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AvelonHellfyre

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  1. I've renovated an old mod with a more modern approach to its implementation. Illuminated Steps (ILUST) is a mod that adds 14 spells of the Illusion school that light up the floor at your feet and cast the light everywhere around you. The effect is that you are underlit by your spell. The spells toggle on or off and have a small upkeep - perfect for lighting up a tight tunnel or a Dwemer ruin, or just to stalk around with a blood red glow emanating from beneath your feet. http://www.nexusmods.com/skyrim/mods/34571/ Please drop a comment and let me know what you think. I may continue to expand upon this mod as time goes on.
  2. All the ridiculous nudity because when you have a piece of custom armor that covers but does not obscure a part of your body, you can still see the underwear in vanilla. A nudity mod allows you to have, for instance, transparent glass armor where the sides and abdomen region are transparent glass and the chest portion is solid.
  3. Check your e-mail and sign me up. I may even be able to offer limited assistance in other capacities.
  4. http://skyrim.nexusmods.com/mods/11919 includes this.
  5. I believe UFF manually merges the mods by having the specific NPCs reference a particular body and texture, rather than drawing from their race's files. As far as the warpaint and piercings go, I think the piercings are "beards." Warpaint has to be added to the race but simple additions (not replacers) don't conflict with anything.
  6. It's possible. Don't delete the races in the CK... That'll just give you mounds of errors because the markers referencing the NPCs still exist. You'll need to remove all character references from every cell. That includes leveled enemy spawn points which appear as a large green M in the render window. The window in the lower right can be used to find each and every NPC in the cell, so it's just a little tedious to get all NPCs removed, but not difficult. You might consider releasing the "clean slate" mod as a modder's resource, too. Some other modders might think of some excellent overhaul ideas or something.
  7. Just one? Okay, here's one each of 'doable' and 'not doable'. Not Doable first: My dream mod is a 100% open-sourced Skyrim. The ability to modify the game at the source level and re-compile it. The doors swing wide open and let modders create a better game for PC - to code in what could not be made possible for PS3 and 360. To add things like new crafting categories, and to add new magic effects that don't need to run an external script and only kinda-sorta work in a gimmicky fashion. To be able to actually implement legitimate spellcrafting. Ye Gods, the possibilities. Doable: My dream mod is the "Skyrim Expansion Project" - make the world which is already fairly large 5-10x larger and expand the cities to be able to realistically and comfortably house at least a thousand NPCs each for the larger ones and a few hundred for the smaller ones. I mean, what's even the point of Morthal? Am I even spelling it right? I'd know if it was Morthal or Morthall if I actually went there once in a while for...anything. I'm pretty sure Ivarstead is actually larger than Morthal(l). I'd like to actually walk up to 2 NPCs having a conversation that goes a little something like this: Urist McNord: Good morning, stranger. Urist McDunmer: Oh...hello. Urist McNord: Don't see too many of your kind around here. Urist McDunmer: Really? I don't come to this district very often, but I live in the Gray Quarter. Urist McNord: Ahh, well worry not my grey-skinned friend! I am no racist! Urist McDunmer: Well, it's good to hear that from time to time. Because the two of them have never met before. And that Dunmer really doesn't go there very often - once a month or so. And if you see them together again, they won't have that conversation because they've met.
  8. I'm here to help with magic puzzles. You'll need to probably check out the code for the Mzulft end-dungeon puzzle. I'm keeping it spoiler free just in case, but you know the one - fire and frost. Zap-a-Mole: Several holes in the ground, and something that pops out of one of the holes semi-randomly. You have to hit it with a bolt of lightning when it pops up - possibly only when it pops up out of specific holes. O--O--O O--O--O O--O--O With a 3x3 grid like this, let's say you have a door with a symbol on it that looks like this: X--O--X X--X--X O--O--O You have to hit the 'mole' when it pops out of the marked (X) holes, and NOT when it pops out of the others. It will cycle through each hole once per cycle, and is activated by pressing a button. If you do it correctly, the door opens. If not, the arrow traps open. ;) --- Boiler Lock The door is sealed. Oh noes! But what's this? There's a globe with water in it nearby. Weird. Let's set it on fire! Bubble bobble, door opens for a limited time. The longer you boil, the longer it stays open, to a point. The effect caps out at around 10 seconds open or something. --- Blasted Shorted Dwemer Mechanisms! Some nearby gears aren't turning. But there's a box nearby that looks like it could take a current. Zzzzzzzt! The machine false-starts. Hmm. ZZZZZZZZZZZZTTTT!!! Oh, there it goes. --- Emotive Spirits Non-combat NPCs who largely ignore you and are in unreachable places with no dialogue and the 'ghost' effect. They play different animations depending on which 'flavor' they are, and influence their environment differently. Flavors: Frenzied Spirit Complacent Spirit Terrorized Spirit Can you guess which 3 spells you can cast on them to change their emotion? Can be applied in many ways, from "Torture Locks" (mage has a specific combination of spirit-energies that must be matched to open the door, like the Claw locks or turning stones locks) to outright changes to the layout or features of the dungeon. 