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The_Vyper

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Everything posted by The_Vyper

  1. What types of spells are they (i.e. normal spells, Lesser Power spells, Greater Power spells, etc.)? The reason I ask is that NPCs can't sell Lesser or Greater Power type spells.
  2. You might be interested in these: Amusement Park of Cyrodiil by Kroot9525 Amusement Park of Cyrodiil with Expansion by Kroot9525 The Visions of Time Amusement Park by Kroot9525
  3. This. That sort of change does need to be made in the CS. Luckily, I actually made a mod like that once. Link
  4. After a fashion. While it's true that you can only make spells that use effects you already know, you can create unique spells with multiple effects. For instance, if you have a Frost spell, a Fire spell, and a Paralyze spell, you can create a new spell that uses all three effects (as long as that spell doesn't exceed your skill level).
  5. Unfortunately, no. That stuff is hard-coded and can't be altered.
  6. I believe Spells Be Effective is what you're looking for.
  7. It could be a load order conflict. Post your load order.
  8. Th SetEnchantment command might be what you need. I'm not very skilled with OBSE commands, so I'm not sure how that setup would look.
  9. After a fashion, yes. The script block necessary would look something like: Begin ScriptEffectStart Player.AddItem PoisonID 1 ;replace PoisonID with the EditorID of the poison you want to use Player.EquipItem PoisonID ;if the poison is from a mod, the spell must be made part of that mod End You'd still get the message box asking if you wanted to apply the poison to your current weapon, but that should work. Edit: typo in the script.
  10. Modify the pathgrid nodes so that none of them inside the pen connect with those outside the pen. Also make sure the fences aren't sitting right on top of a node.
  11. That falls under the category of console modding, which is not supported here.
  12. That's not actually the case. If the chest itself is owned by the Player or the Player Faction, the key is not necessary for the Player to access it. Only non-owners or those not belonging to the owning faction will be locked out of it. Thanks for the most helpful insight Vyper. :thumbsup: I always worked under the logical assumption that an actual key was necessary. You're welcome! :D The funny thing is, I actually discovered that tidbit on accident.
  13. Ironman500 is a new Olympic event.
  14. My apologies. I wasn't trying to be condescending, just informative. :blush: I tend to get a bit overzealous with that sort of thing :geek: (coming from me, that post was seriously "bare-bones" :laugh: ). Glad you like the mesh. If you need others like that, I'd be happy to give it a go.
  15. The reason you can use the root dugeon pieces is that all SI content is itegrated into the Oblivion.esm, with the Shivering.esp there mainly for the .bsa redirect. The reason you can't see the Orrery door is because you can't use items native to one .esp in another without loading them in as new items. For more information, read this article.
  16. You can find it here. Just out of curiosity, did realize the last post in this thread was made five years ago?
  17. Not exactly one click. It requires altering the red carpet texture, saving that as a new texture, applying it to the mesh, saving that as a new mesh, then bundling all of that up for you. Even so, it only took about five minutes. :thumbsup: Here's a link: Blue IC Library Stairs
  18. Granted, your new graphics card is so awesome it cases your monitor to explode. I wish I wasn't covered in 2nd ans 3rd degree burns (napalm attacks are rough).
  19. That's not actually the case. If the chest itself is owned by the Player or the Player Faction, the key is not necessary for the Player to access it. Only non-owners or those not belonging to the owning faction will be locked out of it.
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