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Everything posted by fLokii
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how can i make my custom follower to dual wield daggers?
fLokii replied to arita04's topic in Skyrim's Skyrim LE
@jet4571: Ouch... got up on the wrong side of the bed did we? :) Was just trying to explain the concept of dual-wield checkbox and where it is. If he is modding, i am sure, he can see who it affects and can decide for himself if he wants to apply it to all that use a certain CS or make a new CS just for his follower, to have him fight in a unique fashion. But in general on dual-wield, I for one prefer it to be enabled on more CSs as it is just a way to allow for dual-wield. In the end what they do is determined by equipment and that is for most part generated per NPC in a somewhat random fashion. So what you actually get by enabling dual-wield, even globally, is that those that have sword and shield fight with S&S, those that have one weapon use that one, and those that, previously, fought with one weapon and had a spare dagger or such in inventory, that was only useful to player as extra loot, now get to use it. So imho, dual-wield being enabled is a good thing. But again i was just pointing out where and what allows for dual-wield with no intention of applying my opinion on the matter. Cheers. -
how can i make my custom follower to dual wield daggers?
fLokii replied to arita04's topic in Skyrim's Skyrim LE
Go to combat style. Find default one. Check dual-wield box. All followers use defualt style when following you so this will make him dual wield when hired. If you want him dual-wielding all the time do the same to the combat style you gave him on his actorbase. Have fun ;) -
No "Truely Killable" followers mod out there?
fLokii replied to gioskh's topic in Skyrim's Skyrim LE
I have tested this and it works like a charm. I hope that all the follower overhaul mods make this an option soon. Sorry If I sound like a retard but how do I do that? I'm using the UFO follower mod but can't make them die instantely. As I'm leading many stormcloak soldiers, I want them to die without dropping to their feet first. What mod are you talking about? Heya, It isn't a "mod" as such, you MAKE a modification but you don't download a "mod". To make it work with UFO (i've done this) you just follow the same procedure in the CK that has been stated and change the setting for each of the 12 (i think it's twelve) entries in UFO. "Everyone dies.../ You are important" are dialogue options in UFO that will make NPC die in combat or go on one knee. -
My point is not about my own "personal" feelings, it is about the rule and well.. let me try and illustrate. Terms of Service --snip-- Do not solicit (ask for) ratings, endorsements or file of the month votes within your file description. --snip-- Example copy/paste: If you like this mod , pls endorse , is a little gift to me to continue updating fast :) And thank you so much to those who have think to donate at this project! If you wish to donate, private message me, --snip--. Ok.. so basically i read here: Endorse if you want updates, gimme money too. Having 80% of clicked mods show this i have to wonder if there's some unspoken change to rules or something. Hope you get what i'm saying. EDIT: Just added "about" [the rule], which i think wasn't clear as written before.
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I don't have a habit of complaining and whine and dine but since i started modding Skyrim a bit, i just have to point to this as it seems a rampant disregard, widely spread among mods. So i've been modding here and there since Fallout 3 and i remember there was always the rule one should not solicit endorsements, votes and such. Since Skyrim every second mod i open starts with : If you like this mod "capital letters, double font size, colored" ENDORSE, bla bla explanation how this will make author upload more, do better mods whatever nonsense. So questions are: 1. Is the rule gone and its wild west rules in effect? 2. Why do you feel the need to do it? In regard to 2, personally i never had the urge to plead for stuff like that. I mean first, it is not such a big deal, second, it's degrading imho. If someone will give you endo/vote they will do it regardless of you beggin for it and in the end if you get 100 of them less or more.. Whats the big deal, it's just a game and a hobby. Anyways just had to put this here cause it is, probably my own fault, something that annoyed me for some time now, even to extent that i don't even bother reading descriptions beyond that .. go figure.
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This might be a less.. brutal solution? :)
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I know it's mine but still answers the question, so i guess it's not a shameless promo lol Like a Boss
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Why do my mannequins keep unequipping what I give them???
fLokii replied to CroWhiskey's topic in Skyrim's Skyrim LE
I would say it is the outfit issue. Presumable you made them as normal actors and assigned to each Outfit=none. In short that means every time you go away (so they would unload) they will revert to their basic outfit (none in your case). I don't know how you made them but using starter kit from my mod might help. It is intended for followers but should work in your case too. TCG Tradable companion gear -
How to get a Housecarl to wear custom armour by default?
fLokii replied to SailorTaurus's topic in Skyrim's Skyrim LE
1: Sorry if its not NMM enabled, i'll remove the button. 2: I presume that mod modifies the "use opposite animation" option under character sheet, so it wont be compatible. I will be making some optional esps (enable riding, females have female animation etc) these days so keep an eye out if you want. -
If you remove grass from ground texture in CK and it still shows in game it is a bug.
