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midgetalien

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  1. Hi there, I am in need of some help. I am trying to make a turn undead poison that also applies sun damage but I cant seem to get it working. When i apply the poison and attack undead nothing happens. When I attack an NPC I get the follow message: [NPC name] has resisted [poison name]. Which makes sense as they are not undead. Everything looks like it is all set up fine so I am scratching my head on this one. Here are the effects on the poison:
  2. *cast raise dead* So I found my old files to this on an old Hard Drive while sorting out some bits this morning. Tinkered with it this evening and it seems to be "functional" with most of the resources in place. I have no plans to continue this mod with the story line I had in mind but I can finish of the areas that need working on interior wise and add in the creatures if people just want a dungeon to kills stuff and explore like the Neverhalls.
  3. Hello its a mixture. So in the cell it gradually rises like that and sometimes when I enter the cell it is already raised like that. I am wondering if its a mod conflict rather than my mod
  4. Hello all, I have a training dummy set up (as an NPC) that is essential. I have tried everything I know but the training dummy keeps "floating" away in game. What I mean is that it rises a few feet in the air. I have looked at making sure the nav mesh is fine. I have also added collision boxes. I have set factions so that when its in "combat" it doesn't react; as its out doors too wild animal attacks might happen so set it to be in friendly faction for those as well. I looked at the mannequin's in player homes and used part of the script from that on the training dummy as well to lock its facing direction in place. I also set a heading marker. BUT nothing seems to be working and I am really stumped as sometimes it doesn't happen at all. Any ideas? The mod in question is my Mage for Lakeview Manor. The only other thing I think off that this is happening is because its out side instead of an interior so perhaps something is triggering it? Could really use a hand solving this one. EDIT: here is everything I have done so far: This is a full list of what I have tried so far: I set up factions to be allies with Dragons. As when it happened a dragon attacked Lakeview manor. I set up the factions tab to be allies with Imperials and Sons of Skyrim as the second time it happened they were fighting each other near by. I set up Winterhold factions as I was a member of Winterhold and was using jzargo as a follower. I set these factions up because when I attacked the dummy Jzargo attacked it. I added collision boxes I put the dummy base just inside a "pedestal" which I also generated collision for. I set up a heading marker to keep direction facing one way (similar to how the mannequins are set up) I also used part of the mannequin scripts to freeze pose. I set up a relationship to the player as Ally Set up the AI Data as cowardly, Un-agressive, neutral any crime and helps no one. I set up an AI package Travel with place to travel set to near editor location at radius 1 Under the AI package I set the flags as to ignore combat and no combat alert. (Like mannequins). Set up a new faction where I declared interactions with other factions as ally. Mostly the ones I already added to the main base and others that I thought might spawn at lakeview such as necromancers faction. Checked the nav mesh is correct for the area placed.
  5. Updates! So the mudcrab was released at the start of the month and the Imperial armor did indeed turn out to be the Lords mail! What is interesting is that 3 new files turned up in the update at the start of December: ccTWBSSE001-PuzzleDungeon.esm ccEEJSSE001-Hstead.esl ccQDRSSE002-Firewood.esl The Puzzel Dungeon is being attributed to work being done by Trainwiz. A person who is known for his love of of the Dwemer and puzzles. Could we perhaps be seeing the Wraithguard turn up here? Either way we are getting a new dungeon! What is interesting about the puzzeldungeon file is that it is an ESM and not an ESL. ESM are usually reserved for larger creations. For example the offical DLC are ESM files. Whatever this turns out to be it is going to be something large. The Hstead - I have lead to believe is going to be a home created by Elinora. She is a well established modder who has made lots of great houses for Skyrim over the years so it will be interesting to see what she comes up with for the CC. The Firewood file - no one is really sure what this is. It could be a survival mode addon such as what campfire is to frostfall but its speculation at this point. Still no sign of the Gray Cowl..... Further info can be found at the official forum thread on the new update.
  6. I've updated the blog with more detailed instructions for installation of certain mods as well as a more up to date mod list of what I am using. I also have another video that is currently uploading which will go into the idea behind this and the activation of some of the MCM setup. Please forgive my terrible commentary. I will link to it once its uploaded.
