Jump to content

Mebyon

Members
  • Posts

    7
  • Joined

  • Last visited

Nexus Mods Profile

About Mebyon

Profile Fields

  • Country
    Portugal

Mebyon's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. OK. Your silence is very eloquent. Not possible huh? Nice idea, I had even got as far as making 'Slippers', slip -> slippers, and the idea of coasting down the hill behind Rorickstead rather appealed. Off to find something easier to do....
  2. Here's a scenario to set the, um, scene. You're exploring a dwarven ruin. Down below you, on the ramp, is a Falmer. So, using your very expensive ebony bow and an only slightly less expensive ebony arrow you drop him. But, but, but, what's this? He's suddenly exuded a sort of grease and slid down and off the ramp taking your arrow with him. These things don't grow on trees you know. Well they do but you've still lost your arrow, Lead up to the question. I have no trouble walking up and down these ramps but dead bodies have no traction at all. I'm toying with the idea of a mod that would allow the player to slalom down the snow and ice-fields. Maybe a Cresta Run from the Throat of the World? But the 'player' has far too much traction for that to work without near-vertical slopes. The question itself! Is there any neat way to turn off or adjust the traction for the player? I have no clue about scripting so a Papyrus answer, which is what I'm expecting, won't do me much good. I'd be happy to do the grunt-work in designing the 'runs' if someone could help me with the traction problem. Maybe a pair of skis that the player could equip? Stand on a wooden platter would be easier as there's no 3d-Max work needed but then steering becomes a problem? Oh, I don't know, something will occur if I can get the slither sorted out.. Thanks in advance for any thoughts. Chris
  3. David Brasher produced a mod, Cart in Each Big Town 1_5 which was then taken up by InAComaDial999 which has all the makings of a really good mod. But... I just wish I had the skill to put it right. Could an expert have a look and tell me how I could make the all-important change which would make this mod totally brilliant. At the moment the destinations are a real nonsense! I once bewailed the fact that it was impossible to travel by carriage to Whiterun. (Sorry, plug for my Skyrim Coast Chart!) That's still true with this mod. I've drawn up a list of four destinations and prices for each cart to give us complete coverage of the Holds. It can easily be extended to cover those smaller towns as well. I'd love to do the grunt work on in the CK to make David's mod really useful. Can anybody help by showing me how?
  4. Ooops. Forget it. Already in hand: Look here
  5. No house available in Dawnstar? I'm a thane there, I'm absolutely loved by the population but I've go nowhere to hang my hat. Same goes for Winterhold. So I decided on a neat boat, The Slinking Skeever, which I'd take over. So far, so boring! What if... It can be driven to Solitude or Windhelm or even Winterhold? Quest to find brooms. Get them enchanted. Fix to bottom of the Skeever. Drive away. No driving through icebergs, and yes, there's a clear path! Carpentry skill? Or find a carpenter to tart it up for you? Build or pay for jetties which get marked on the map. Fast travel on land or sea to these? Slinking Skeever II. Twice the size, more brooms needed. Ice-breaker, so much for that pack-ice. Argh! I've only just started. That is I've only just started the CK, only just started thinking about what I need to learn, only just started to think what we can do with the boat and really only just started to think how do you sail/drive a boat in the game! Bit like riding a horse? What about Shadowmere the horse you get from the Thieves Guild; does it follow you by land? I'll press on with my re-sized LongBoat02, (no mast, goes under bridges!), but I need someone to shout, 'Hey, that's way cooool' and help me on the stormy seas ahead!
  6. Hah! Got it! Come back c:\Bethesda\Morrowind all is forgiven! Thanks for the blisteringly fast reply. Now to get that pesky lock open...
  7. You're going to think I'm a real idiot. OK. I'm a real idiot! :) The mod readme says: 1. Place 'lockpickingmenu.swf' and 'lockpickingmenu_settings.txt' in [skyrim installation folder]/Data/Interface 2. Change the settings in 'lockpickingmenu_settings.txt' to your liking. I've fallen at the first hurdle. Not in Users/Myname/My Games/Skyrim So where? Help
×
×
  • Create New...