3 Frenzied Spirits in a room with lava all over the place? Calm them and it turns into water. Terrorize them and it turns into blood (gives you diseases). --- Power Lodes You didn't honestly think I'd leave here without punning you, did I? Power Lodes are stones that receive, retain, and in measured amounts, emit magicka. A scripted spell called "Discharge Magicka" or something is directed at the stone. After it sucks enough of your energy away it will light up and glow, and start doing its magical thing again, whatever that thing is. Powering doors, generating fields, powering teleporters...etc. --- Daedric Seal You cannot do anything to get past a Daedric seal. Unless you have a pal who is a Daedroth of some kind. Step into the handy-dandy nearby summoning circle and conjure forth an appropriate summon, who will then perform a scripted action (read: probably cast its unique distance spell) to disable or bypass the hazard/stop. Might need to add in a new spell for this one or run a global script to attach the relevant script dynamically to your summon. May also be possible to receive a perk by stepping into the circle and lose the same perk by stepping out, perhaps by making the circle itself detect the proximity of the player. This method if possible would reduce overhead as compared to a global script (which should never be used unless absolutely necessary). --- I'll probably think of some more and come back. I'm a horrible level designer so getting someone else to use my trap ideas is a pretty good deal for me. An honorary mention somewhere in the source would be awesome.
  9. WHERE CAN I GET THIS MOD??? BEST SKYRIM MOD EVAR.
  10. Alright, so here's an idea/request. I wouldn't mind going in with some people on this one and doing the grunt work - but my only available microphone sucks (part of a headset, gives feedback when recording), so I really cannot do any voice acting. Which is unfortunate. Because I am actually an impressionist in real life. But anyway! Non-guild jobs. Think mining and then selling the ore to the mine's owner - stuff that isn't a quest, but a job. This mod would add a dialogue option available to most everybody, called 'Know of anything that needs done?'. Here are some examples of what I'm talking about: - Crafting Jobs - Smithing: - An unskilled NPC (such as a farmer) needs some metal worked. Let's say he needs horseshoes. He's offering to pay you the price for the ore plus a bonus for your skilled labor, or perhaps he's already purchased the ore and just needs a skilled blacksmith, or something. Either way, your task is to go smelt a few iron ingots and then pound out 4 horse shoes, and bring them back. Simple. You get 100 septims and a wild night with the farmer's oldest daughter. Turns out she's running default face textures though. ;( - The local blacksmith just plain has too many orders for sharpening axes. He gives you 5 axes and 5 iron ingots and asks you to sharpen them for him. Your pay is according to the quality of your work. - A guard randomly asks you if you can sharpen or enchant his sword. So you say 'yes'. And then you do it. And then you find him again and give it back for some septims and the infamous arrow that struck him in the knee all those years ago. Alchemy: - The sick people in the temple need potions made from rare ingredients. Guess who gets to brew those potions??! Your reward: The joy in your heart at watching those groaning, sick farmers finally get out of the temple and get back to work. Oh, and some $$$. - Some NPCs might ask you for a particular poison, for various purposes. If you agree to make the poison they'll ask to meet you at a specific place at a specific time (usually night) and will pay you nicely for the poison, giving you more money for better poisons. - Dialogue option to ask a character if they need any potions. They may or may not; if they do, a random potion is chosen from a list, and they'll offer a flat rate for them that will balance out to about what a vanilla shop with average Speech will pay you for a vanilla level 75 no-enchant version of your potion. In other words, if you're a master of alchemy they will not pay you as much as a shop specializing in alchemy would. Because they're farmers. Or mercenaries. Or something. Enchanting: - You can enchant an item with a specific effect for somebody upon request. They may or may not provide a soul gem for you. If they don't, you'll be paid more. The value of the enchantment may or may not exceed the payment - but hey, you're working on commission here, not min-maxing and grinding your Speechcraft. - If you brandish an enchanted weapon around people, they may approach you and ask how they can get a weapon as cool as yours. So you tell them you made it yourself. They ask if you can put an enchantment on this old dusty sword they've had for forever...and hey! There's even this strange gem their grandpa said housed a living soul and that enchanters used them somehow. - And More - - If you become a renowned craftsman (skill > 80? 90?), you may be contacted via Courier to have your services commissioned by a Jarl or something, to make a specific weapon or armor, concoct a special brew, or imprint a special enchantment on an item. These things would all be mod-added and be unlocked at the time of the note being received. The recipes involved would probably be uniquely applicable to the specific items for which they are intended, or made from specific items that aren't available otherwise. Here are 3 examples: Unique armor: Jarl's Circlet {Cityname}. Recipe will involve a gemstone not native to Skyrim so you can't reproduce it. The Jarl who commissions this item will actually wear it thereafter, replacing the circlet all Jarls wear. Different gem for each Jarl. Recipes for the circlets will hide when you don't have the items. Unique potion: Potion of Fortify Agility. Because screw you, players who like ability scores! ;) Uses some imported reagents from Cyrodiil and Vvardenfell that had this effect and ARE NOT added to Skyrim via DLC. Can also be other attributes items. Unique enchantment: Authority enchantment. Flavor text says it increases your importance in the eyes of the beholder. Spoiler: Other stuff. More ideas. More detail. Workaround methods for things people don't think are possible with mods. Et cetera. Please post if you're interested in helping to make this mod happen, want to make it yourself and thank me for the idea (no, thank YOU!), or are a voice actor/actress with a microphone that can produce recordings with no feedback for seamless game insertion. Or, you know, just if you want to post and comment/add stuff. I guess.