  7. Hello everyone! So I recently completed a play test of a heavily modded Skyrim which turns Skyrim into a survival game and removes most settlements from the game and beefs up the difficulty. The video can be found here: Skyrim Dark Fantasy/Horror Things to note: I am forever tweaking this. In the video it shows me using Hunterborn but I am not happy with that mod as its bit clunky. I only used it for the wearable lantern add-on that allowed for the lantern oil to be crafted but I have made my own separate mod that does that. I am also currently doing testing on the mod list with the Combat mod Vigor. To see how combat could be changed. You can learn more about my play though and the updated mod list as it evolves on my blog Deadly Skyrim If anyone has some suggestions to further enhance the gameplay let me know! Its a constant evolving modlist so ideas are welcome. My modlist for the video:
  8. Yeah it will be interesting to see what the armor and Wraithguard DLC will be. I know that some of those images could be placeholders but I think its more than that. Out the 100's of items/icons that could have used I think they link to something. Time will tell. I am going to be rewatching the GameJam video from a few years ago as some people have pointed out that the paralysis rune and arcane arrows were featured in that; if so could more game jam content be coming our way? (SPEARS!)
  9. :NOTE: Before I get into the thread I want to point out that this is not a thread to discuss if the creation club is a good idea, if it is killing the modding industry or a place to throw hate down on Bethesda. So lets keep that out of this thread. You can read my view on the Creation Club here, in thread discussing if creation club are mods or not. If you want to talk about the Creation Club and its effect on modding there is this thread. For general discussion on the creation club this seems to be a relevant thread. Now I am not saying we can not discuss the CC in a polite and civil manner in this thread but this thread is more about looking forward and talking about what potentially could be coming our way in terms or releases. As always, be polite and civil to each other. --------------------------------------------------------------------------------------------------------------- .. UPDATES FROM DECEMBER AT BOTTOM OF THE POST.. So the creation club has been released and we have a handful of weapon/armor and spell mods as well as the survival mode. While it is a pretty lack luster release there are some gems inside there. The spell pack and the archery mod really caught my eye. But one thing that I did notice was the lack of the Dwemer Armored Crab. This was a CC creation that advertised pretty heavily and while I can only speculate as to why it did not appear it did leave me searching for an answer. While i didn't find any I did find clues to other potential creations which I will out line below: - Dwemer Armored Mudcrab- This one we all know about. It was shown in the E3 video both in the CC menu and with game-play footage. It appears to be a pet/follower. It also appeared on the "leaked" steam DLC page showcased by TheEpicNate315's video (It appears at 2:29). UPDATE: The Dwemer Armored Mudcrab was released at the start of December! -The Grey Cowl Returns! - This one I have not found much chatter about. Again it appears in the E3 video but only shown in the CC menu. A good guess is that it returns the Grey Cowl from Obilvion placing it within Skyrim. For those who don't know what the Grey Cowl is the UESP sums it up pretty well: "Whoever wears this hood takes on the identity of the Gray Fox: the wearer's fame, infamy, and bounty all become those of the Gray Fox. Any crimes committed (or good deeds done) are attributed to the Gray Fox rather than to the character wearing the hood" Given the implementation of the current CC content I can only guess that it will just be placed on a bandit somewhere but the introduction of such an item could make for interesting game-play. -Other Potential CC creations: The following image from Bethesda.net offers some clues: Firstly on this image we can see that there is the Edge of Ruin and Bone arrows. These are already creation club releases. Further more the previously mentioned Dwemer Armored Crab is also present. Taking those out along with the clear Fallout content and we are left with 7 other items that may be future CC content. I will go through them each row at a time, there being 4 rows. 1st Row has 2 items. Firstly the sword, what that is I do not know. Anyone with any thoughts let me know. UPDATE: It turns out the sword is the nightngale sword. Some have speculated that we may get an enchanted version of the weapons/armor as CC content. The second item being the iron helm that is a Skyrim icon. Perhaps a new armor mod? 2nd row has 3 items: First one is the Edge of Ruin Bow. This has already been released. The second one is the horse. I am not sure if its a horse overhaul mod, a texture mod or maybe horse armor?! (Shudders). Third is a Glass shield. Perhaps an artifact? Again I am stumped on this one. 3rd row has 2 items. First is the dragon quiver and arrow. These were released as bone arrows in the archery CC creation. The second one I think could be the lords mail. The armor has a clear imperial style design and as most of the current CC armor/weapon mods seem to be artifacts from previous games my money is on this one. It last appeared in Morrowind. UPDATE: It was indeed the Lords mail! Released on the CC for December. 