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TheWormpie

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  1. Hey modders! I've created a version of the Hare race that allows for dialogue with PC, I'm having a small issue with it. When dialogue is initiated, the initial camera angle that you're forced into is far too much down into the ground, so the actual hare ends up at the upper edge of the screen. This feels rather unnatural, so I would like to change it somehow. Is there any way to fix where the camera is turned towards when dialogue is initiated? (maybe adjusting the skeleton in NifSkope or something?)
  2. ...5 YEARS LATER So, for whoever is interested, I finally got around to releasing this as a mod! :whistling: :laugh: It ended up with around 80+ different combinations of mostly simple lore-friendly models and textures, although I had to scrap a few in the process as well, to make it work and get it out in a acceptable state. I hope someone is still around in the modded Skyrim community to appreciate it, haha You can find the Oldrim version here: https://www.nexusmods.com/skyrim/mods/115417/ The SSE version will be released ASAP (which means maybe in a few months, since I need a friend of mine that is out of the country right now).
  3. Once again, thanks for the interest and the reminder ;) Same situation as last year. But yes, if I ever get around to publishing this (and as long as a new Elder Scrolls game hasn't been released yet, there's a chance that I will), I will publish for both Oldrim and SSE. No way I will even try to make anything work for Anniversary Edition, though, since that introduced so many new bugs, it's crazy.
  4. Real life unfortunately came in the way, so this project has been at a standstill for quite a while now. But it's actually pretty close to being publishable, as far as I remember, so I still hope to get it out. Perhaps during the summer :) Thanks for the interest and the reminder.
  5. Forsworn The Movie: Return of the Hagturkey :laugh: Yes, actually I had been mixing elements of the turkey into a hagraven, although rather discreetly. (Almost done with textures at this point.)
  6. Well, it's all a bit unclear right now -- perhaps there will be no problems with most of the assets I've used. But an example is the Turkey asset, which he doesn't allow to be used unless implemented as is, as per my interpretation of his permission notes at least (which means I am unable to use it as part of my own customised hagraven models). That one is not so important to me anyway, though, so I'm fine in any case. Currently working on hagraven textures with Breton/Forsworn tattoos/symbols. I also think some of your ideas (the deathbell one especially) are really cool, so if I find the time, I will try to work on a few more models, but there are other things that are more important to complete first, if I want to get the mod ready for publishing :)
  7. I haven't modded for quite some time, and I had a minor setback caused by changes in the permission notes of Mihail's assets that I had formerly used. But I have just started working on it again, so hopefully it comes along fine :) Thanks for the interest! At this point, I mainly need to have a variety of different retextures done for common hagravens -- I'm done with 3D modeling for now.
  8. Thanks for your kind words, and thanks for the suggestions :D I've had a little break from modding, but I'm probably going back to finish this project soon enough. I'm done with the Handmaid, and an ancient nordic hagraven variation is almost finished. I don't know how many more I'll do from there, but it's definitely my ambition to create common hagraven variations with different skin colors, hair colors and also a few different weights and hair styles. I really don't know how to use MCM and would rather not have people be dependant on downloading it to use my mod, but I'm trying to be as lore-friendly as possible with all my variations.
  9. Two aliases not marking the reference as reserved = no issues at all. If one alias is marked as reserved, the other one must be marked as "allow reserved", or otherwise it will fail to fill. Meaning that if you mark the second one as reserved too, then the first one would need to be marked "allow reserved". So in your Sebastian Lort example, don't mark your alias as reserved - unless you plan to edit the original Clavicus Vile alias too. I don't know about your Movarth example - that depends on how the quest in question handles the situation. If Movarth is a reference that gets enabled, while the generic vampire boss gets disabled, then it will cause issues, because you won't be able to use a disabled reference for much in your own quest. On the other hand, if "Movarth" is just a name that gets assigned to the generic vampire boss, so that the actual reference is still the same, then the alias in your own quest will still point at that reference, Movarth or not. I hope I made any sense :)
  10. I'm not experiencing the reference bar ever becoming greyed out. But it seems you can't choose any reference unless its parent cell has the location in question chosen in its cell settings.
  11. List looks fine. Are you absolutely sure that all of your chosen locations even contain boss type references? And sure that they are not already marked as reserved for other quests? If not, a way to test it: Instead of random locations, check your locations one at a time, and see if there's one specific location that prevents its boss alias from filling.
  12. Optional aliases should be allowed by the quest no matter if they fill or not, and no matter where in the list they are. I recommend setting all of them to Forced fill type though, just pointing at no references at all. Otherwise, they might fill with something you don't want them to fill with. Without knowing more details about your aliases and how they are all conditioned and placed, I can't help you much more. One thing: For mods with start-enabled quests in particular, it is even more important than usual that one generates an SEQ-file for the mod. Whenever you create a new start-enabled quest or edits the start-enabled flag for a quest, you should generate SEQ. This primarily fixes dialogue issues, but it might help out with more than that. You can generate SEQ through TES5Edit, and if you don't use that, follow these instructions.
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