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Forteverum

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    http://www.ockoreanmartialarts.com
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    Skyrim

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  1. Yeah, I'm told that the enchantment swapping element of the script that you wrote for Immersive Jewelry isn't working. The rings swap and bring the custom names over, but not the player made enchantments. I don't know if anyone has reported this though, or even to whom it should be reported.
  2. Hello, I'm Forteverum, author of Immersive Jewelry, and I am cooking up a new mod: Kryptopyr's Complete Alchemy and Cooking Overhaul added a lot of alchemy functionality, in particular the ability to use a "retort" at the alchemy crafting table. This new option provided recipes for waxes, specific medical remedies for diseases, poultices for bandages, and even grenade type devices. However, it didn't do much more than that, and left the main work of alchemy for the standard "mortar and pestle" side of things and working with herbal ingredient combinations. As a person with some knowledge of chemistry, I realized that CACO also provided through its additional misc objects the raw material for some pretty fun chemical reactions. I thought the retort would be the perfect place to see all of these things brought to life in a fun way that made alchemy have some real utility in line with other "magic" schools as well. What I am going to need are either directions to alchemy resources that I may not know about (and I have seen the resource packs available on the Nexus), or some volunteers to help me make some statics that I can use to represent some of these new ingredients. The mod is already made and practically ready for release - I just think it would be better if I updated some of these inventory objects. Specifically, I would need: The yellow mineral orpiment an Erlenmeyer flask with a glowing blue liquid (emissive) that can serve as a Wearable Lantern black tar or rosin a little phial that says "smelling salts" (for a patch with NPC Knockout Overhaul) pyrite A green liquor bottle that says "Absinthe" lunar caustic (silver nitrate) glycerine an Erlenmeyer flask with a bubbling fuming liquid inside (animated) red phosphorous in a bowl a purple explosion (for fulminating gold) This mod will also allow for all of these ingredients to be used to create items that will be used to completely overhaul the way weapons and armor are "tempered". It will no longer be a matter of "grinding up an ingot" but will involve actual weapon oil, waxing, adding buckles, silver polish, etc. These will use a skyproc patcher to alter the tempering recipes of every equipment mod in a load order. This means if you use a mod like Isoku's "Loot and Degradation" that you can carry the equipment repair kits with you and actually treat it as the hammer and whetstone it is, because craftable oil will be the tempering ingredient. If anyone can help with the above meshes or direct to resources that could serve, I'd be grateful!
  3. So Immersive Jewelry has been out for some time, and I've finished all parts of it that I'd wanted to except one. There needs to be some form of breakdown whereby players can extract gems and metals from unwanted pieces of jewelry. What I would like to do is have a miscellaneous object called "pliers" that when clicked on, allows you to click on any piece of jewelry in your inventory. Once clicked, the jewelry will disappear and be replaced by X sized gems and portions of "hackmetal". The hackmetal can then be combined into ingots at the smelter. Immersive Jewelry already has about 3600 unenchanted items that this would have to work for, however, so going in by hand and programming what each object breaks down into with this method would take months. However, when I categorized each of the 3600 armor objects for jewelry as I made them, I followed a scheme wherein they were identified by mod author name, then the object slot, then metal, then race, and then the gem and its cut. For example "JohnSkyrimCircletSilverNordicDiamondCheckerboard". Is it possible that I could write a script that would identify the proper breakdown components of any clicked on object immediately based on its editor ID? For example, just from the editor string, it would know to give diamonds, from "circletsilver" it would know to give 12 portions of hacksilver, and from "JohnSkyrim" it would know to give 7 diamonds, because the circlets by that author have 7 gems in them? If so, what would the calls for that function and name string identification look like?
  4. So Immersive Jewelry has been out for some time, and I've finished all parts of it that I'd wanted to except one. There needs to be some form of breakdown whereby players can extract gems and metals from unwanted pieces of jewelry. What I would like to do is have a miscellaneous object called "pliers" that when clicked on, allows you to click on any piece of jewelry in your inventory. Once clicked, the jewelry will disappear and be replaced by X sized gems and portions of "hackmetal". The hackmetal can then be combined into ingots at the smelter. Immersive Jewelry already has about 3600 unenchanted items that this would have to work for, however, so going in by hand and programming what each object breaks down into with this method would take months. However, when I categorized each of the 3600 armor objects for jewelry as I made them, I followed a scheme wherein they were identified by mod author name, then the object slot, then metal, then race, and then the gem and its cut. For example "JohnSkyrimCircletSilverNordicDiamondCheckerboard". Is it possible that I could write a script that would identify the proper breakdown components of any clicked on object immediately based on its editor ID? For example, just from the editor string, it would know to give diamonds, from "circletsilver" it would know to give 12 portions of hacksilver, and from "JohnSkyrim" it would know to give 7 diamonds, because the circlets by that author have 7 gems in them? If so, what would the calls for that function and name string identification look like?
  5. You're right! That makes 3 scales to choose from. Very nice. And I wouldn't have known to look there for an abacus. Perfect, thank you.
  6. Well, I adjusted jewelry values, weights, and recipes (what gold is worth and what it can make) in Immersive Jewelry.
  7. I've been able to find a couple of scales in the resource packs, but I am looking for tiny little weights and maybe a scale in a brassy color. More specifically, I am also looking for an abacus static. Has anyone ever seen one of those? Both of these are for an update to Immersive Jewelry at its final release.