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Ok so grass is tied to land textures. If you open a land texture in CK you will see if any grass is bound to it. If you want to remove/change simply delete grass already there or add new grass. Have fun ;)
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How to get a Housecarl to wear custom armour by default?
fLokii replied to SailorTaurus's topic in Skyrim's Skyrim LE
Well the process as you described seems fine, so might be a save issue, as in her having previous armor in inventory. Why that would prevent use of new outfit.. can't say i know off the bat, but if you want an easy solution just use my mod and give her what you want in game. Hope it helps. -
Try my mod out TCG - Tradable companion gear Should end your problems.
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What they made, maybe will be comming to game Watch from 3:26, you'll get excited heh
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Saw the thread and figured i'd participate cause Escape from NY is just awesome. Anyways in process of making Snake Mac so figured might as well post the pic here S. Plissken It ain't the best lookin gun but.. figure it will get better with time
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So I have this mod that I'm tracking. As i think it is a wonderful mod, with a good idea and great immersion value as well as gameplay improvement value, i was struck how no one seems to be using it. Got me thinking and i realized there must be others out there that i missed. 2 mins later I'm writing this topic.. So do you know of mods that you feel are great but no one seems to know about? Give a line here.. might help spread the word and I know i would be interested in knowing about some underdog gems out there :) Oh yeah the mod i was taking about is Misc Items - Use as Weapons Still amazed at low rep it has..
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I have made 8 different models of MP7 and instead of adding them as single variations i am thinking it would be nice to have a menu selection to choose between the setups. Basically what i am thinking is adding to inventory/world MP7 KIT item, that once click/equipped/activated would bring up the menu with 8 variations. Clicking one would add that model to inventory and equip it, while removing any preexisting variation from inventory. So problem is I have very little skill with scripting and none with making menus. Unfortunately I have not found any mod that has such a menu so i can build on it. If anyone knows how to or could point me to some guide or similar mod i would be very grateful.
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Would love to see obge for fallout.. just for film grain, anything else would be beyond sweet
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cut off npc hand but still a alive mod???
fLokii replied to diecthanh's topic in Fallout New Vegas's Mod Ideas
There was such a mod in F3 but for ghouls.. You'd kill them but they could come back to life and re attack. Supported limbs being blown off if i remember correctly. Stormfront Studio .. i think was the name -
As the description says i'm having trouble adding a new audiotemplate. Problem is everything in GECK works fine but not in game. What I'm trying is to add a second power armor audio template to be used with my mod PowerArmor Soundified . I made new sound subfolders in fx\fol, added sounds in geck (they playback in geck), added new audiotemplate with same naming as folder and sounds inside, added walk/run choices to it and everything works in geck. But once in game armors don't produce sound. Im guessing i'm either missing something or it can't be done. Also adding sounds to existing audiotemplate folders works fine.. Any help would be appreciated.
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Yippie-Ki-Yay.. Made it work! Dunno what was wrong wouldn't save all at once but when i wrote line by line and saved in process it saved. Could be just my imagination and i missed something first time but.. hell works now so who cares :) Thanks to both of you guys.. Kudos go out and you rule ;) Totally appreciate the help.
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Thank you for the quick reply and helping. Unfortunately, seems i'm doing something wrong. Tried to make the script but it will not save. I downloaded nvse beta3, launched geck through nvse_loader -editor and script refuses to save. Again i don't really know much about scripts so i tried two way. Made a new script and tried copy/pasting your lines - no luck Tried this wording scn 0fLokiSTest Begin GameMode if IsKeyPressed 257 imod fLokiFX7 Endif End Again wont save Tried adding to existing one like this scn 0fLokiS Begin GameMode if player.isininterior ==0 imod 0fLokiFX imod 0fLokiFX3 RiMod 0fLokiFX4 Else if player.isininterior ==1 imod 0fLokiFX4 RiMod 0fLokiFX Else if IsKeyPressed 257 imod fLokiFX7 Endif End No save possible. I am messing it up and have no clue how. If you could help it would be great and sorry if I'm a bit of a bother..
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I am rather new at making scripts and most probably bad at it. I did make a mod that adds a distance DoF to the game and was able (still amazed i figured that one out lol) to script different ones to interior and exterior. But to further improve the gameplay i would like to add a change of imod on aim. and for the life of me i can't figure out the command for it. This is the basic script: scn 0fLokiS Begin GameMode if player.isininterior ==0 imod 0fLokiFX imod 0fLokiFX3 RiMod 0fLokiFX4 Else if player.isininterior ==1 imod 0fLokiFX4 RiMod 0fLokiFX Endif End Ideal would be two new if player lines for interior and exterior that would activate fx5 when aim button is pressed and deactivate when it is released. Hope someone can help out. Would be appreciated.
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Don't buy this game
fLokii replied to TheWandererofTheVault's topic in Fallout New Vegas's Discussion
Try copying these in Fallout New Vegas folder, helped me with sound issues. http://enbdev.com/silenthill5patch11.zip -
Thanks for the replay. I do have the hummer already, basically I'm hoping for everyday car/truck models like the one in link. Wanna replace the wrecks in my game with modern ones..