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Thynar

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  1. When you had re-installed, did you also get rid of your mods in the Nexus folder? Maybe they got corrupted and you'd have to reinstall them again.
  2. Sorry for the late reply, but what do you mean by overwriting ICoW's files? Like, opening ICoW up in the Creation Kit and making changes it's .esp directly? I want it so users of both mods can download both and then put my patch below the two loaded mods to have them work, if I edit ICoW then I'd have to edit it again every time it updates. I need to load both my mod and his mod though, and neither as active in order to make the patch, but the Creation Kit doesn't save the .esp's as required files for the created patch .esp :( Was hoping for help figuring out how to use a third party like TES5Edit or Wrye Bash to make sure it loads the references I edited from both mods
  3. Yep, I had made a plugin in the creation kit and then later made it have both mods as master files, since you can't flag .esp's as master files through the CK alone, but it still didn't work correctly. Is there a certain order I have to do it in?
  4. Hi there! I'm Tan, and I'm here to ask for help with a small problem I've been having. I have a mod called Mythos of Bledaen, and it's incompatible with Immersive College of Winterhold. The reason I can't simply make another version of my mod that changes to work with or be overwritten by Immersive College of Winterhold in a way to get the functionality of both mods is because mine happens to have a Weather Machine in the courtyard. In short, the Weather Machine works by having a copy of all of the "snow-covered" objects in the courtyard that I want to be able to 'melt' by having them be attached to an enable parent. When a button on the machine is pressed, all the snowy objects are disabled, whilst the non-snowy copies are enabled. If you go into the editor, you'll find that the two copies of the objects are stacked on top of each other. Keep in mind this is also on a small scale and doesn't really impact performance that much. If you tried duplicating the entire wilderness like this it'd probably lag, and you can't change terrain palletes like you can the courtyard's unique floor tile with grass like I did. My problem at present is being able to make an .esp that edits elements from both Mythos and ICoW, so it'll be dependent on both, but it would also make it so the weather machine's enable parent would affect the objects added or edited by ICoW. However, I don't want the solution to involve me editing the base of ICoW, as well as the base of Mythos, if possible. But I haven't been able to figure out how to make a patch that works the way I want it :( Any suggestions?
  5. I'm looking for a mod that adds directions to vanilla quests, so you could find a place without relying wholeheartedly on Quest Markers, I can confirm that it exists on the nexus, but I couldn't find it again :( Example, "I have to find the cave. The cave is located somewhere east of Whiterun, but no further than the giant camp." in place of ""I have to find the cave."
  6. I've been playing around with Atvir for a while now, and I've got to say... he is the best follower ever. I'd like to join the mod development if possible. I know some scripting, already published a mod on Steam called 'Aldous, The Alteration Mage' for Skyrim.
  7. first find what model you want your 'door' to be. Click on it in the Static menu, there will be something like Model [ Architecture\HighHrothgar\HHCelingBeam01.nif ] Highlight that info ^ then Copy it. Go over to Doors, and duplicate any door Then rename your duplicate, and paste the model you wanted to use in where the model for the door was. like replacing [Architecture\Windhelm\Doors\WHArenaDoor.nif] with the ceiling beam. It won't have an animation, and you'll probably want to change the open/close sounds. afterwords, you can replace the grate with the 'door' you made and it will work like a charm.
  8. I've fixed the problem I've been having by making it Start Game Enabled AND making "5" the Start Up stage, then making the first dialogue option require 5, it didn't work with 0.00, but its working now.
  9. http://i1121.photobucket.com/albums/l507/Terrestria/ResizedAldous.jpg I have no idea why he won't talk, I've done everything in the Bendu Olo tutorial on Creationkit.com for Actor Dialogue. Unfortunately, this man won't talk to me, jerk! Whats supposed to happen is he should have an option to ask if he needs help, then you can say Yes/No. The only way the option appears when I try to talk to him with E is by doing: Notice that I checked the stage for the quest first, it was 0.00 but he didn't have the dialogue option. After I input that console command, the dialogue option to ask him about his quest comes up. I've done just as the Bendu Olo tutorial asked, honest! :facepalm: Quest Alias is empty, I didn't put anything there. Here is the Quest Data: Quest Stages: Quest Objectives: Dialogue Start: ^ Response Yes ^ Response No Aldous' VoiceType Its a lot of images, but I have no idea how to explain it otherwise, also because I don't want to upload a warped mess.
  10. Making quests better be damn rewarding in the end!
    1. Thynar

      Thynar

      I now feel I can answer that question... No!
    2. HitokirinoOni

      HitokirinoOni

      So no more updates?

      Dang. I liked your mods. Still have Sir Hach installed.

    3. Thynar

      Thynar

      Oh god! I finally released the mod I was talking about here. Almost 3 years later.

       

      http://www.nexusmods.com/skyrim/mods/65678

  11. A scripter for a mod taking place after the Winterhold College quests, I'd like someone who is good at making quests and dialogue work properly, PM me or post here for more info. Thanks.
  12. Isn't that caused by having more than 4 Omni lights in a scene? I've had this problem but I fixed it by deleting most lights, there are some FXs that you can use instead which don't emit light, you might want to try that
  13. http://forums.nexusmods.com/index.php?/topic/458238-this-forum-is-not-for-mod-requests/ I'd say you should make something like an Amulet of Talos that decreases the cooldown on your own, would be easier but I have played a vampire lord yet
  14. I've turned on "Show Hidden Files" but I still cannot find the vanilla sounds. I want to add sounds for my custom NPC, but I don't know how to get them into the Creation Kit list of available sounds. And I'd like to know how to find the original files in steam/steamapps/common/skyrim/data, all the folders (Meshes, Textures, Interface) are either empty or contain more folders, this is so I could reskin a texture based off one already in the game. Thanks.
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