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KingsGambit

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  1. I had a suggestion for anyone with the know how in these strange days between the game's release and before we have a construction set. I unlocked the ability to add Ballistic Weaves to many outfits from Tinker Tom in the Railroad. Sadly not all outfits can be upgraded. In particular, the Vault Jumpsuit and the three BOS uniforms (orange, green, black officer). I was thinking it would be great to make these suitable for ballistic weaves, which at Lvl V, simply outclass everything else. There are also some other outfits, like Kellog's, Cage, etc, the full body armours. Having them be "weavable" would give them a practical use alongside their aesthetics, since even a woven dirty bathrobe outclasses them practically.
  2. I would dearly love to separate hold breath and favourites :\
  3. Thanks for these tips! The other thread had a couple of cool suggestions, but still hoping for any mod suggestions relating to those weapons, recommended armours, any other magic mods, companions and/or shapeshifting. Anyone tried any they've liked? I'm thinking illusion, conjuration and restoration will be the most appropriate spell schools, maybe destruction if there's some form of nature damage spells. Light armour or robes, alchemy and 2H weapons. Are there any fighting/melee staves, or are staves in the game only for magic?
  4. Hi all, asking for some mod advice as it's been a while since I last spent any significant amount of time on the site. The rate of mod-growth is too fast for anyone to keep up with so I'm hoping that my request will be seen by anyone who's either already tried something similar or knows what's out there. I'm planning to build a new top-end gaming PC in the next couple of months, since Intel Haswell and nVidia 7xx products are now out. One of my first missions is to have a third Skyrim playthru with absolutely everything on max (since I can't with my current machine), hi-res textures and so on. As well as any general advice on the best hi-res replacers (I was thinking to just use the official ones though I don't know how good, or extensive, they are), I'm mainly looking for advice on mods for my character idea. I was thinking of a "druid" for a third playthrough, so would like to have magic related to nature and animals, shapeshifting if possible, any suitable armours/clothing, weapons like spears, staves, sickles or scythes, animal companions and/or ideas for role-playing such a character. With many thanks in advance.
  5. There's no real way to know exactly what's going on on your game with your particular set of mods, but I'd hazard that a clothing mod or body mod has changed a value of the two prisoner items specifically. Though the "unequipping" before choosing race is a little telling, and suggests that possibly there's a script firing off at that point in the "quest", a quest which tracks stages and sets different variables. The game starts you off wearing those two items. If they're invisible, they'd still be in your inventory and in the CK, the clothing properties would have torso, arms, legs or race unchecked. If it's being unequipped and is no longer in your inventory, one of the mods has changed the stage of initial quest to forcefully unequip and remove those items.
  6. I like the idea, particularly as it follows on from my original post. Though my understanding is that the game is unlikely to be quite so moddable. Without a toolset, I don't think such a large addition could be done. Most mods I've noticed seem to be "a bunch of tweaks" with an overalll theme (eg. challenge, immersion, balance, etc). It's a bloody good idea though. It would even just be helpful for starters, to know where one might find anything related to the existing gliding mechanics. Perhaps on seeing the numbers and values it will easier to experiment, tweak and modify turning, gravity, fall damage, etc.
  7. This has probably been discussed already but a swift search hasn't revealed anything. I wondered if anyone "in the know" could either make a mod, or point me toward where I can work such a thing out myself, to enable actual flight, and not just gliding with the wing suit. I realise the physics behind it is likely quite complex, but I'd love the opportunity to zip thru the air, without fall damage (at least while wingsuit is deployed), including going up and not just down. Control while flying should be significantly increased for esasy, responsive turning and if possible, the ability to hover in place would be amazing. Being able to use weapons while in the air would be a wonderful bonus, but by no means is that important.
  8. Dragonborn with it's Morrowind-related resources will probably kick off a new wave of mods by old-school TES fans. I'm very much looking forward to it.