  8. Hi everyone. I've been working on an update to Immersive Jewelry that will allow users to switch their rings from right to left hands, and I think I have a pretty effective script to handle this using dual form lists. However, when it comes to allowing users to swap items with player made enchantments as well, I had a couple of questions that I wondered if you could help me with. First, is the limitation still in place that if an item with a player-made enchantment is equipped by means of a script, that the enchantment won't take effect until the player equips the item by hand? I wondered if there might have been a recent SKSE update that resolved this or anything. Second, is it possible by means of the SKSE functions such as GetEnchantment/SetEnchantment, GetBaseEnchantment(), MagicEffect GetNthEffectMagicEffect(Int index), Float GetNthEffectMagnitude(Int index), and SetNthEffectMagnitude(Int index) to copy an enchantment exactly from one item (ie, a right handed ring), and apply it with the same exact parameters to another (ie, a called up left handed ring) ? If it is possible, can someone give an example of how this might be accomplished?
  9. It's okay, I made the CK work. There are sublists after all. Well, it's out, everyone. http://www.nexusmods.com/skyrim/mods/64283/?
  10. lol I'm calling it Immersive Jewelry only so that it's cognate with Immersive Armors and Immersive Weapons. It does the same thing.
  11. Hello there. I'm trying to upload my first mod, Immersive Jewelry, to Skyrim Nexus. The rar file is 899 mb or so. I'm using the upload wizard and it's been frozen for an hour since I made the request to upload the file. Granted, I expect it to take far longer than an hour to upload a file of that size, but there's no progress bar or upload speed gauge. How do I know if my mod file is being uploaded properly, and is there a better way to do this?
  12. Oh no, it wouldn't take any extra effort or time at all. You see, chests and loot tables in Nordic Ruins draw from LItemJewelryDraugr, LItemJewelryReligiousAncient and LItemJewelryTimeless combined. LItemJewelryReligiousAncient has old Nord god necklaces based on animal motifs (Stuhn, Kyne, Orkey, etc) However, bandits, shops, and all modern or generic chests draw from LItemJewelryAll (like Vanilla), which draws from: LItemJewelryBreton (about 220 items featuring different types of Celtic knotwork, heavily favoring copper and silver) LItemJewelryImperial (~100 rings of all varieties featuring a neoclassical texture, plus Empire logo necklaces and some laurel leaf texture necklaces) LItemJewelryRedguard (~120 Creole earrings, rings with "desert sand dune" textures, and some Bedouin texture necklaces) LItemJewelryModern ( 255 leather chokers, fluted circlets, ornate rings, etc, but also about 50 Orcish and Elven things) LItemJewelryTimeless (~850 nondescript rings, bead necklaces, large cut stones on chains) LItemJewelrySaxhleel (~ 50 pearl and shell jewelry) LItemJewelryDraugr (~1000 varieties of Nordic rings, ancient Nordic rings, animal necklaces, Dragon cult rings, Viking medallions, etc) LItemJewelryDwemer (-400 unique rings based on dwemer patterns, or "Resdayn" rings from the interchange of the first council with Morrowind.) I first thought to include the dwemer things because after all, a bandit might be wielding a dwemer weapon, but I later thought that such work represents the work of modern smiths who work dwemer metal. My question to you was whether the Ancient Nordic (Draugr) and Dwemer lists should be included in LItemJewelryAll, because it means that there's a 1/8 chance for each that surface jewelry will come from them. But I can easily make a separate esp where they are/aren't included. What I will do is take out LItemJewelryDraugr and LItemJewelryDwemer from LItemJewelryAll, so that you don't find dragon cult rings and the kooky dwemer stuff on bandits. Instead I will split off familiar Nordic rings and make a "LItemJewelryNordic" that doesn't have the animal stuff, the dragon cult stuff, or the Viking stuff and include it in the surface world leveled list instead.
  13. I have finished leveled lists for non enchanted jewelries. It proved to be a bit challenging because leveled items groupings are actually limited to 255 spots, like most entries in the Creation Kit. What I ended up doing was splitting all the jewelry into racial categories, but I still found myself filling each leveled list with the maximum entries and sometimes needing to split into three or more and feed them into one super leveled list for that racial category. I have a question for the community: The way I've set it up, you will find specific types of jewelry and only those types when in certain locations such as Dwemer Ruins, or another type in Nordic Ruins. You will not find Dwemer jewelry in ancient Nordic ruins, nor will you find, for example, Imperial or Redguard jewelry. The question I want to ask is, would you like to ONLY find those types of jewelry in their specific crypts so that they are unique and otherworldly and never before seen, or would you be interested in the jewelry on bandits, shops, etc on the surface drawing from all leveled lists combined?
  14. I've completed retextures and variants now for Armored Circlets, new meshes of Elleh's, and most importantly, Severus Collection Jewelry, which now looks better than ever and appears in 8 gem varieties. I do believe there is at least 3000 pieces of jewelry made for this mod. The enchanting and crafting schemas are also finished. What is not finished are the leveled lists. Oh, I can throw them all into the vanilla leveled lists easily enough, but my intention was for there to be new leveled lists that separated ancient from modern jewelries. My question is, considering how long I have been at work on this (longer than one year now), should I upload the mod to Nexus now as is, or wait until the end of the month after I've deepened the leveled lists and finished other features like books and new recipe notes for sale in alchemy shops?
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