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Posts posted by BootySweat
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If you are able to set up an imagespace that looks the way you want, you can simply right click on the cell in Cell View window (if it's interior cell) and change the imagespace to match the one you created.
I think there are a few more options with the imagespace modifiers (imods), like double vision, so if you need to use one of these, you might need to make a script that activates the imod when the player enters a triggerbox.
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and even if I get it right, how do I attach it to an area?
Is it something that happens after a scripted event, or is the cell always going to look like this?
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which mods?
EDIT: I think a couple of these simply use the vanilla sleeping tree sap imod (dunSleepingTreeDruggedAlch magic effect, which uses dunSleepingTreeCampISMD)
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I don't know 100%, but I think you only need to worry about the containers. Just make sure they are not set to respawn.
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You might try boosting the DOF Blur Radius and DOF strength, also try setting DoubleVision Strength somewhere around 0.15 - 0.25 or so.
I've seen a somewhat similar effect in a couple of mods that add blurry vision after drinking.
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I could NEVER edit those fields in the CK without corrupting my mod beyond any recognition! And it would totally lock up my computer where I would have to pull the power plug to get it to reset.
Even the very first time when you change it from "Created by DEFAULT" to "Created by WillieSea"?
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Woohoo, thanks Tamira, it works!
You are the best!
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Oh my goodness, that's perfect, Tamira! Thank you so much, this is exactly what I was attempting. Having some trouble figuring out what I did wrong.
Here is a link to the .nif file I made, which should have the NiBillboard branch removed as well as the Candles01_g.dds and BSLightingShaderPropertyFloatControllers removed. For some reason when I load this one in the Creation Kit, the candles are still glowing
Do you have a suggestion for a good way to compare all the details of two different .nif files, perhaps that would help me to determine what I missed?
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Just use "remove" on the FloatControllers, so you don't accidentaly remove the BSShaderTextureSet that belongs to the real BSLightingShaderProperty. There might end up with a couple of oddball nodes at the bottom of the list, then you can just "remove" those as well.
For the texture, no right-clicking ... double click and backspace to delete that particular texture.
Thanks very much for clarifying this part, Hanaisse, and thanks to both of you for your help! Unfortunately, I can't figure out why the dang candles are still glowing in the creation kit render window.
This is my first time using NifSkope, so I wonder if I am saving the .nif file incorrectly, or perhaps missing a step in order to import it into the CK?
1. I extracted Skyrim - Meshes.bsa to my desktop.
2. Made a set of nested folders which are identical to the Skyrim - Meshes.bsa extracted folder structure ( C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls ).
3. Opened up NifSkope and loaded the vanilla NorCatHallSm1Way01.nif file from the extracted Skyrim - Meshes.bsa on my desktop.
4. Performed the changes as directed above, removed NiBillboard node branches, Candles01_g.dds textures, BSLightingShaderPropertyFloatControllers.
5. Clicked "Save As" to save the new mesh "test5_NorCatHallSm1Way01.nif" into C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls
6. Opened Creation Kit with Skyrim as a master and no active plugin.
7. Duplicated the NorCatHallSm1Way01 static object, renamed it "test_NorCatHallSm1Way01" and then opened and clicked "Edit" to change the model to "test5_NorCatHallSm1Way01.nif"
8. Dragged the new static into the render window, and it looks the same as the vanilla static. (link )
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Thank you very much Booty!
I never thought it could be that complicated to get the game hour in Skyrim. Again we see that modding for Oblivion had been so much easier.
I added the script now to a parent light and it works fine.
My intention is to replace the "on" lights as well as the flickering, glowing candles and torches with "off" objects during daytime as it makes more sense. Now I only have to make off-versions of the lantern and glazed candles, which will be easy in NifSkope.
Edit: Done. All works fine!
Thanks again!
Yes, it did seem a bit overly complicated. I wonder if there is a more simple way to do this, perhaps with GetSunPositionX?
In any case, glad to hear it's working OK.
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Along with removing the Billboard nodes (you should right click - Block - Remove Branch so no garbage is left behind) you'll want to look under 29 NiNode at the 3 BSLODTriShapes there. These are the candles. Go through the BSShaderTextureSet for each one and remove the Candles01_g.dds texture.
You could probably remove the BSLightingShaderPropertyFloatControllers too. They control the candle flickering, so won't be necessary if the candles are off.