  9. A script needs to be attached to something and the something to which it is attached will make different options available to run within it. For example, you can check when a weapon is equipped, an actor stands up, an item quantity changes and so on. You want to run something that happens every time the player opens the menu with your mod installed? if so, then you're best bet is to add a new, constant-effect ability to the player via a quest. If you only want your effect to occur under other circumstances (such as while player has an item equipped, is a werewolf, joins a faction, etc) there are other ways, but this way is a simple method. Create a new constant effect Magic Effect. Make it type Script -> Constant Effect -> Self. Attach the script you wish to run to this. Mark it "Hide in UI" if you'd like to keep it hidden from the player. Create a new constant effect Ability, to which you should add the above magic effect. Create a new quest that starts on loading, with two stages. Attach a script that gives the player your ability, and sets the quest stage to complete. The magic effect script would be reasonably straightforward, along the lines of: Event OnEffectStart(Target, Caster) RegisterForMenu("MENU NAME 1") RegisterForMenu("MENU NAME 2") EndEvent Event OnMenuOpen(OpenedMenu) if (OpenedMenu == "MENU NAME 1") Do Stuff RegisterForMenu("MENU NAME 1") elseif (OpenedMenu == "MENU NAME 2") Do Other Stuff RegisterForMenu("MENU NAME 2") endif EndEvent A list of valid menu names is listed on the CK Wiki here. Note you'll need the latest SKSE installed as these functions aren't available in the vanilla CK. Obviously player's will also need SKSE to use this mod. Thinking about it, it could actually be done with just a quest I think, without even needing to be attached to the player. Guess which approach depends on what you wish to do whenever the menu opens.
  10. This mod isn't the one I was thinking of originally, but may prove a useful guide.
  11. I love the idea of an open house mod. Load screens are annoying at best of times, and more so when playing a game originally designed for the pathetic capabilities of a "current gen" console, with frequent screens for small areas (see Jorvasskr for what I mean). There was one player mod, a castle home, that had see thru windows. Not sure how he managed that but there is stuff out there. I suspect textures will be an issue as mentioned above, unless you go with a wooden shack, or maybe stone brickwork. Welcome to the Nexus and the modding community.
  12. Aside from the obvious ability to enchant unenchanted items in-game, you can add an enchantment to a weapon or armor piece in the CK. This allows creating unique and powerful enchantments not available otherwise, but does preclude players being able to enchant things themselves (though if every weapon had Absorb Stamina I wouldn't need to!). Open up the weapon's properties page and note the drop down menu by "Enchanting". All enchantments in the CK are listed here; If you created your own, it would also appear in this list. Choose whichever you wish and look beneath it to the field "Enchantment" which is how much magic is stored. The higher the number the more times it may be used before recharging. 3000 is equivalent to a grand soul gem and a 0 here sets the amount of charges to infiinite.
  13. Deleting save files is pretty nefarious. I don't think Papyrus or the CK grants much by way of file system access (at least not outside of the "Data" directory where mods, meshes and textures go) and in honesty I can't imagine many players willing to install a player-made mod capable of deleting files from a hard drive.
  14. In my Daedric Stealth Suit mod, I wanted to trigger an invisibility effect whenever the player entered sneak mode whilst wearing all four pieces of the set (and they are not in combat). I think the OP is very close. The way I did it was to make an ability, constant effect that is added when the fourth piece is equipped. Each armour piece had the same script with the same ability set as the property. The script added the ability (a constant effect) OnEquip, and removed it OnUnequip. This way it would work irrespective or whatever order the pieces were equipped. The ability would be added and removed with every piece equipped/unequipped, but only worked when the conditions were met. The magic effect was added to the abilty with conditions IsInCombat != 1, IsSneaking == 1 and WornApparelHasKeywordCount == 4. This only works as I didn't specifically need it to show up under active effects. If that is the wish, you could try as follows: - Ensure the spell is a constant effect ability with the appropriate magic effect/magnitude. - Create a global variable with the value 0 to monitor the number of pieces worn (though this would only work for the player, not for other NPCs, else there would be weird behaviour) - Attach a script to all six items along these lines: Spell Property YOURSPELL auto Global Property YOURGLOBAL auto Event OnEquipped(Wearer) If (Wearer == Game.GetPlayer()) float NumWorn = YOURGLOBAL.GetValue() YOURGLOBAL.SetValue(NumWorn + 1) If (YOURGLOBAL.GetValue() == 6) Wearer.AddSpell(YOURSPELL, True) endif EndIf EndEvent Event OnUnequipped(Wearer) If (Wearer == Game.GetPlayer()) float NumWorn2 = YOURGLOBAL.GetValue() YOURGLOBAL.SetValue(NumWorn2 - 1) Wearer.RemoveSpell(YOURSPELL) EndIf EndEvent Each piece will increment the count and on equipping the 6th, add the spell. This won't work for NPCs as the same global would get incremented for everyone. Each piece removes the ability if unequipped.
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