Jump to content

emperor11

Members
  • Posts

    6
  • Joined

  • Last visited

Nexus Mods Profile

About emperor11

emperor11's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Thanks SKK50. :thumbsup: This helps to find all the Scene/Dialogue-"Setter" of quest-stages. But how about the conditions ("Getter")? Some are in another quests (e.g. "The Way Life Should Be" collect stages of nearly all Far Harbor quests).
  2. Hi, Im looking for something like "Use Info" on quest stages On all objects in the object window I can click "Use Info" to find all occurrences. To find all occurrences of a specific text/name/variable... I use the "Text Search". For scripts I prefer Notepad++ (the "find in files" search on the source directory). But I cannot find a way to search for condition-uses of quest stages (e.g. getstagedone...). Rightclick on stages shows only "New" and "Delete" on my CK. Due to this lack of references, Quest debugging on most DLC-quests is extreme difficult, because most player responses are stored as quest stages. e.g. to find all occurences of condition "GetStageDone 'DLC03CoA_DialogueNucleus ', 20 - [MQ06] Player said they're ready to destroy Far Harbor".
  3. Hi @all On this thread i would finally Introduce my newest mod "The Field Lab 2" to you. A floating player home that can be summoned anywhere in the world. I have tried to add many of the user-suggestions in the 2-nd version. This version is full compatible to savefiles with FieldLab version 1.0 (you can find the upgrade-instruction in the readme) Here is a list of the features: – A brief introductory quest that provides the player with the key to the field lab. It starts with a letter, delivered by a messenger (as usual it might take a while for the messenger to find the player). – A hovering field lab, built in the typical architectural style of the Telvanni. It features a platform for an unimpaired panoramic view and can be summoned at any place in the world, provided there is enough space for it. It can be accessed by ascending to it (included floating feature) or via the map marker. – The exterior (platform and the building itself) is nearly invisible from the ground, in order not stick out in cities and block the view. In its visible state, the exterior is illuminated according to day time. – An interior with bed ('well rested' bonus), safe lockers and chests, a book shelf, an alchemy lab and an enchanting station – A crystal basin inside the building that can be used to create empty or filled soul gems by combining eligible materials. – A magic pillar in the middle of the lab can cure any kind of sickness or poison and give a minor, temporary boost to the strength of destruction spells, so that you are quickly on your feet again to face the rough world outside of the lab. – Small bonus: a couple of items like robes and spells that already have been in the base game, but have not been accessible to the player, can be found in the lab. New features Version 2.0: - A merchant who sells some new furniture for the exterior and the interior of the Field lab e.g. armor and weapon crafting equipment, weapon racks, a mannequin and much more.(The dialogue option to buy furniture from this merchant is part of the furnishing quest, which starts directly after entering and leaving the field labs interior) - More storage possibilities, a cooking pot with a Frostfall compatible heatsource and a gate for the platform fence. - New dynamic cloaking effect for the exterior of the Field Lab, customizable through MCM options (see requirements and technical limitations if you can’t find the menu). - The platform lights are customizable through MCM options (Always off/Dynamic by daytime/Always on). - Most of the old scripts were basically revised. Consequently known minor bugs from v1.0 should be fixed.
  4. Hi, I would like to introduce my new Mod here: Its a floating player home that can be summoned anywhere in the world: The Field Lab http://skyrim.nexusmods.com/mods/41902//? Description: This plug-in gives the player access to a unique, magic artifact: the field lab of Divayth Fyr – an ancient and powerful Telvanni mage from Vvardenfell. It is possible to summon this small home anywhere in the world, including cities and interiors with high ceilings such as caves or Dwemer ruins. The field lab's interior mainly contains furnishings for characters that are affiliated with magic, but might as well be used as a mobile safe house with storage possibilities. Requirements: - Skyrim (Version 1.9.32.0.8 or newer) - Dragonborn DLC Features: – A brief introductory quest that provides the player with the key to the field lab. It starts with a letter, delivered by a messenger (as usual it might take a while for the messenger to find the player). – A hovering field lab, built in the typical architectural style of the Telvanni. It features a platform for an unimpaired panoramic view and can be summoned at any place in the world, provided there is enough space for it. It can be accessed by ascending to it (included floating feature) or via the map marker. – The exterior (platform and the building itself) is not visible from the ground (only visible through light refraction – chameleon effect), in order not stick out in cities and block the view. In its visible state, the exterior is illuminated according to day time. – An interior with bed ('well rested' bonus), safe lockers and chests, a book shelf, an alchemy lab and an enchanting station – A crystal basin inside the building that can be used to create empty or filled soul gems by combining eligible materials. – A magic pillar in the middle of the lab can cure any kind of sickness or poison and give a minor, temporary boost to the strength of destruction spells, so that you are quickly on your feet again to face the rough world outside of the lab. – Small bonus: a couple of items like robes and spells that already have been in the base game, but have not been accessible to the player, can be found in the lab.
  5. Hallo zusammen, Ich habe diesmal eine relativ umfangreiche und skriptlastige Mod für Skyrim (Dragonborn) in Deusch fertig gestellt. Es handelt sich um eine kleine schwebende mobile Spielerbehausung in Telvanni Architektur, die jederzeit und überall im Spiel herbeigezaubert werden kann (auch in Innenräumen, wenn genügend Platz ist). Aus der Entfernung macht sich das Gebäude nahezu unsichtbar (nur noch durch Lichtbrechungseffekte zu sehen) und der Spieler kann durch Levitationsmarker nach oben oder nach unten schweben. Allerdings wollte ich meine Mod diesmal nicht nur in Deutsch veröffentlichen, da sonst wieder X Anfragen kommen und ich damit auch nur eine kleine Personengruppe ansprechen könnte. Da ich etwas Schwierigkeiten mit der englischen Grammatik habe, würde ich eine Übersetzung in diese Richtung wie immer nicht besonders gut hinbekommen. Alle relevanten Texte aus meiner Mod habe ich bereits zusammengeschrieben (2-3 Din A4 Seiten). Ich hoffe, das mir hier jemand mit den entsprechenden Sprachkenntnissen bei der Übersetzung behilflich sein kann. Gruß, Emperor11
×
×
  • Create New...