Great to hear, thanks very much for clarifying this. Quick question, when I right-click on the Candles01_g.dds texture within BSShaderTextureSet, I can select Texture -> Choose, File Offset or Block -> Convert. Is there something else I need to do in order to remove this texture?
Also, when removing the BSLightingShaderPropertyFloatControllers, do I remove the branch in that case, or only "remove"?
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I'm also a scripting noob; however, I found an example script on the wiki which seems to do exactly what you need. It appears that in Skyrim the way to check the current time of day requires getting the total game time passed since Helgen and then subtracting the total game days.
ScriptName TimedLightSwitch extends ObjectReference {Controls a set of lights with a master enable parent marker with this script attached to turn on and off at the times of the day specified by the properties LightsOffTime and LightsOnTime} float Property LightsOffTime = 7.0 auto {The time at which lights should be turned off} float Property LightsOnTime = 18.0 auto {The time at which lights should be turned on} float Function GetCurrentHourOfDay() global {Returns the current time of day in hours since midnight} float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bit Time *= 24 ; Convert from fraction of a day to number of hours Return Time EndFunction Function RegisterForSingleUpdateGameTimeAt(float GameTime) {Registers for a single UpdateGameTime event at the next occurrence of the specified GameTime (in hours since midnight)} float CurrentTime = GetCurrentHourOfDay() If (GameTime < CurrentTime) GameTime += 24 EndIf RegisterForSingleUpdateGameTime(GameTime - CurrentTime) EndFunction Event OnInit() If (GetCurrentHourOfDay() > LightsOffTime) GoToState("LightsOff") Else GoToState("LightsOn") EndIf EndEvent State LightsOff Event onbeginState() Disable() RegisterForSingleUpdateGameTimeAt(LightsOnTime) EndEvent Event OnUpdateGameTime() GoToState("LightsOn") EndEvent EndState State LightsOn Event onbeginState() Enable() RegisterForSingleUpdateGameTimeAt(LightsOffTime) EndEvent Event OnUpdateGameTime() GoToState("LightsOff") EndEvent EndState
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I suppose you want the candles to be "off"? If so, delete the complete billboard nodes. The glow should have gone then.
Awesome, thank you so much, Tamira, will try this.
EDIT: I tried deleting the billboard nodes, by rightclicking on the node, selecting Block -> Remove. This appeared to remove the complete billboard nodes; however, in the render window the mesh still looks identical to the vanilla version ( link )
Is there perhaps a different method I should use to delete the nodes? Or am I not loading this in the creation kit correctly? I tried saving a new plugin file, exiting Creation Kit and restarting, but the new mesh looks identical to vanilla, with the same candle glow.
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I've been working on making some new versions of each of the Nordic Catacombs kit models where the candles are not glowing.
When I opened one of these kit pieces "NorCatHallSm1way01.nif" in NifSkope, I noticed three NiBillboard nodes, and each had a BSEffectShaderProperty sub-node with Emissive color #806d437f, which I thought represented the color of the candlelight glow.
Here is what it looks like inside NifSkope: http://i.imgur.com/qhOeD.jpg
I first tried adjusting the emissive colors to black (#000000ff) for the BSEffectShaderProperty sub-node. Tested this by launching Creation Kit without any active plugin file, creating a duplicate NorCatHallSm1way01 base object and changing the model to the new custom .nif. The result was that the candles were still glowing and the model looked the same as the vanilla version.
I tried a second time, by completely removing the three BSEffectShaderProperty sub-nodes. I tested this the same way and got the same result (looked identical to vanilla version).
Am I doing something wrong in NifSkope, or am I missing a step when attempting to test in the Creation Kit? For example, do I need to save my plugin or exit and restart Creation Kit before the new models appear?
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Two new quests have been added, A Trace of Aetherium and Synearil's Legacy.
These quests make it possible to craft the Dovah Mir, a magical talisman you can give to your follower to protect them from being harmed by player shouts, including Storm Call and Ice Form.
In addition to the quests, here is a list of other changes for version 1.1:
- Third word of Ice Form has been enhanced with an AoE Ice Form Blast
- Fire Breath fixed so the VFX imagespace is appropriate for fire
- First word of Fire Breath and Frost Breath damaged reduced slightly
- Unrelenting Force damage reduced to vanilla (but force is more powerful for third word)
- Third word Dismay has new visual effect
- Third word Throw Voice summons decoy and allows player to remain undetected
Many thanks to B1gBadDaddy, Herko_ter_Horst, hellay-fr, Irfeir and Black RL for your help with this update! And extra special thanks to Chesko, who suggested the idea of the Dovah Mir talisman.
