Jump to content
⚠ Known Issue: Media on User Profiles ×

Deleted1234612User

Account closed
  • Posts

    25
  • Joined

  • Last visited

Everything posted by Deleted1234612User

  1. There's a link to a strategy guide in the description.
  2. Also version 1.12 is out now. List of Changes: Door to Luminatory water elevator no longer slightly askew. Set minimum level for Wyrmstooth encounter zones to 10. Reduced Nighthunter's Locket value to make it easier to pickpocket. The Severed Leg can now be improved with Human Flesh. Some named Fort Valus staff can now be asked to follow you. Added a second elevator to Dimfrost. Faelor should now be able to enter buildings. Fixed spell absorption on Wyrmstooth's new conjuration spells. Reworked some portions of the Dimfrost sub dungeons. Goreduster can no longer can be sold or dropped.
  3. Like vanilla Skyrim, try sheathing your weapon.
  4. If anyone's interested I finally got around to making an official trailer for Wyrmstooth: http://www.youtube.com/watch?v=0Ucng2YKOKc I'm not exactly an After Effects guru though I must admit.
  5. I haven't looked specifically but if you open the CK with Dragonborn loaded it'll probably listed in the Story Manager. Just look for any DLC2 event nodes then look for something that mentions Ebony Warrior, there should be a level condition there.
  6. Removing mods like Wyrmstooth and Falskaar after playing through them would be like uninstalling official DLC; it's likely to destabilize your game. Neither Wyrmstooth nor Falskaar should adversely affect performance as they both take place in separate worldspaces outside of Skyrim, like Dragonborn.
  7. I'm still alive! Sorry, I was stuck under a Draugr and couldn't get out. I had to chew my way through piles of rotting flesh to finally find my freedom. Let's not mention the diarrhoea that followed. But no matter... Wyrmstooth 1.10 is here! A minor a release but still a release nonetheless. 1.10 adds ESM header stuff much like the Unofficial Skyrim Patches to solve a few engine-related problems such as floating rocks/grass, crashes in certain locations and performance issues. So if you haven't already go and grab Wyrmstooth. Like Frieza's ultimate form, this is most definitely going to be the final release of this mod. If you enjoy large quest mods/new land mods then you'll likely enjoy Wyrmstooth too.
  8. Just uploaded 1.9. Minor bugfix release; a few unusual papyrus issues solved with TES5Edit where script properties weren't displaying in the CK. Also some more performance tweaking in the Luminatory. More fixes listed in the readme file. I was going to make an .esm but it seems the CK has a few problems making a valid file from the Wyrmstooth.esp. I probably should've started with an esm to begin with but hey, you live and you learn. The idea of Wyrmstone and Brimestone gear has been axed; I think Wyrmstooth 1.9 scraped into Steam with only 1mb to spare this time so I can't fit in any more custom content. http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/dry.png There may be a 1.10 if any really serious issues are discovered. Other than that, I need a break.
  9. Just uploaded version 1.8. One more update planned to fix any remaining bugs.
  10. OK, here goes nothing: http://skyrim.nexusmods.com/mods/35670 Hope it doesn't kick up a stink.... (I couldn't help it)
  11. Just a quickie; I've made a silly mod just for shits and giggles (excuse the pun) that makes animals fart and drop turds intermittently and was wondering whether this mod would be deemed too offensive to post on the Nexus. Basically the poop can be used to make ingots, weapons, food, poisons and so on. There's also a whole complicated system that controls the frequency of pooping by analysing the state of the animal. It's mainly just for laughs but I'd rather not get myself banned because of the other mod I'm currently working on (Wyrmstooth). EDIT: OK, here goes: http://skyrim.nexusmods.com/mods/35670
  12. I believe dragons are supposed to be genderless, according to lore anyway. They have also 'always been', so to speak, and are never born which is why dragon eggs don't appear in the game.
  13. 1.6 has just been released, if anyone comes across any issues please post me a message here. The island has been significantly expanded on in this release including a new temperate forest section near the docks, a swamp section to the north past the wreck of the salty knave and a glacier section behind the barrow on the eastern side of the island. Additional easter eggs have been included as well as some hints on what a future questline may involve. Also included are fixes to common issues users have reported. Again, if you've played it and enjoyed it please endorse it to help spread the mod around so other players get to enjoy the adventure as well.
  14. Btw just a quick note for anyone receiving a trespass warning when trying to use a bed on the Red Wave after finishing the quest line. The script that switches the doors will still run when you activate the bed so you shouldn't have any problems returning back to Solitude from Wyrmstooth or vice versa. A fix for this issue should be coming in 1.6 and might be related to the fact that I scripted in an additional addtofaction command at the end of the questline for testing purposes and forgot to remove it ... (maybe!) If anyone has any additional feedback or suggestions for this mod, let me know.