  11. And now for something just like page 1 of this thread. I win. EDIT: SO hard, in fact, that I made a new page just to win on.
  12. Awesome! It looks like a few of the animations are going to need to be redone from almost scratch - the 3rd person animations were definitely meant to be cinematic and not realistic. A tweak as simple as forcing the head to remain looking forward during all attack/cast animations would be an improvement, though this mod with a completely new set of animations would make my essentials list in a heartbeat. Please keep it up, and great job so far!
  13. You'll need to load that mod into the CK. When you're starting it up and selecting which ESM and ESP files to load (File -> Data), check that other mod, but DO NOT set it as the active file! Setting as active file means your edits will alter THAT mod. If you do not choose an active file, when you save, it will be a separate ESP. If you can't find the sword in the mod, open up the File -> Data window again and click on the mod with the added sword (not on the checkbox) and click on 'Details...'. This opens a window showing you all of the entries in that mod. You can use the editorIDs listed there to quickly filter the CK's displayed objects to show only the mod objects (filter is found in the upper left of the Objects window). Once you filter, then just sort the objects by their name (not editorid) and you should be able to quickly and easily find your sword. When you save your ESP, remember that it needs to be after the weapon mod in the load order to work. Happy modding! =)
  14. Illuminated Steps 0.3 How it was made: So this lights up the floor at your feet and silhouettes you against said light. Detection works as you would expect - if they can see below your waist, they can see you. If your waist and below is blocked, they have a much reduced chance of being able to spot you, but you DO still have your character illuminated in spots (undersides of legs, hands, and a low level of light on your body). At least, that's what I've found so far. So this is better than a torch or candlelight for a stealth-based character but don't expect to actually stay hidden from much of anything with this on, even if they can only see your head. Because it lights up the floor and doesn't hang in the air, the field is larger than with Candlelight. On the other hand, it has a base cost of 25 (Candlelight - 21) and is a toggle spell with an upkeep of 25 (15 with Illusion Apprentice perk). I made it Illusion as a nod at former Bethesda games and also for congruency with Mighty Magick, which swaps Candlelight into Illusion also. The light is located at 0,0,0 in relation to the player. i.e. directly below you, at the exact level of the floor. The effect? The floor glows, and walls are lit gradually as you approach, from the ground up. The upkeep works by reducing your maximum magicka. I've tried mods that introduce spell upkeep in a variety of ways - some of them reduce current magicka, some reduce magicka regen rate directly, and some, like mine, reduce maximum magicka. Here's a quick and dirty comparison/reasoning for my choice: - Reducing current magicka means the magicka bar doesn't fill completely. That means it stays on screen. That means immersion breaking. This method cannot even be considered for this reason. - Reducing magicka regen rate directly has a 'minimum impact' which is 10%. I didn't think it was Just to take away 10% of your magicka regeneration rate, and so I didn't. Harvey Birdman approves. - Reducing maximum magicka has a very small impact on magicka regen rate because 3% of your magicka is returned per second. If you go from 100 magicka (3mp/s) to 85 magicka (2.55mp/s) you will notice the difference, but only while actively casting spells. Usually this only occurs in combat where the difference is even less noticeable unless you have modded combat regen to be the same as regular regen. It also means that the higher level the caster, the less impact the effect has - reducing magicka from 300 to 285 means you lose less magicka per second in recovery time than 100 to 85 magicka. Auto scaling with player power makes mages happy. I should know, I'm playing a pure mage right now. So if you hate that little ball of light, but not enough to get an invisible texture mod for it (which still creates a distortion in the air and makes your light spell laggy!), maybe IS is for you?
  15. With the Torchbug, you might be thinking of Tina the Torchbug from Ultimate Follower Overhaul. You talk to her to deactivate the mod in preparation for uninstall/update. It looks like you're using Skyrim Flora Overhaul - Summer Edition alongside a different grass texture replacer (can't identify) and one of the Lush series. You're also using an ENB and probably CoT which would have an impact on the flora. I hope that gets you pointed in the right direction...sorry I can't be more help! Fairly low end rig here, so I don't use most of those...
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