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I'm adding a craftable amulet which will protect followers from the harmful effects of shouts.
I'd like to include the following in-game book which explains the history of this amulet:
Any particular feedback on this draft version of the book or suggestions for improvement would be greatly appreciated!
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Currently working on version 1.0 with a couple of potential changes as follows:
1. Reduce Unrelenting Force Damage
2. Make third word of Ice Form expand in a circle from the player, Area of Effect damage and freezing enemies with a cool visual effect.
3. Add knockdown effect for the third word of Whirlwind Sprint, so you knockdown any enemies in your path while you are sprinting.
4. Add additional summoned woodland creatures to third level of Animal Allegiance
5. Make summons location sensitive, so if you are in a snowy area, different creatures will appear compared to a wooded area, etc.
6. Craftable ring you can give your followers so they are immune to Storm Call
Please let me know if anyone has feedback on these possible changes and any additional suggestions you guys might have.
Thank you all for subscribing to Shout-Tastic!
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I need a magic ritual altar or ritual chamber that looks different from the enchanting altar.
I was planning to use the mesh for the Atronach Forge and alter it a bit. However, something unique would be much more fun!
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The goal of this mod is to enhance the fun and usefulness of some of the less popular dragon shouts. The damage dealt by Fire Breath and Frost Breath has been significantly increased, and many of the shouts have been tweaked in various ways. Now you can engage in a battle of the Thu'um with the deadliest dragons of Skyrim.
In particular, it seemed if the player goes through the effort to find and unlock the third word of any dragon shout, it should be both fun and useful. Accordingly, the third words of shouts such as Kyne's Peace, Aura Whisper, Dismay, Elemental Fury and Throw Voice include new secondary effects, such as a summoned decoy at the target location for Throw Voice and a boost to Sneak and Pickpocket for the third word of Aura Whisper.
This is still a work in progress, and your assistance in providing any feedback regarding the balance of the enhanced shouts would be greatly appreciated.
This mod is also available on
Steam Workshop: http://steamcommunit...ls/?id=91838362
Skyrim Nexus: http://skyrim.nexusmods.com/mods/23137
****************************************************************************************
Please see below an outline of all of the changes included in this mod.
****************************************************************************************
ANIMAL ALLEGIANCE
First Word:
Radius: 75ft → 150ft
Duration: 30s → 30s
Cooldown: 50s → 35s
Max Level: 20 → 15
Second Word:
Radius: 150ft → 250ft
Duration: 45s→ 60s
Cooldown: 60s → 45s
Max Level: 20 → 30
Third Word:
Radius: 250ft → 350ft
Duration:45s→ 100s
Cooldown: 70s → 60s
Max Level: 20 → 70
Added: The power of the Thu'um summons mighty beasts of the forest to aid the Dragonborn.
*****************************************
AURA WHISPER
First Word:
Interior Radius: 300ft → 200ft
Exterior Radius: 500ft→ 350ft
Duration: 10s → 15s
Cooldown: 30s → 20s
Second Word:
Interior Radius: 300ft → 300ft
Exterior Radius: 500ft→ 500ft
Duration: 20s→ 30s
Cooldown: 40s → 30s
Third Word:
Interior Radius: 300ft → 350ft
Exterior Radius: 500ft→ 500ft
Duration:30s→ 100s
Cooldown: 50s → 40s
Added: The Aura Whisper Thu'um enhances the Dragonborn's Sneak and Pickpocket skills.
*********************************
BECOME ETHEREAL
First Word
Cooldown: 20s → 20s
Duration: 8s → 10s
Second Word
Cooldown: 30s → 25s
Max Level: 13 → 15
Third Word:
Cooldown: 40s → 30s
Max Level: 18 → 25
********************************
CALL DRAGON
Cooldown: 300s → 100s
********************************
CALL OF VALOR
Duration 60s → 120s
Range 100ft → 200ft
Cooldown: 180s → 120s
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CLEAR SKIES
(No changes.)
*******************************
DISARM:
First Word
Cooldown: 30s → 15s
Max Level: 12 → 20
Second Word
Cooldown: 35s → 20s
Max Level: 20 → 30
Third Word:
Cooldown: 40s → 25s
Max Level: 30 → 49
******************************
DISMAY
First Word
Cooldown: 40s → 15s
Max Level: 7 → 20
Duration 30s → 30s
Second Word
Cooldown: 45s → 20s
Max Level: 15 → 30
Duration 30s → 30s
Third Word:
Cooldown: 50s → 25s
Max Level: 24 → 50
Duration 30s → 40s
Added: The Dismay shout is so forceful that even undead flee in fear.
