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thedemoninside

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  1. Thanks! That definitely gets me closer to doing what I want to do. Cheers
  2. This tutorial will take you through the steps you`re looking for. I already know how to duplicate the items, give them recipes for crafting and tempering, and all that. I have already done this in the Ck. I need to know how to assign those items to use my custom textures.
  3. Unfortunately I don't think that is the exact solution i'm looking for. Basically I need 4 robes that are basically new robes, to use 4 new textures(but not new meshes), all while leaving the default robes unchanged.
  4. I would really appreciate it if someone could send me a link to a tutorial, or explain this problem I have so that a rookie like me can understand. I have 4 robes set up, that are all identical except they are named "Blue Robe", Black Robe, Yellow Robe, and Red Robe. These robes are all duplicates of the vanilla Thalmor hoodless robe, and now have their own seperate ID's and all that. I even have them working as craftable in the Leather category of the smithing menu. Basically I just need someone to point me to info or hold my hand in helping me actually take the .dds retextures I have, and matching each one to the robes I have in game. This is the start of a mod that will allow you to craft colored variants of all craftable armor, using alchemy ingredients like blue and red mountain flowers added to the normal recipe to be used as a "dye" I heard this can't just be done in the CK, because that would just be too damn easy eh? I read I need to use NifSkope, but I've never used it before and don't know where to start. Please help, thanks :)
  5. I read that it is not possible with the CK. From what I have seen, that statement seems true. You can set custom weapons and armor to have a certain catagory of crafting material, by adding a preset keyword like MaterialSteel(or whatever it's called) and it will show up under the steel catagory. What I read is you cannot make a custom keyword, and make a new material that the keyword is associated with in the crafting menu. It seems like it is one of those things that is unfortunately hard-coded.
  6. Could you please do a tutorial on how to take a vanilla item, for example a thalmor robe, duplicate it and make the new item use a different texture? I have a mod that's set up to allow you to create 4 different thalmor robes, but I want each to be able to be crafted with a different texture. I read you can't just do this with the ck, and also need nifskope, but ive never used that before. Any help would be greatly appreciated.
  7. So I uploaded a mod, and added images for it, but they do not display the thumbnail image for when you are browsing mods. When you are reading the mod details the box to the right of the uploaded images is grey/empty. Did I miss something? EDIT: I think i know what it is, I did not upload an image that was 512x512. EDIT 2: Also tried one at 256x256. Just can't get it to work.
  8. So I created a new perk called extra effect 2 by duplicating the original perk. This gave it a new reference ID. I then edited the vanilla extra effect perk to have my new perk as the next rank after adding the first one. I also added conditions that you need extra effect 1 before being able to use extra effect 2. The vanilla perk sets the max # of enchant effects value to 2, so in the new perk I had it set the value to 3. Everything seems to work fine in the perk tree in game, but when I go to the enchanting table, I am still only able to do 2 enchants. I also tried having the new rank mod the value of 2 to three by adding one to the value. Neither one works. Anyone know what i'm doing wrong? I used the Enchanting power perks as a reference so that I understood how ranks in single perks worked. Basically those perks are labeled enchanting00, enchanting 20, enchanting40, etc. and each rank points to the next one in the rank so you can add a new description and values for each one. I essentially did the same thing with my number of enchants perk, but doing SetValue 3.00 in the new one doesn't seem to work. I know it is probably something stupid that i'm missing, please help :)
  9. So I created a new perk called extra effect 2. I then edited the vanilla extra effect perk to have my new perk as the next one. I also added conditions that you need extra effect 1 before being able to use extra effect 2. The vanilla perk sets the max # of enchant effects value to 2, so in the new perk I had it set the value to 3. Everything seems to work fine in the perk tree in game, but when I go to the enchanting table, I am still only able to do 2 enchants. I also tried having the new rank mod the value of 2 to three by adding one to the value. Neither one works. Anyone know what i'm doing wrong?
  10. This whole topic does enrage me, but there is something many of you don't think about. If this one company copyrighted the word Scrolls, then wouldnt they be able to sue bethesda for using that word in The Elder Scrolls? This is why they are probably sueing, to protect their claim of their name. This won't go anywhere. it just needs to be documented im sure.
  11. M y point was that it is a free program, and they can release whatever they feel like. It is not some high profile game like diablo 3 that needs closed beta. If a feature gets removed and people get pissed, then so what. We get what we get, and should be damn happy about it, and there was no reason why we couldn't be updated about the details while it was happening. f*** an NDA
  12. The better mod for what he wants is the Artifact Effect mod. It gives you 3 enchantments, and that is the max the info card can display anyways. The only downside is the guy made it an ESM file, so it is incompatible with the no perk prereq mod, as it quickly gets overridden. I think that is incredibly lame and I wish someone would remake it right, if possible.
  13. I think that is incredibly lame. With something like that, I see no reason why they shouldnt post screens, tutorials, details, all that crap. It is free right? So what's the problem? Oh, and the wiki should have been put out there a week ago so we could start getting a feel for how to do things once it is released.
  14. Not sure, but she shouldn't have overcooked the roast. That much is certain.
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