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KnightRangersGuild

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  1. Here's a screenshot. https://www.nexusmods.com/skyrim/images/752773
  2. That's what I'm in the process of doing now, i fixed a lot of stuff to so the one i upload to Nexus will be even better. The arena battles get better at night and there is special fights on the weekends. When you get to Dragon Hall, make sure music is turned on. About half way or a little less so you don't drowned out the other sounds and band music. The bard and band music is different than the soundtrack, there's a lever near by to change the song or turn it off. Also if you want the arena battles to be long, turn it on Legendary, and if the battles are to long, you can always drop them into the pit of death where theres a nice Beasty will have them for lunch!
  3. Doesn't anyone play Skyrim LE anymore? I need someone to test the mod please? I guess I will upload some pictures or just upload it to Nexus.
  4. I posted the link if anyone wants to check it out! Enjoy The quest are designed for RPG so don't forget to check your journal! You will get a head's up! Quickest way to start quest is find one of the invitations, there's one in Riverwood Inn . Need the DLC's and SSME and that's it!
  5. Does anyone still play original Skyrim? I made a really cool DLC size Quest Mod for the original Skyrim years ago, and never released it because i was waiting for permissions and ended up forgetting about it! I have since excluded those files and have uploaded it on Mediafire for testing if anyone would like to test it out? Just lemme know and i will post the link or upload it to Nexus! It's called "Dragon Hall Tavern"! A huge tavern with an Arena, Gaming Area, Live Bards and Traveling Minstrels, Shops, or even get your fortune read from the Sooth-Sayer! Check the notice board for quest! 100's of new weapons, armor, items! A real treasure hunt, a life size Labyrinth based on a real 5000 year old Druid Maze! New Lands, and much more! This mod was designed for Role Playing so be sure to check your journal, each time you progress you will receive a NEW JOURNAL ENTRY message. IF and when you are able to complete all the quest's, you will become leader of the Knightrangers Guild! Also most armors have Male and Female version except some that are unique to an NPC or something! Also the Witcher Light Armors have been redone, also with male and female version and also have Universal Plate Armor that fits over all the Witcher Light Armors! Note, you will gain or loose Prestige in Dragon Hall depending on how you do the quest! If you have enough Prestige, the Main Quest will start! Note; The Dragon Hall Tavern Mod is specifically made with the Role Player in mind! Everything can be moved, picked up, sold, even some chairs you can moved! Also some buildings and walls and barrels are destructible!!! To start the Dragon Hall Tavern quest, just find it or wait till you get invited, or you could find and invitation...there in 6 locations, the easiest being the one in Riverwood Inn! Edit: Here, I uploaded it onto Nexus! Sorry for not releasing it years ago, enjoy! I will try to finish the labyrinth asap, also there are a few armors and weapons that need to be touched up but for the most part it's done. https://www.nexusmods.com/skyrim/mods/101073 Need the DLC's and SSME, this mod is only for Skyrim Legendary Edition for now! Note: The mod is 90% done. The quest's are done except I'm going to change the "Necrolock" quest a bit. The Dark Labyrinth is not fully done but so close hardly noticeable! Everything is fully Navmeshed, even the dark labyrinth. Different mercenaries and companions for hire come through Dragon Hall at different times. Also some quest's unlock things and new mercenaries! Note: There's a few side quest's like "The Treasure of Ericles" and "Dragon Hunter Camp"for example! Also the pirate quest "Dead Men's Tale" unlocks a hireable ship to sail! Please lemme know what you think, I did all the writing and the artwork myself. Also the Fortune Tellers fortunes are based on real astrological fortunes based on real constellations qnd planet alignments, converted to Skyrim! You think Dragon Hall Tavern is just a normal tavern? Think again! This mod even has full scale battles and a Castle Seige! Also has an amazing soundtrack! Dragon Hall Tavern will be the greatest mod you have ever played! No one has ever solved The Dark Labyrinth, could it be you? Here's some CoC places to check out... For console Coc ABB_DragonHall Coc ABB_KnightrangersGuild_Garden
  6. Sounds like a bad mesh, try this, open your meshes/clothes/forsworn/forswornboots_0 forswornboots_1 and temporarily remove the forswornboots and start game and see if that fixes it. If that doesn't work try this... Remove half your entire meshes folder and place them in a safe temporary place like your desktop or something... start game and see if it works, if still ctd then remove the other half of your meshes, if works then you know the bad mesh is in that half. Just keep adding pieces of the mesh folder until it ctd again, basically using process of elimination to find the bad mesh. If this doesn't work than i can't help. Good luck
  7. Is there a way to do this without using FNIS? I have a DLC size mod and don't want to make it reliable on another mod. I hand made custom potions and food and i need to animate these potions somehow. I already made several "AnimObjects" with the custom potions and they work great except i can't figure out how to get the animobject to fire when player drinks the potion. Here's my script i added to a magic effect in order to add it to potions and food... Scriptname ABB_PlayIdlePotionAndFoodScript extends activemagiceffect {Plays Idle animation of your choosing from a blank magic effect This can be added to anything that excepts magic effects} Idle Property Animation Auto Event OnEffectStart(actor akTarget, actor akCaster) If(akTarget == game.getPlayer()) utility.wait(0.5) akTarget.PlayIdle(Animation) EndIf EndEvent This works but only for Idles and i can't figure out how to create a copy of DrinkPotionIdle and have it point to my custom AnimObject. So then i tried changing the script around and tried different things in order just to make the script call my animobject instead of the vanilla one but never could get it to work. Is there a way to get my script to force a Custom AnimObject to fire after drinking the potion? After searching the vanilla scripts i found this one below and it seems to do what i want except i don't know what String property to set or what it means by String??? Here's the script... scriptName defaultPlayEffectOnActivate extends objectReference ; ; ;============================================================= string property anim01 = "playAnim01" auto string property animEndEvent = "endAnim" auto bool property waitForEndEvent = false auto auto state waiting event onActivate(objectReference triggerRef) if waitForEndEvent goToState("DoNothing") playAnimationAndWait(anim01, animEndEvent) goToState("waiting") else playAnimation(anim01) endif endEvent endState state DoNothing endState Sorry for restarting this older post but I'm almost complete with my mod and really need help. Thanks Nexus brothers and sisters.
