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commieanarko1986

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  1. The quest should have references to werewolf as well. You can edit those and that should get a working werebear form. Check out this mod: http://skyrim.nexusmods.com/mods/31057 In his downloads there is a tutorial for making your own Werebeast mod. Hope that helps!
  2. There are many references to the werewolf race in the transformation spell, just make sure you go through it very carefully and change every single reference. It's a pain in the rear, but it can be done.
  3. I just want to say thanks to everybody who posted here, thanks to you all I got my models working properly and I've updated my mod. I mentioned all of you in the "thanks" section too! :thumbsup:
  4. Here's an update with a better picture to understand what's going on: If the character has a weight of 0 or 1 the model is completely fine. If it's any weight in between, then part of the new part of the model flips out. Is there something in Nifskope that connects models?
  5. I've been working on creating the weight slider variants for my Nordic Trollbone Armor, and I've found a weird glitch. If the weight slider is completely to one side or the other, the model shows up fine, and uses the correct model version. If the weight slider is in the middle anywhere, I get a bizarre effect. I've attached a picture to show what it looks like. I would appreciate it if anyone could point me in the right direction to fix this.
  6. I know this isn't the answer you want to hear, but there are a TON of references to race that you have to change to get it to work right. Just be extra careful to get every reference to Werewolfbeastrace in the script / quest changed to what you need. The more tricky part is getting the feeding and perk tree to still work.
  7. This. on a side note, adding in a werebear ability/ option is pointless sense it would be just like the werewolf, underpowered and limited to once a day transformation. we all ready have the "Underworld" DLC. Something in regards to naming a High King, making the player a full -fledged Jarl or Operation Freedom: The Liberation of the Empire from the Thalmor Aggressors. I like the High King, Jarl, and anti-Thalmor ideas, but why not also have Werebears and Spears in the next DLC? They don't have to be the focus of the DLC to be in it. Werebears are part of TES lore, and have a specifically Nord / Skyrim flavor; in my mind it would add to the immersion. Even if Werebears are underpowered, it would be better to have them than not. Besides, modders have made Werewolves much tougher and more interesting to play, we could certainly do the same with Werebears :D
  8. They will probably get the bad ones >.< , and by the way, a werebear? Seriously? What's next, werechickens? It would be cool if you could be a shapeshifter though O.O hey I seen that werebear request on the boards here a few days ago and wondered where'd that come from :biggrin: LOL, now I got the idea of a shapeshifter and I can't get it out of my head -.- Also if you watch the things that weren't added to the game (I think I saw it in a video or something) you will find quite a lot of them to actually be in the DLC Dawnguard, I just hope they don't add a bunch of things I don't like.. And finally that they publish it when it is really done with minimal buggs like they did for Dawnguard ( for me it runs perfectly I don't know about other ppl) And I don't really know about marrying Serana, maybe if they made it more of a unique marriage, instead of sitting around the house cooking and watching bugs crawling on the wall they could make a lot of dialogue and a couple of unique quests but also some radiant, but I doubt Bethesda will do anything about the matter, but who knows, stranger things have happened :) Werebears are part of TES lore, mentioned frequently throughout the series. They are also supposed to be the most common were-creatures in Skyrim. IMO, they should have been in at launch, but since they aren't they should be in DLC, especially since they were in the Gamejam video. Nothing says they have to be the focus of the next DLC, but why not include them in a side quest that gives you the option to get infected?
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