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BootySweat

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Posts posted by BootySweat

  1. 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.

  2. 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?

  3. 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 )

  4. Thank you very much Booty! :flower:

    I never thought it could be that complicated to get the game hour in Skyrim. :huh: 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.

    • Upvote 1
  5. 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"?

  6. 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
    
    
    

    • Upvote 1
  7. 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.

  8. 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?

  9. 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.

  10. 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!

  11. 4Vm4F.png

    TESAlliance Download Link

    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

    *******************************

    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.

  12. 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!

  13. 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.

  14. 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?"

    Source: http://xbox360.ign.com/articles/118/1186214p1.html

  15. 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.

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