles because gabba-gandals shared some stuff with them, and lastly after they come down they figure it could make sense to gear up and rip ye ole sauron a new cavity right after knockin on his door.
  10. movies this weekends mission: pick a day and watch the whole lord-of-the-rings-extended-edition in one session.
  11. hello *sigh* ... morrowind... same over here. i also used the game to learn english.it seemed a lot more intense in english than in german, most likely they fudged up the translation a little, happened a lot around that time. and no worries, i for myself love waffles welcome to tesa, and have some fun
  12. after my finals are over i will take a deep look at a couple of other mount-mods. hopefully i find one that is organized well. another idea i had is that i will try to set the wargs up as regular creatures (so without custom skeleton, just wolves) and see what happens. i still hope that some brilliant creature-modder pops in and points me the right way, i need to fix this before i create more wargs (the heavy armored ones). EDIT: Viltuska from DarkCreations just pointed me towards something that could solve it... its so obvious and stupid that i would have never checked it myself. just a couple of clicks, if it solves the issue, i will post here on what went wrong and how to fix it. shared knowledge is the best knowledge EDIT 2: okay, so the trouble seems to be not related to me adjusting the wargs size in the ck by scaling them there. dayum. EDIT 3: i messed around with the settings in the ck a little, but without a pro i think my best chance to find entries i wont need anymore is to set up the mod again from scratch ... i still hope for the creature-master to appear...
  13. whooooaaaa! looks like another awesome mod from you that i just cant wait for to be released
  14. i know that might shock some folks out there, but... i never played world of warcraft as such i have no clue how the gear you need looks like. before anyone asks, nope, i dont do requests. what i do instead is share most of my stuff. feel free to browse my mods here on tesalliance, and if you find something i made yummy and want to add it, contact me by pm here best of luck with your mod
  15. lovely only one option: you could use a regular bone instead of a wood stick to smack them onto the walls another cookie for skull-lights
  16. ooooh, skulls n bones! ... love that *gives a cookie* its on a waggon... does it move?
  17. hello folks im having some troubles with my warg-mounts. .. not really the wargs, more the related ck-entries. first, thank you darkrider for the cktutorial about the stable. that one helped out a lot with my warg-mounts, i know it was you who made it, its obviously on the screenshots i have finals, and thus am limited when it comes to spare-time for the next few weeks, and i thought id ask here. ive tried my best to figure out how the entries you have to make to get a mount / creature in-game work. but i am stuck. ive looked for... i have no clue how many tutorials. im simply stuck. the problem is simple: they work just as i want, except one thing. when i kill one of my wargs, the game crashes. i could not find any tutorial or help for that, another thing is that i tweaked the wolfs skeleton to make it mountable and have no clue if its maybe related to this... maybe deathanimations dont like custom skeletons? i have no clue, tried about 3 dozen changes on my testing version and am completely out of ideas for my defense, its the first time i mod creatures / living stuff, and for that im already happy that ive came that far without major problems. would anyone of you be interested to take a look at my file and maybe put me in the right directions or give me a clue / hint on what it could be? in general: i mostly use my signature "ragnarok" in the entries i make to find them quick, in case of the warg-mod, when loaded in the ck, it should be enough to go to section "all" and either look for "ragnarok" or "warg" to see every single entry ive made so far. the file is here on tesa: CLICK thx for your time, and i hope someone smarter than me reads this...
  18. usually modders state their permission-policy somewhere on the description of the release-site. if youre unsure i recommend asking the author before just taking stuff, on nexus thats an instant-ban. just saying
  19. sorry, didnt notice your comment until now. well, the "dragon chickens" are "bantam guars". another modder from DarkCreations (Humiliation) made them for "Beyond Skyrim", but he had some troubles to rig them. so i jumped in for my buddy (im also on DarkCreations and help occasionally out with stuff for "Beyond Skyrim"). to test them i used them as replacer. i liked them so much that i asked him if i could keep them as personal sneak-preview-goodie, he said yes, so ive got them i guess you wont find them in the webz yet.
  20. ooops, forgot one thing. im gonna mirror a couple of my files on darkcreations. guess i should add this to my perms, for safety reasons.
  21. Ragna_Rok

    Warg Mounts

    update: well, the reuploaded file has been removed from nexus, sniffothekhajiit got banned. dont know how, dont know why. former banned user? what user? usually the logs in nexus at least give a name, this sounds kinda strange from nexus mod perspective ... anyways, i cant say anything about that. sniffo is a guy ive met back on ll, ages ago, though his nick was a different there. well, at least the "removing" was not asked for, i am the only one that would have the right to do so as author, i didnt, and perms for sniffo were stated here, afaik the descriptions files and screenshots were taken from my releases here (which is exactly what i asked for in those mails in exchange for perms), for the agreements between me and sniffo lots of mails have been written. assuming that the mail-adress i sent them to is the same sniffo used to register on nexus, that should count as unquestionable proof for the perms. if anyone from the nexus moderation teams wants those mails to be sent to them (sniffo sent in an unban appeal i heard), just let me know. you can have the communication, its about one to two dozen mails, i have nothing to hide. its hard for me to believe that sniffo asked for removing. why would he do that? first the trouble of uploading, then he even makes a good job as support (which i didnt even ask for), and he takes the time to inform me about comments that lead to me fixing stuff. this makes no sense at all. on a further note i discovered another russian site, tes-game.ru, that steals mods in huge amounts, mainly they seem to yoink stuff from the nexus. at least they dont add virusses inside the files like that other russian nexus-copy. the thieves ignore any messages, after some research actually the 2 thieves ive figured out for now are "sub-admins" there... baaad manners, folks. not nice. btw, those folks are also too stupid to watch for updates of the mods they steal, all in all it seems like some ducks going for some quick bucks.
  22. update: well, the reuploaded file has been removed from nexus, but will be available on steam at another point.
  23. Ragna_Rok

    Warg Mounts

    sneak preview on version 2.1-stay-put: ... well, the name indicates it. its exactly the same mod, but i will put ai-packages on all 8 wargs that will make the warg stay wherever you dismount (after your first ride). i know theres an easy way that makes only THE PLAYERS horse stay put, and a more tricky way so that ALSO YOUR FOLLOWERS horses stay where they dismount them. of course i will go for the "also your follower horses stay put, like yours"-version. edit: ive just noticed another thing that i will redo. update wont be online before tomorrow.
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