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Olgark

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  1. I install just this one mod from either the Vortex or from the web site where it is hosted, then log into the game. Once logged in my character is stuck in stealth mode and then floats around the screen. This is the only thing I have active in Vortex as I have removed all other mods. Anyone know how to fix this problem?
  2. Nothing has changed in the mods or load order, not have I changed any settings. But today when I play Skyrim and press the "W" key to move forward for a while the character will continue running for another 30 seconds after I take my finger off the button. I have tested the keyboard input via a notepad and the keyboard seems to be responsive and working fine. I have checked the VSync in the Skyrim pref file in the My Games folder and made sure it is at 0. I am now at a loss of where to look. Anyone have any ideas about this issue?
  3. This isn't good news I can't see Microsoft supporting modding in anyway. All I can see them do is add microtransactions to in game content and armour, perk points etc. They will mess it up like they have done with the Halo franchise and other game developers they have bought.
  4. Follow the instructions on this mod page for LE Skyrim. https://www.nexusmods.com/skyrim/mods/100306 Also SMP and PE will not work together well when it comes to body collisions.
  5. For a start this guide is way out of date. Look here for a much easier one for LE https://www.nexusmods.com/skyrim/mods/100306 Or if you're looking at SE check here, same guy same mod just converted for SE. https://www.nexusmods.com/skyrimspecialedition/mods/31126 I managed to get it working in SE and if I can do this by following the guide on the mod page then anyone can.
  6. I followed this conversion step by step and when I go into sculpting the game gets very laggy until I come out of sculpting then it speeds back up. Anyone come across this or have a fix for it?
  7. I have looked through some sample scripts and come up with this so far. Scriptname LeftPawAlightsunspell Event OnCombatStateChanged(Actor akTarget, int aeCombatState) EndEvent if (akTarget == Game.GetActor().HasKeyword(ActorTypeUndead) AddSpell(DLCSunSpell) ElseIf (aeCombatState == 0) RemoveSpell(DLCSunSpell) EndIf EndIf EndFunction But I get a compile error saying line 6,0 EOF at if is wrong. This is my first foray into scripting and the script is supposed to add the spell to a custom follower I am making and then remove it when combat is finished. This is to stop them from using the spell on living targets. Any help would be appreciated.
  8. I am currently make a follower mod and I tried to give the follower sun damage spells from the restoration skill tree. In combat against the undead it all works fine but when he attacks a living npc he will still use the sun damage spells, and of course this doesn't do anything to the living npcs. I was wondering if there is a way to get the follower AI to recognise when the target is a undead and then switch to the sun damage spells via a script command? I can see in the window target conditions for the spell but this is blank and thought that I might be able to make a spell up that is unique to the follower that will only effect the undead using this conditions window.
  9. I was hoping for the player to be able to give new robes to the follower which he would wear. Is there a way to make him pick magicka regen over armour values? So he would gain progressively better magicka regen and spell reduction as the player progresses in the game. My goal is not to make him over powered like a lot of followers are, so giving him a robe with huge amounts of armour value would kind of defeat that objective.
  10. I am currently making a follower and was wondering if there is a way to make them favour mage robes over armour? The follower I am working on right now is a magic using one and I don't want him to be wearing light or heavy armour as it goes against his character. Anyway for me to stop him from equipping these same goes for shields?
  11. So I make the name up and press ok. Then re-open the window so I can continue with the edits?
  12. I am trying to make a new magical effect for a potion but when I try to make a new magical effect and add the script to it the Papyrus Script box where you add it in is greyed out. https://www.creationkit.com/images/thumb/6/66/MagicEffectWindow.png/900px-MagicEffectWindow.png So the bottom right section where the script should go is greyed out and the buttons are missing. How do I import new scripts for magical effects ? This is what I see.
  13. The one thing I find lacking in Skyrim is the problem most necromancers face when starting a play through. The necromancer has to rely on a summoned atronach to first kill something before it can be raised. In Oblivion you could summon the undead from another realm but in Skyrim this has been nerfed some what to the point where it makes playing as a robe wearing necromancer who is trying to stay true to the path quite poor in terms of surviving. So what I am looking for is a mod that will add a summon undead spell list to the game. I know there are books in the Soul Cairn but by the time the player reaches these they are not that powerful when facing the higher level monsters. Ordinator Perks overhaul does a half decent job with its bone altars but I have had little to no success with the undead you summon as they can be killed or knocked out of a fight rather quickly seeing they half your level. So what I am asking is are there any mods that add to Skyrim the old undead spells from Oblivion or something of the like? I have tried some of the most well known necromancy mods and the game just got far too easy for me as I amassed a small army in the end of around 20 undead troops that could never die.
  14. Hi I run a few mods that add custom races and followers. Although there is one mod that uses a special ability of a certain race that also pops up in other mods from different authors. I am trying to change the race of the other mods so they use this special ability. I can do this without any problems with scripts, but what happens the heads seem to default to this one particular mod which the race is set in. Is there anyway I can change the race of a nord follower to a dremora follower without having them change their face for the default dremora from this other mod?
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