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jahnarae

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  1. A large hulking stone that glows red magicka that is placed in a house, maybe Marcarth. It needs to closely resemble its morrowind counterpart but updated texture.
  2. I have added the Morrowloot items, thanks. the ones im asking for that are in morrowloot have incorrect textures.
  3. I'm building a collection of mods that add past artifacts to skyrim Elder Scrolls Artifact Collection and many artifacts are still currently unavailable. Is there anyone who has or would like to make an artifact mod? Please make the weapons look like the original. Needed Weapons: Staves: -Staff of Sheogorath -Hrormir's Icestaff -Staff of the Everscamp -Staff of Indarys -Crosier of St. Llothis -Staff of Hasedoki -Staff of Worms Swords: -Blackwater Blade -Debaser -Rugdumph's Sword -Thornblade -Witsplinter -Hopesfire -Trueflame -Daedric Crescent (I know its been done but doesn't look that great) -Shadowrend Maces: -Mace of Slurring Spears: -Spear of Bitter Mercy -Spearof the Hunter Axes: -Cleaver of St. Felms -Wings of the Queen of Bats Hammers: -Sunder -Skull Crusher
  4. This is my Scriptname BootsofSpringheelJak extends ObjectReference Event OnEquip(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().AddPerk(SpringheelJakPerk) endif endEvent Event OnUnequip(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer().RemovePerk(SpringheelJakPerk) endif endEvent but the scripter says that variable SpringheelJakPerk is undefined how do i fix this?
  5. Thanks. I was just doing what i could get from tutorials. I don't know how the { } got in the script. Must have added itself when i saved it.
  6. I am trying to make a skyrim version of the Boots of Springheel Jak and my papyrus skills are too novice for this task. The idea is for the boots to activate a perk when equipped and remove the perk when unequipped Here is my script that i have made based on web tutorials: Scriptname BootsofSpringheelJak extends ObjectReference {Scriptname BootsofSpringheelJak Event OnEquip(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer()akActor.AddPerk(SpringheelJakPerk) endif endEvent Event OnUnequip(Actor akActor) If (akActor == Game.GetPlayer()) Game.GetPlayer()akActor.RemovePerk(SpringheelJakPerk) endif endEvent} Can somebody please correct the script so it adds the script when the item is equipped?
  7. As everyone knows, many artifacts from previous games have not been included in Skyrim. Some for Lore reasons like Umbra, but others for no reason at all. That is why I have begun searching for and organizing all skyrim mods that add these forgotten artifacts into the game, whether by lore-friendly ways or not. Though many artifact mods have been made, they barely scratch the surface. This is an offer to anyone who has made, is making, or plans to make an artifact mod. If it looks like the original and has the same enchantment, e.i. canon, you can contact me and I will have your mod added to the ever growing list. List found here: http://skyrim.nexusmods.com/mods/19704
  8. I am making a mod for F:NV using the mothership from Zeta and i need the script for the Mothership destruction at the end of the add-on. If someone could use the GECK to find the script and post it, that would be great.
  9. the problem is it's a partial duplicate of Big MT and so i need to use it's land data or else the ground is messed up ei: giant holes in the world space. But when i do use the data, it floods the world space.
  10. @rotarydanimal Your idea worked! You were also right about the no swim effect, but i put collision markers around the catwalk so you can't enter the area until the room is drained. P.S. Is there a way to move a world space's water level? I need to drain a world space as well, but i don't know if its water can be affected like placeable water
  11. It didn't work. I added an X Marker to the cell way below the room and made a MoveTo script that should've moved the water. It moved the surface so i couldn't see the water but my character still acted like there was water there.
  12. That's a good idea. I'll look up the scripts for object movement. Now the question is can i do that to world space water, because i have a mini world space that uses parent land data but it floods for some reason.
  13. I have made a small area that starts out flooded, and i used a computer terminal to disable the water. The problem is when the water is disabled, it still acts as if you still go underwater. How do i disable the actual underwater effects? The surface is gone, but my character starts swimming when i go were it used to be.
  14. I've been trying to get the same effect as when the lone wanderer gets captured by the enclave after getting the GECK in FO3. This is what i have so far, but the effects don't go off correctly. Does anyone have a good capture script i can cut and paste my effects into? Thanks.
  15. Is there a console command or script to disable water in a world space? Is there a script to make a working monorail like in Broken Steel?
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