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  1. There's a link to a strategy guide in the description.
  2. Also version 1.12 is out now. List of Changes: Door to Luminatory water elevator no longer slightly askew. Set minimum level for Wyrmstooth encounter zones to 10. Reduced Nighthunter's Locket value to make it easier to pickpocket. The Severed Leg can now be improved with Human Flesh. Some named Fort Valus staff can now be asked to follow you. Added a second elevator to Dimfrost. Faelor should now be able to enter buildings. Fixed spell absorption on Wyrmstooth's new conjuration spells. Reworked some portions of the Dimfrost sub dungeons. Goreduster can no longer can be sold or dropped.
  3. Like vanilla Skyrim, try sheathing your weapon.
  4. If anyone's interested I finally got around to making an official trailer for Wyrmstooth: http://www.youtube.com/watch?v=0Ucng2YKOKc I'm not exactly an After Effects guru though I must admit.
  5. I haven't looked specifically but if you open the CK with Dragonborn loaded it'll probably listed in the Story Manager. Just look for any DLC2 event nodes then look for something that mentions Ebony Warrior, there should be a level condition there.
  6. Removing mods like Wyrmstooth and Falskaar after playing through them would be like uninstalling official DLC; it's likely to destabilize your game. Neither Wyrmstooth nor Falskaar should adversely affect performance as they both take place in separate worldspaces outside of Skyrim, like Dragonborn.
  7. I'm still alive! Sorry, I was stuck under a Draugr and couldn't get out. I had to chew my way through piles of rotting flesh to finally find my freedom. Let's not mention the diarrhoea that followed. But no matter... Wyrmstooth 1.10 is here! A minor a release but still a release nonetheless. 1.10 adds ESM header stuff much like the Unofficial Skyrim Patches to solve a few engine-related problems such as floating rocks/grass, crashes in certain locations and performance issues. So if you haven't already go and grab Wyrmstooth. Like Frieza's ultimate form, this is most definitely going to be the final release of this mod. If you enjoy large quest mods/new land mods then you'll likely enjoy Wyrmstooth too.
  8. Just uploaded 1.9. Minor bugfix release; a few unusual papyrus issues solved with TES5Edit where script properties weren't displaying in the CK. Also some more performance tweaking in the Luminatory. More fixes listed in the readme file. I was going to make an .esm but it seems the CK has a few problems making a valid file from the Wyrmstooth.esp. I probably should've started with an esm to begin with but hey, you live and you learn. The idea of Wyrmstone and Brimestone gear has been axed; I think Wyrmstooth 1.9 scraped into Steam with only 1mb to spare this time so I can't fit in any more custom content. http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/dry.png There may be a 1.10 if any really serious issues are discovered. Other than that, I need a break.
  9. Just uploaded version 1.8. One more update planned to fix any remaining bugs.
  10. OK, here goes nothing: http://skyrim.nexusmods.com/mods/35670 Hope it doesn't kick up a stink.... (I couldn't help it)
  11. Just a quickie; I've made a silly mod just for shits and giggles (excuse the pun) that makes animals fart and drop turds intermittently and was wondering whether this mod would be deemed too offensive to post on the Nexus. Basically the poop can be used to make ingots, weapons, food, poisons and so on. There's also a whole complicated system that controls the frequency of pooping by analysing the state of the animal. It's mainly just for laughs but I'd rather not get myself banned because of the other mod I'm currently working on (Wyrmstooth). EDIT: OK, here goes: http://skyrim.nexusmods.com/mods/35670
  12. I believe dragons are supposed to be genderless, according to lore anyway. They have also 'always been', so to speak, and are never born which is why dragon eggs don't appear in the game.
  13. 1.6 has just been released, if anyone comes across any issues please post me a message here. The island has been significantly expanded on in this release including a new temperate forest section near the docks, a swamp section to the north past the wreck of the salty knave and a glacier section behind the barrow on the eastern side of the island. Additional easter eggs have been included as well as some hints on what a future questline may involve. Also included are fixes to common issues users have reported. Again, if you've played it and enjoyed it please endorse it to help spread the mod around so other players get to enjoy the adventure as well.
  14. Btw just a quick note for anyone receiving a trespass warning when trying to use a bed on the Red Wave after finishing the quest line. The script that switches the doors will still run when you activate the bed so you shouldn't have any problems returning back to Solitude from Wyrmstooth or vice versa. A fix for this issue should be coming in 1.6 and might be related to the fact that I scripted in an additional addtofaction command at the end of the questline for testing purposes and forgot to remove it ... (maybe!) If anyone has any additional feedback or suggestions for this mod, let me know.
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