*******************************
DRAGONREND
(No changes.)
*******************************
ELEMENTAL FURY:
First Word
Cooldown: 30s → 15s
Second Word
Cooldown: 40s → 20s
Third Word:
Cooldown: 50s → 25s
Added: The power of the Elemental Fury shout improves the Dragonborn's One Handed and Two Handed skills.
*******************************
FIRE BREATH
First Word
Damage: 50/s for 1 sec → 60/s for 3s
Cooldown: 30s → 20s
Stagger Push: 0.05 → 0.25
Second Word
Damage: 70/s for 1 sec → 70/s for 3 sec
Cooldown: 50s → 35s
Stagger Push: 0.50 → 1.25
Third Word:
Damage: 90/s for 1s → 100/s for 6s
Cooldown: 100s → 50s
Stagger Push: 1.00 → 1.50
*************************************
FROST BREATH:
First Word:
Damage: 10/s for 5s → 25/s for 5s
Cooldown: 30s → 15s
Stagger Push: 0.05 → 0.25
Slow SpeedMult 50 → 50
Second Word:
Damage: 14/s for 5s → 25/s for 8s
Cooldown: 50s → 25s
Stagger Push: 0.50 → 1.00
Slow SpeedMult 50 → 75
Third Word:
Damage: 18/s for 5s → 50/s for 8s
Cooldown: 100s → 40s
Stagger Push: 1.00 → 1.50
Slow SpeedMult 100 → 175
***********************************
ICE FORM:
First Word:
Damage: 2/s for 15s → 5/s for 15s
Cooldown: 60s → 35s
Paralysis Duration: 15s
Second Word:
Damage: 2/s for 30s → 5/s for 30s
Cooldown: 90s → 45s
Paralysis Duration: 30s
Third Word:
Damage: 2/s for 60s → 7/s for 50s
Cooldown: 120s → 60s
Paralysis Duration: 50s
***************************************
KYNE'S PEACE:
First Word:
Radius: 75ft → 150ft
Max Lvl: 20 → 20
Duration: 60s → 80
Cooldown 40s → 20s
Second Word:
Radius: 150ft → 250ft
Max Lvl: 20 → 30
Duration: 120s → 120
Cooldown 50s → 25s
Third Word:
Radius: 250ft → 350ft
Max Lvl: 20 → 49
Duration: 180s → 180s
Cooldown 60s → 35s
Added: The Dragonborn's words of peace calm not only the beasts of Skyrim, but even the most hostile people.
***********************************
MARKED FOR DEATH:
(No changes.)
***********************************
SLOW TIME:
First Word:
Duration 8s → 8s
Cooldown: 30s → 30s
Second Word:
Duration 12s → 15s
Cooldown: 45s → 40s
Third Word:
Duration 16s → 25s
Cooldown: 60s → 50s
*************************************
STORM CALL:
First Word:
Cooldown: 300s → 200s
Range: 100ft → 100ft
Damage 40 → 50
Second Word:
Cooldown: 480s → 300s
Range: 100ft → 150ft
Damage 60 → 70
Third Word:
Cooldown: 600s → 400s
Range: 150ft → 250ft
Damage 80 → 100
*************************************
THROW VOICE:
First Word:
Cooldown: 20s → 20s
Range: 250ft → 250ft
Second Word:
Cooldown: 15s → 10s
Range: 250ft → 250ft
Third Word:
Cooldown: 10s → 20s
Range: 250ft → 350ft
Added: The Dragonborn's stealthy whisper summons a decoy to distract enemies.
*********************************
UNRELENTING FORCE:
First Word:
Cooldown: 15s → 15s
Damage 2 → 15
Force Weak: 0.75 → 0.75
Second Word:
Cooldown: 20s → 20s
Damage 5 → 40
Force Middle 1.25→ 1.25
Third Word:
Cooldown: 45s → 35s
Damage: 10 → 100
Force Strong: 1.50 → 2.00
Force Middle 1.50→ 2.00
*********************************
WHIRLWIND SPRINT:
First Word:
Cooldown: 20s → 15s
SprintEffect1 Magnitude 10.0 → 10.0
Second Word:
Cooldown: 25s → 20s
SprintEffect2 Magnitude: 10.0 → 15.0
Third Word:
Cooldown: 35s → 25s
SprintEffect3 Magnitude: 10.0 → 15.0
***************************************************
TESTING INFORMATION
**************************************************
The recommended way to enjoy this mod is by progressing naturally through the game and gradually collecting shouts in the course of exploring the world.
