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Leodoidao

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  1. Thank you Steve. I´ll try these. But messing with DLC1crGargoyleAbsorbHealth and DLC1GargoyleVisualFXAbilites in the race menu didn´t change the stuff.
  2. Greetings to all. I have 2 creatures: one werewolf-based and one gargoyle-based. I want to remove that "blood-particle-sucking" from the vampiric gargoyle assault. I created a new race, deleted the DLC1gargoyleabilities from the spell list (from BOTH the creature and its race)... however the effect persists. Now, I also want to do THE OPPOSITE to my werewolf-based creature: add that vampiric attack. Just adding DLC1gargoyleabsorb health and DLC1gargoyleabilities to the race or the creature does not do the trick. Any tips?
  3. Have you tried testing it with a clean savegame? I had similar problems with ambushes, but the disappeared when I tested them with a clean savegame. NOTE: the problems were persistent when I came into modded cell via the COC console command. Start from a clean save and get to your moded cell via a door to see what happens.
  4. Greetings. I am working on a room which will be full of blood and gore. I have the gore, still need the blood (I want to cover the ground with blood splatters). Is there a mesh for the blood splatter in the game? Which mesh is it?
  5. Greetings. I would like to know if THIS mod is legal. Some creatures look like ports from Dragon Age, others look like ports from other games. Are they? - Link removed -
  6. Thank you Hickory... but my mod is for Skyrim. Are the scripts the same of Oblivion :confused: ?
  7. Greetings. I am making quests for Sungarde and I´m in need for some simple scripts. I would like to use them in actors and objects, since my first experience with Papyrus was not very pleasant. 1- A script to an object, when I get it quest stage changes to next; 2- A script to an object, when I get distance "x" from it quest stages changes to next 3- A script for an actor, when he gets killed quest stages changes to next. Anyone could help? http://tesalliance.org/forums/public/style_emoticons/default/unsure.gif
  8. Greetings. I am making quests for Sungarde and I´m in need for some simple scripts. I would like to use them in actors and objects, since my first experience with Papyrus was not very pleasant. 1- A script to an object, when I get it quest stage changes to next; 2- A script to an object, when I get distance "x" from it quest stages changes to next 3- A script for an actor, when he gets killed quest stages changes to next. Anyone could help? http://tesalliance.org/forums/public/style_emoticons/default/unsure.gif
  9. Greetings. I tried to generate LOD for a small landmass (Note: LOD for static objects only, NO terrain and NO tree LOD) which has mountain meshes and dwemer architecture. It keeps saying the same error: Using 4 processors/cores. Creating queue of files to be built... Building 4 chunks at level 4. Building 1 chunks at level 8. Building object texture atlas... Texture atlas build failed with the following errors: LOD diffuse texture '..\Source\TGATextures\lod\DweRuins01_LOD.tga' and normal texture '..\Source\TGATextures\lod\DweRuins01_LOD_n.tga' are not the same size (but should be). Waiting for build worker threads to finish... Build canceled. All worker threads have been terminated. 0 LOD object triangles. 0 were rejected (0 degenerate, 0 under landscape). 0 total LOD object vertices. No major issues detected. Is there anything that can be done about this... :confused:
  10. Are you sure all the mods you are using are compatible? Try to change the load order, or disable some...
  11. Greetings. This is my new world for Skyrim which is still a WIP since it does not have quests, but it is also a release since the core of the mod is already playable and I decided to release the main landmasses and dungeons. The current version allows playing only the first level of each dungeon. Places that are ready and playable: Sungarde Bonebreaker valley, where you will find: -Ruins of the lost city of B`zanf, in the east; there is a cave and a small landmass linked to it, and a new dungeon (The Hollow Mountain). -Sky hole cave, in the northwest. -Water Mother cave, in the southwest. Southern Nord valley (reached by Nord Horde Cave), where you will find the nord Ruins of Johanthal and Karhuass. Western Nord Valley (reached by Nord Horde Cave), where you will find the nord ruins of Yuhal. Western Rocklands (reached by Water Mother Cave), with two new caves A 4th landmass (Johanthal Temple Complex) is ready but will be locked for the time being, as I intend to use it in a questline. http://www.youtube.com/watch?v=6FmBvFnJqUA
  12. Greetings. For the first time I am adding new creatures for a mod of mine, and now I just realized how different it is from Oblivion. In Oblivion´s Construction Set, it was just to open the creature window and there is a "model list" with all the meshes available. In the Creation Kit there is no model list in the creature (=actor) window, but there is an "actor body part data" section. Yes, I created a new body part with a new mesh, which is already there in the meshes/actors folder... now what? How do I add the "new body" for my new creature?
  13. Greetings. I have just finished the quest "Whispers in the dark" from the dark brotherhood and now Astrid has no dialogue options but "Speak About Yourself", and Nazir has no contracts anymore. The questline is broken! I tried waiting for dozens of hours inside and outside the sanctuary, used console commands "SetStage DBside contract 04 0" and "Setstage DB04 200" (just like the Skyrim wiki says) and NOTHING works. Any way to get through this?
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