  8. Im taking the pics now Edit: http://www.nexusmods.com/skyrim/Images/673088/? http://www.nexusmods.com/skyrim/Images/673089/?
  9. P.S. please don't judge me from my past mods because i've been pouring all my time and knowledge into this mod my creation kit kung fu is noteworthy, thanks. Also don't judge from endorsement record please because don't have internet temporarily and my phone browser doesn't seem to zoom in correctly for me to hit the endorsement button. As soon as i get internet again I'm going to fix my endorsements and donate to some mods i really like.
  10. I can't stop looking at the girl long enough to see the bag
  11. DLC Size mod, almost complete! Finely want to bring in help.. So far this mod has new weapons, armor, npc's, monsters, hirelings, followers, taverns, arenas, quests, new world space, haunted forests, a huge labrynth, traps, and much more! Almost all the armors and clothes are for males but there's some that have female version. 93% Lore friendly, two years in the making, already about 3 gigs but after clean up and compaction i imagine might be 2 1/2 maybe. Anyway its starting to interfere with my life and i think i need help, i've got permission from everyone except for two or three parties but i can easily erase that stuff. No offense but if you have minimal experience with Creation Kit or 3D modeling, Texturing, or NifSkope, you will probably not be much use because i've already got the story and writing done. I'm going to upload some pictures tomorrow. Make no mistake peps, i put a lot of hard work into this , i have 37 new armors and clothes and 12 more on the way. And this isn't even and armor mod! It's a quest mod but main thing the mod is based around is a "huge" tavern , complete with it's own arena and mercenaries to hire after you chillaxin with your party you mosey on up to the contract board and find a contract or wanted poster! That being said theres tones of new items from other games, but i still don't have the 3D modeling down pat yet but i still made some cool s#*!. I've gotten really good with textures. Furthermore i have other things i have made with painstaking effort like a "working flail " YES A FLAIL! A spiked ball on a chain and it works wicked cool! I made it using the mace chain ball trap from the vanilla game. Also made a working fused bomb, and yes you have to lite it and you actually see it lighting and burning the wick, BACK UP OR BOOM! Well anyway i don't want to give to much away but the mod is called " Adventurers, Bastards and Brigands". And if your interested in helping please hit me up. Love ya Modders
  12. Here's the script i made that goes on the activator and with cdcooley's helpful script i put on the misc item it works great, i just have to figure out the angle. Also i have another issue...as you can see in the pictures i have a unignited bomb and a ignited bomb and i need them to be switched when activated and the ignited bomb to start the countdown. Any more advice??? Thanks a lot for your help friends. Scriptname ABB_TimedBombScript extends ObjectReference sound property FusedSound auto FLOAT PROPERTY waitTimer AUTO EXPLOSION PROPERTY BombExplosion AUTO explosion property placedExplosion auto bool CANEXPLODE=TRUE auto STATE WaitingToBeActivated EVENT onActivate(objectReference triggerRef) FusedSound.play(self) if(CANEXPLODE) CANEXPLODE = FALSE utility.wait(waitTimer) CANEXPLODE = TRUE ; debug.trace("Light fuse and throw using telekinesis or drop and run") self.placeAtMe(BombExplosion) endif if placedExplosion self.placeAtMe(placedExplosion) else ; debug.Trace("Second explosion if you want") endif Disable() GoToState("Disabled") EndEvent EndState STATE Disabled ;done doing stuff endSTATE http://imagizer.imageshack.us/v2/150x100q90/923/M45bGg.jpg http://imagizer.imageshack.us/v2/150x100q90/922/vK4aLl.jpg P.S. If anyone wants to use this script in there mod it would be cool to give me some credit because i know nothing about scripting and i made this using vanilla scripts and it took two weeks of trial and error. Also make sure to set the sound property to "QSTMiraakDeathBurnMarker" in properties because it's exactly 10 sec fuse burning sound, thanks.
  13. I would rather just use the misc item but how would that work since i've already made a script for the activator? Do you mean i can attach my script directly to the misc item?
  14. Thanks again this is exactly what i needed. Now i'm just trying to get the angle right. Do i change the angle in the script itself or the nif? When it spawns it spawns under the player.
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