However, If you would like to help test the balance, you may add all the shouts instantly by:
1. type "psb" into the console (adds every dragon shout and every spell), and then
2. type "player.modav dragonsouls 99" (adds 99 dragon souls), and you can unlock any shouts you wish to test.
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Where, precisely, are you running into the insane load times? With a ton of mods, the initial logo screen sits there for quite some time before anything happens. In-game load times though don't seem to be affected, even when transitioning from one large cell to another.
You could also be running into OBGE shaders compiling themselves at startup and during save game loads. IIRC, updating to OBGEv3 will solve that in that the shader compiling only needs to be done once.
It's not a problem going from interior to exterior cells. (although it's longer than vanilla version, which was almost nonexistent)
The problem is starting the game and reloading after dying. It takes around 30 seconds to start the game and 20 - 30 seconds each time I die. In the vanilla version these took only a few seconds at most.
It may not sound like a lot, but I'm using FCOM, Duke Patricks at around 75% on the difficulty slider and I die very frequently, which I enjoy, but I would like to optimize my install if possible, to reduce these loading times.
and great tip about upgrading to OBGEv3 - I didn't even realize there was a v3!
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I'm not exactly sure how compressed OMOD files work, but my load times have suffered a great deal after installling a crapload of mods.
OBGEv2 seemed to be a significant culprit, and after removing some shaders from the .ini file, my load times improved significantly.
Now, I'm about to install some new mods and I'm wondering if using OMODs slows down load times by creating a new compressed archive file that must be extracted each time I run the game.
What is the best route to take to reduce load times? Should I go back and extract some OMOD files that I already have installed? (Currently using Wrye Bash, FCOM, OBSE and quite a few other mods.)
As for my hardware, my primary drive is a set of dual Intel X18 SSDs in Raid0, which is lightning fast (about double the read/write speeds of a single SSD). With vanilla Oblivion, load times were almost nonexistent. After installing lots of mods, I have to wait as long as roughly 30 seconds when starting the game and around 15-20 seconds to reload after dying.
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I believe one of the articles stated that this start was tailored specifically to the demo.
Yes, it seems the QuakeCon demo started about 30 minutes after the point where you start the game.
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Where do you think it is?
and what kind of mystery lies behind it?
This is a location mentioned in the IGN walkthrough of a 60-minute hands on demo of Skyrim at Quake-Con.
We know that it is near a "frigid" pond in a rocky area, and it is relatively near Falkreath, the only town the author visited during his 60-minute demo.
Perhaps he's referring to the lake in the center of Falkreath Hold, roughly equidistant from Oakwood, Falkreath City, and North Keep.
"at other times I wound up discovering the bizarre and unexpected. Take for example the black door adorned with a skull I found near a frigid pond in a rocky recess. When I approached the subdued soundtrack of a tranquil forest was joined by a faint, menacing drum beat. The door spoke to me in an otherworldly whisper while shimmering faintly, and asked if I knew the music of life. I ran through the conversation tree to exhaust all options, answering drums, screaming, some kind of choir. The door promptly declared me to be unworthy and refused to open. I don't know what the correct course of action was, but knowing that oddities like this exist in Skyrim is just as exciting as the knowledge that I'll eventually be able to fight dragons."What do you think is the answer to the question:
"What is the music of life?" -
Shame they couldn't take a route like they did in Fallout, where they imply your character has a life?
LOL that would actually be a pretty funny mod - to recreate the FO3 vault origin in Skyrim.
Maybe you are growing up in a huge underground Dwemer or Falmer ruin - a cave with some Dwemer who sealed themselves off from the Nords for hundreds of years, then you decide to leave to search for your father, who was trying to find a new source of fresh water for the Dwemer.
[SKY] Triggering the correct greeting from an NPC
in Study Hall
Posted
Are they both the same quest stage, or is there a way to make it a different stage when the player has the bow in inventory? (for example, quest stage changes when player picks up or drops the bow http://www.creationkit.com/Complete_Example_Scripts#A_Quest_item_you_can_drop_and_pick_up_again_and_set_or_reset_objectives_and_Stages. )