4th row has 2 items. First is the symbol of the in game god Mara whom you need the amulet of in order to marry someone. Perhaps a marriage overhaul? Second looks a lot, and I mean a lot, like the Wriathguard from Morrowind. A powerful Dwarven artifact that played a big part in Morrowinds MQ. considering one of the weapons from the Morrowind MQ, Keening, is already in Skyrim it looks like we might get another on of Kagrenecs artifacts....here is hoping for sunder. DECEMBER UPDATES The Dwemer mudcrab was released at the start of December alongside the Imperial armor; which did indeed turn out to be the Lords mail! What is interesting is that 3 new files turned up in the update at the start of December: ccTWBSSE001-PuzzleDungeon.esmccEEJSSE001-Hstead.eslccQDRSSE002-Firewood.esl The Puzzel Dungeon is being attributed to work being done by Trainwiz. A person who is known for his love of of the Dwemer and puzzles. Could we perhaps be seeing the Wraithguard turn up here? Either way we are getting a new dungeon! What is interesting about the puzzeldungeon file is that it is an ESM and not an ESL. ESM are usually reserved for larger creations. For example the offical DLC are ESM files. Whatever this turns out to be it is going to be something large. The Hstead - I have lead to believe is going to be a home created by Elinora. She is a well established modder who has made lots of great houses for Skyrim over the years so it will be interesting to see what she comes up with for the CC. The Firewood file - no one is really sure what this is. It could be a survival mode addon such as what campfire is to frostfall but its speculation at this point. Still no sign of the Gray Cowl..... Further info can be found at the official forum thread on the new update So that's what I have found and my speculations. What do you think?
  10. For me it its clear: Creation Kit is not mods. Its paid DLC. I really do not get all the hate. I have read many posts and seen many videos about this. I know the history behind it, the idea of paid mods and how that divided the community; but I truly do not understand why people are so raging about creation club. Bethesda have never said they will take away mods. In fact they said that Creation Club is just another way alongside mods to enjoy new content. Secondly: You don't have to buy the stuff in creation club. This is what infuriates me. The haters are hating on something that they don't even have to download. Don't want the new spells? Don't buy it. Yes I get that there are mods that do the same or similar things, or that a mod creator could make the same stuff but I honestly don't understand the hate. Modders both people who make mods and people who use mods have for years said: IF YOU DON'T LIKE IT DON'T DOWNLOAD IT. To have that now thrown out of the window because of "official content" kinda makes the modding community seem like a large community of spiteful babies. Yes the creation club was a bit underwhelming, yes the "dlc" are a bit pricey, yes there are mods that do the same but please do yourself a favor and simply just don't buy anything. I am not sure if people are raging because the mods existed that are similar before the Creation club or if they are mad that Bethesda is making content for a 6 year old game and charging for it. Simply put the stuff from creation club is official. It will have support. It will be more stable than mods. It opens up the door for modders to become developers: Who by the way get paid for their work. ps4 users can now get access to new content. The creation club has had a lack luster birth but by god people it doesn't half open up new opportunities for far greater content. I for one can not wait to see what content comes out of creation club. It is easy to spit ones dummy out but essentially it boils down to this: - Does modding still exist? yes. - Will mods go away? No. - Will people make new mods. Yes - Do you have to by the CC content? No Being mad at creation club is like shouting at the wind. That is my thoughts on the matter anyway. EDIT: I would like to point out that I do think the CC is just a way to make money for Bethesda but to be honest if its going to lead to much greater and larger content then why not?