  15. Advice i'd give a new modder? "When it breaks, hit your head against the problem until it works." That's about as eloquently written as I could put it. I think one of the primary factors that drives away most new modders is the fact that the Creation Kit, like any other program, is not perfect and will at times result in hair-loss. After-all, the more you play with something the more likely you are to break it. But, there's more than one way to skin a Khajiit (so to speak) and if you keep working at the problem eventually you will find a solution whether that solution comes from the Creation Kit wiki, from help on forums such as this one, or just by playing around with the program until you discover a work-around on your own. Another piece of advice I'd give modders is this: "Consider the scope of your project!" For example; total conversion projects will likely take the rest of your life if you work on them alone, start with something small and simple and expand it from there. For example, the mod i'm working on at the moment Wyrmstooth started off as a player home mod. Then I scrapped the idea of a player home and decided to make my own island in a separate worldspace. Once that was done I decided to add a storyline that took the player to the island to fight a dragon ( ... aaand now I'm adding the player home back in ;p). Anyway, hope this advice helps.
  16. Working on Wyrmstooth, a DLC'ish sized quest mod. http://img163.imageshack.us/img163/4638/wyrmstoothminiposter.jpg Finished expanding the island for the next version (1.6), added a temperate forest zone, a swamp zone and a glacial zone to the island which was a rather tedious and time-consuming process. Currently cluttering the interiors of two new forts, one I plan on turning into a player home the other will be scripted to be stocked with imperial soldiers somewhere along the questline. Navmeshing over previously navmeshed terrain is going to be a pain so I might as well let off some steam here: gigoidfghkdfjfgkhse1111!!! There, that's slightly better. The mod is currently available for download, fully voice acted, and should last most players at least 5 hours or more. It's one of those projects I'll be working on from time to time so more changes to come in the future though probably not as significant as planned for 1.6. http://skyrim.nexusmods.com/mods/25704 While I dream of the day it will become one of those 'hot' files, I fear most players are scared away by quest mods. Anyway, if you played it and liked it that's good enough for me I suppose :-)
  17. Let me know if you encounter any problems. Some users report problems when entering the barrow, I think I've fixed it in the upcoming version but it seems rather inconsistent.
  18. Ok just updated the post with some more information about the mod. The next version (1.6) will be coming early 2013, if you spot any bugs in the current version please let me know so I can include the fixes in 1.6.
  19. http://imageshack.us/a/img41/1156/skyrimwyrmstoothposter.jpg WYRMSTOOTH Mod Author: Jonx0r Current Version: 1.10 http://www.youtube.com/watch?v=0Ucng2YKOKc Wyrmstooth @ Skyrim Nexus Wyrmstooth @ Steam Screenshots http://imageshack.us/a/img195/204/forestcampm.jpg http://imageshack.us/a/img827/110/vulthurkrah.jpg http://imageshack.us/a/img593/2240/shargambandit.jpg http://imageshack.us/a/img217/3909/draugrshout.jpg Storyline The East Empire Company commissions the Dragonborn to slay a dragon that is interrupting trade routes throughout Skyrim. But is the dragon stirring up trouble with a particular reason and is there something more sinister behind it? A new fully-voiced Skyrim questline that takes you across Skyrim to a large island named Wyrmstooth. Battle across new landscapes and through new dungeons in this professionally delivered adventure. The quest begins for players at level 10 and above after you have been summoned by the Greybeards in the main quest line. Theodyn Bienne, an imperial courier, will track you down starting from the Bannered Mare in Whiterun and will deliver to you an important message. The task seems simple enough; slay a dragon that's stirring up trouble. But things don't go that easily... Features ● A new challenging questline with an exciting dragon battle. ● Extra side quests to encounter while exploring the island. ● Fight your way through one of the biggest dungeons in Tamriel with 3 new followers. ● Mind-control a Draugr to solve a dungeon puzzle! ● 30+ new unique npc's. ● A new large landmass with its own unique map and map markers! ● Over 200 lines of new recorded voice acting. ● Make a new player home out of an abandoned imperial fort. ● Placeable bear traps sold by Ja'Shavi-Dar. ● Playable bard instruments. ● New shout: Fiik Lo Sah (Phantom Form). ● New Conjure Draugr spells plus many more. ● New harvestable ingredients. ● Custom music tracks. Credits ● Daniel Coffey (Lurius Liore) ● David Bodtcher (Alberthor) ● Tim Morgan (Theodyn Bienne) ● Andrew Miller (Vulthurkrah) ● Adrianna Peterson (Daenlit, Elmera) ● Ben Britton (Athir, Vulom) ● Dan Marfleet (Shargam) ● Randy Westbrook (Dunyick) ● León van der Stadt (Composer) Connect Email: [email protected] Facebook: http://www.facebook.com/SkyrimWyrmstooth Google+: http://gplus.to/SkyrimWyrmstooth Twitter: https://twitter.com/Wyrmstooth
×
×
  • Create New...