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GalimeerKandarus

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  1. So, my idea is that different summoned creatures give the player special effects. For example, summoning a troll familiar would give the caster a buff to health regen. The spell description would read something like: "Summons a level <60> Troll Familiar for <dur> seconds. While summoned, your health will regenerate faster." The problem is that I don't know how to make that happen. The summoned creature is easy, but I'm not sure how to make it give the player the extra effect. I tried making a cloak spell that would apply the effect and adding it to the actor effects, but the summon would never have the spell active. Anyone have any other ideas I could try?
  2. Meridia hates necromancy, but I resurrect this thread to present you with the object of your desire: https://www.nexusmods.com/skyrim/mods/101093
  3. Whenever I transform into a vampire lord and then transform back, my player has wrinkled skin everywhere except for the head. I did a bit of poking around and it looks like the msn skin for the "old people race" is being applied to my character (textures\actors\character\maleold\malebody_1_msn is the file specifically). I assumed this was some kind of vanilla thing because vanilla Skyrim vampires are intentionally ugly, so I installed a mod that undoes that, but I'm still getting the bug. Does anyone have any insight as to why this might be happening? EDIT: I did some experimenting and, yes, the game is applying the elderly msn skin, but it's also being applied to my followers too (and likely to other npcs as well)
  4. I had this problem and what I found is that having VioLens installed and setting the melee kill move camera to 3rd Person fixed it. Not sure why that mod would be affecting follower AI, but the Creation Engine works in mysterious ways I suppose.
  5. The Deflect Arrows perk blocks all damage from incoming arrows that hit your shield. The problem is that most of the time, arrows don't hit your shield at all, so the perk just doesn't work. Is there a mod that changes how the perk works so that if you're blocking all incoming arrows within, say, a 120 degree frontal cone are blocked? Alternatively, is there some way to artificially "increase" the size of a shield so more incoming arrows are blocked? Or is there some trick in play-style to using the perk, like, "put your crosshair above the archer's head" or something like that? Thanks.
  6. I figured out how to do it, and I feel very clever. Helgen uses the "MUSDiscoveryTown" music type (in TES5Edit), which has 3 vanilla tracks. What I had to do was add a 4th one and also add some conditions to the tracks. For the tracks labeled MUSDiscoveryTown01, 02, and 03, I added the condition: Equal to 0.000 GetInCurrentLoc HelgenLocation "Helgen" 00 00 00 00 Subject 0 -1 That makes it so those tracks won't play when discovering Helgen. As for my fourth track, I added the condition: Equal to 1.000 GetInCurrentLoc HelgenLocation "Helgen" 00 00 00 00 Subject 0 -1 That made it so this track will only play when discovering Helgen (Note the "Equal to 1.000" instead of "Equal to 0.000") I hope this helps someone else who might be looking to create unique discovery music for a location.
  7. Almost 3 years late in a reply, but I can do something like that. I've written up a script and contacted a voice actress already, so a voice replacement mod is on its way!
  8. How would I go about adding a unique track to play when discovering a new location? Specifically, I want a different jingle to play when discovering Helgen (I use alternate start mods). I know it's possible because High Hrothgar has a unique discovery jingle, but I don't know how to replicate it. Does anyone have any ideas?
  9. I have an issue that I'm pretty sure is caused by a mod, but I don't know which one. The problem is that when I use only two words of a shout, the second word is always "Toor" from the Fire Breath shout. So instead of Frost Breath being "Fo Krah" it's "Fo Toor." Instead of Drain Vitality being "Gaan Lah" it's "Gaan Toor" and so on. Unrelenting Force seems to be an exception, as it still works as "Fus Ro." The shouts themselves still function properly, it's just the spoken word is from the wrong shout. Does anyone know how to fix or what causes this bug? Thanks. >Found it. The mod causing the trouble is "Magic Duel - Reborn" Unfortunately, I can't find the source of the problem within the .esm file.
  10. NPC voices carry aggression variables? Interesting. I'm working on a nearly identical problem with a mod of my own, so thanks for the insight.
  11. So I'm making a powerful Boss monster. He's strong, but doesn't handle multiple enemies very well, so I decided to give him a shout that triggers the Fire Storm mgef. I've done similar things before, but for some reason this one isn't working. I think it has something to do with the fact that Fire Storm is a ritual spell (2 hand casting animation). Anyone have any ideas on how to change that? I glazed over the details, so if more information is needed, just ask. Also, does anyone know how to make boss/dragon music play during the fight? Or how the boss music works at all? Thanks for any help you guys can offer.
  12. What I'm trying to to do is create a new NPC with modified existing dialogue; a female Dremora Lord to be specific -- identical to the vanilla Dremora Lord but with a different body shape and a different voice. I already have the new sound files, a new Voice Type assigned to my NPC, and I've found the existing dialogue stuff in both Creation Kit and TES5Edit. The problem is that when I try to duplicate the lines in Creation Kit, instead of getting a new "box full of stuff" (the Dialogue Quest with all of the lines and various values associated with them), I only get the "box" (an empty Dialogue Quest). When I try it in TES5Edit, "Copy as New Record" acts identically to "Copy as Override." I'd rather not do it the hard way and recreate every single line, flags,emotion values, script, and all, but I'm out of ideas and the internet has been relatively unhelpful thus far. I'm fairly well-versed in the above-mentioned programs, but this is the most advanced mod I've made thus far. So does anyone have any tips and/or tricks on how to do this? Or am I doing something wrong?
  13. I know how to do that. I'm looking for some way to keep their health at 1/1520. I'd rather not use the console because it's immersion-breaking
  14. So I'm working on a mod that let's you train Restoration on the sick/wounded people in the Temple of Kynareth in Whiterun. What I have now is a mod that boosts their health to 1520. I've also gotten it so that using the "damageactorvalue health 1519" console command sets their health to 1/1520, so you can cast healing spells on them and get xp. So here's my question: Is there a way to automatically use the above command (or some kind of "impersonation" there of) on the npcs when their health is full?
  15. The existing skill training mechanic is okay, but then I discovered Angi. She's an archery trainer, but instead of just making 5 payments at a time, you actually shoot at targets and get xp. You actually *train*. I also experienced a bug in the Companions quest (now resolved) where Vilkas doesn't stop fighting you. I got good xp from that too. So the mod I'm imagining is one where skill trainers, specifically the combat-based ones, become "aggressive" letting the player fight him or her, getting actual experience-based levels. I'm sure such a thing is possible because the system already exists (to some extent) in-game.
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