  11. Hey Dragon :D Long time no see! How you doing? Oblivion - sure once I have something to test I will let you know.
  12. This is a mod that I had for years that I have been working on. I am finding very little time to work on it and I am debating about releasing it just as a resource. I also debating about merging it with the other two Falmer mods. As it stands I am posting this here to help spark ideas and to kick myself in the behind into actually doing some work on it. Never say never. Falzan Cover Art Previous thread The Shrine of Falzan is a small Falmer dungeon mod that aims to expand upon the the lore and experiences that the Neverhalls, Forgottenhalls and The Snow Prince Enhanced provided. Collectivly these mods are the Falmer Project. The mod itself will focus primarly upon lore but it will see traps and challenges such as those seen in the past Falmer mods. Currently I am working on the exterior to the shrine and working on the lore that will be found within. While there will be no "back story" to the shrine itself, other than one of the last places of worship for the Falmer, I am aiming to use the mod to expand upon what the Neverhalls and the Forgottenhalls offered and ultimatly offer another dungeon that is equal with the depth and character that Morrowind provides us. "Falzan is a holy place. It is a shrine where we gather to give worship to Varla, mother of us all. Praying for peace, for an end, to a war that we brought upon ourselves." - History of the Falmer Vol. (The Tides of War)I Lore: - For Lore please see the second post! Old Exterior (CS): Ruins 1 Ruins 2 Ruins 3 Ruins 4 Ruins 5 Ruins 6 New Exterior (CS): Ruins 1 Ruins 2 Ruins 3 Ruins 4 Ruins 5 In Game Shots: night 1 night 2 night 3 day 1 day 2 day 3 sunset 1 snow 1 snow 2 Interior Shots (CS) screen 1 screen 2 screen 3 screen 4 The new Sila Golem Sila Golem Constructs made by the Falmer, these golems roam forgotten ruins. The Sila stones which make up part of their construction infuse them with great power. Due to their durriablity and strength they were often used to guard shrines and other places the Falmer deemed holy. Old // New Old //New Old // New Old //New close up: 1 2 New Falmer ChestS Chest 1 Small chest Falmer Clutter Pot 1 Pot 2 Plate Tankard Goblet Platter Bowl Key Bed Bench glow maps! cup tankard plate bowl pot Falmer Hammer Pic 1 - Pic 2 - Pic 3 ok so updates need pictures: Sila Construct pic 1 pic 2 Falmer Spirit Pic 1 Pic2 Crysila Flower Pic 1 Pic 2 New Falmer Arrow Texture Pic 1 working on the "inner Cavern" - a large ravine which leads to a dead end pic 1 pic 2 pic 3 pic 4 pic 5 pic 6 pic 7 pic 8 pic 9 New Interior shots: pic 1 pic 2 pic 3 pic 4 pic 5 pic 6 pic 7 pic 8 New Book: Golems and Sila New Features: Falling Spiders New Weapons and Armor: Chaurus Helm Chaurus Shield Chaurus Bracer Chaurus Sword Falmer Full Helm, 2 Falzan Afterlife Falzan Afterlife in game shots Falzan teaser shot 1 Falzan Teaser shot 2 Armor: Chaurus Bracers Chaurus Helmet Chaurus Shield Falmer Helm Weapons: Chaurus Staff Chaurus Sword Ingrediants: Chaurus Chitin Chaurus Eggs Creatures: Chaurus Falmer Falmer Soldier Falmer Warrior Falmer Chief Playing around with some scripted movement: Rotating stones Skyrim style Falmer statics: Fence Hut and chests The Amulet of Samarkand The Fierce People Tides of War (History of the Falmer Vol 1) Unkown Song Golems and Sila
  13. Hello everyone, I don't normally have CTD problems, but I am having a hard time narrowing this one down. The game is crashing east of White run. Once you go over the bridge past Honningbrew Meadery. I had previously done a radiant quest at White River Watch (Just across the river from the area I want to walk). I fast travel there but within a few seconds the Game CTD's. The only mods I am running which should affect that known area are: Cutting Room Floor (Jester quest) Settlements Expanded (Adds a few buildings) Immersive patrols. I have deactivated all 3 of these but still the problem occurs. What I have tried: - Reverting to earlier saves and trying location again. - Fast traveling away from location, waiting 3 days. - Removing mods systematically and re-loading. - Various ini tweaks to reduce shadows - Changing fade distance - Lowering settings from high to medium I use LOOT to manage my load order: Any help to save my game would be appreciated.
  14. Hello everyone! My first time posting on these forums and I am sorry if this has been asked somewhere else. What I am trying to do is to fix a bug in my Winterhold Gate mod where my Guards do not change factions after the civil war. If the imperials take the town the guards remain and then fight and die :( any solution to this?
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