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Sunnie

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  1. bigCman123, do you have an alternate dload anywhere, the Mediafire captcha is broken and refuses to play nice. May I suggest Dropbox? Thanks!
  2. I have an esm in my example, so yes. Good point. Thanks :smile: I'm glad all the cry baby claims that Bethesda has broken modding were wrong. They sort of weren't wrong though. Bethesda changed it and didn't say anything about it. So in essence, they did disable mods until someone accidentally ran into the change. Also, calling people crybabies for a temporarily legit issue? Not cool.
  3. The crash happens because of the new settlement icon for the Mechanists lair that appears in the compass, and theres already a fix for it up here on Nexus (changes the icon to a vault icon as a stopgap solution). Otherwise, the alpha has been fully compatible with the DLC so far,
  4. I like that idea. Is it possible to make it so you don't have to make a new game? Also have the other variations too? Would make sense to add it to the mod :smile: Also AnTiWoMaAgNot that looks great! Could it be slightly bigger? Likely, yes.. I'll just have to add additional containers for them rather than use the Overseer's personal locker... maybe a box on or near his desk or something... Will have to do something rather obscure for the nude set, since the Overseer likely wouldn't want to be caught playing with those ;)
  5. @AnTiWoMaAgNoT That works! Incidentally, I've made one of the VG sets(Sexy) a stand alone set that you can get out of the Overseer's locker(new game only for now) in Vault 111 (best place lore-wise). I plan to make the other 2 sets also stand alone, when I'm done would you like to add them to your mod or would you prefer I just release them separately?
  6. OMG, I am getting very anxious waiting for this, I hope it's at least in beta sometime really soon! I also want the VG Bobbleheads, but as stand alone so I can have all 3 (or 4) sets on display! =D
  7. Not sure whether to laugh or be offended at most of those entries... . . . I'll just laugh and move along ;D
  8. Well, my statement is based on the result of playing through the series and past TES lore. The Nightmother is the one that hears the Black Sancrement, and then relays that info to the DB through the Listener.
  9. They already do this in vanilla. This would be completely counter intuitive to the whole "Listener" and "Nightmother" relationship/functionality.
  10. http://i857.photobucket.com/albums/ab133/sunnie2_photos/Misc/outfit-1.jpg
  11. I don't see any "new" texture pack listed on Steam, only the original "Skyrim High-Resolution Texture Pack" released on Feb 7, 2012. Are you referring to some new texture mod here, or a mod in the Steam Workshop? As far as the official HR texture pack, you do not need to and should not activate the esp that they come with, add the texture BSA files to your ini paths and they will work just fine. They have not interfered with any mods I use, including any texture mods from here. Ex. [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
  12. You could check the texture paths in the nif. http://social.bioware.com/uploads_user/1070000/1069890/194298.gif
  13. You need to create an Outfit record that contains the wearable clothing/armor items you want the mannequin to wear as default. Then set that outfit in the "Default Outfit" selector in the actor "Inventory" tab for the mannequin. Once you do that, the mannequins will default to that set of clothes/armor.
  14. /wave Yes, it's been some time, for sure! Sorry, don't have any suggestions for any tutorials for that, might try asking around the folks who have written SKSE modules. What you describe here is one of the things the evolving attribute on DA2 items does, but it is only one of a few components to make the whole item grow with the user (and a rather minor component at that for melee weapons since the majority of their damage is from base melee damage modified by skill level and perks). @both In all honesty, an evolving system in TES would really need to depend on the skill level in the skill tree that governs the use of the item, which already sort of happens with certain perks in certain trees. I'm not sure a system based off of "player level" would work without completely screwing up the skill system.
  15. Probably not the answer you are looking for.... Dragon Age 2 has hard engine coding to support and drive the evolving stat weapons/armor, TES/FO anything does not have any coding to support it and would require something like SKSE or the like to inject code to support that type of functionality. You need to be or find a coder to do what you are suggesting, and it won't be trivial.
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