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Everything posted by flatline115
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LE Port my mod to SE or remake it for me please?
flatline115 replied to Blackthorrn's topic in Skyrim's Mod Ideas
For the Xbox I don't think that's possible, if you just keep the file on your PC however you'll be fine. -
LE Port my mod to SE or remake it for me please?
flatline115 replied to Blackthorrn's topic in Skyrim's Mod Ideas
This would probably be easier if you posted a link to the source. -
LE Oblivion-style Spell Effectiveness
flatline115 replied to lordbevan1's topic in Skyrim's Mod Ideas
I was bored, so I made it: http://www.nexusmods.com/skyrim/mods/85129/? I included the source code, so if you want to change it/balance it for yourself change the following in the .psc: float Function Subtraction(float ArmorWeight) float f = math.floor((ArmorWeight * -0.3)); decreasing this to -0.4 will result in a lessening in spell efficiency, increasing it to say -0.2 will have the inverse effect. if f == 0 f = 35; making this greater will increase the spell effectiveness, lessening this will have the opposite effect. endif; return f; endFunction; -
http://www.creationkit.com/SetEyeTexture_-_Actor http://www.creationkit.com/Magic_Effect
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[LE] Civil War Modding.
flatline115 replied to flatline115's topic in Skyrim's Creation Kit and Modders
Added a lot more functions. Also I was more so referring to the tedious task of editing everything. None of the soldiersdialogue quests actually have any dialogue in there for me tho. -
[LE] Civil War Modding.
flatline115 replied to flatline115's topic in Skyrim's Creation Kit and Modders
Added functions to document CWScript's functions fully. -
http://www.nexusmods.com/skyrim/mods/67038/?
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[LE] Civil War Modding.
flatline115 replied to flatline115's topic in Skyrim's Creation Kit and Modders
As far as what you're working on; you could use Set/ModReaction for both of the factions to slowly neutralize the aggressiveness. Verbal' aggression is somewhat harder as you've to find the dialogue and edit its conditions to occur individually and with all the greetings and such this could be annoying. Other things like the duel would've to end the quest as immersion is destroyed if you continue fighting the war and then have to siege windhelm/solitude and kill him... Again. -
[LE] Civil War Modding.
flatline115 replied to flatline115's topic in Skyrim's Creation Kit and Modders
What I wanted to do I already finished; I made an alternative solution to keep balgruuf as jarl of whiterun through a diplomatic solution via you convincing him to join the stormcloaks. -
Looking for mods that will make this game less disgusting!
flatline115 replied to FireBug3's topic in Skyrim's Skyrim LE
" i doubt that staying away from the dungeons is an option, this is a huge part of the game, i would not like to skip it. Going to look for dundeon mods too, maybe something that makes dungeons less scarry." I really do not know what you're expecting out of dungeons. They're dungeons and this is a medieval world I do not see many mods fluffing it really. -
Looking for mods that will make this game less disgusting!
flatline115 replied to FireBug3's topic in Skyrim's Skyrim LE
Just stay out of the dungeons and you'll be okay. Of course this requires you skipping a lot of quests. As far as mods go somebody else'll have to help you with that. -
So some of you may wish to torture yourself as I have and mod the Civil War Questline. I hope to outline some useful functions/information in this post. Faction Enums: 1: Imperial 2: Stormcloak Hold Capital Locations: Hold Enums: (Hold names were changed to city names where applicable) Functions: Dialogue: I swear to god this has to be the most annoying thing about the civil war quests in General (finding all the correct scenes/dialogue). Before I get into all that you should take a note that dialogue views is useless here and you're better off editing from Player Dialogue as this is clearly what Bethesda did and thus it made dialogue views a mess. Ulfric/Tulius: Quest: CW Notes: May not contain all dialogue but it does contain a vast majority of it that you will want to look at. CW also contains stages that you'll need when starting CWObj. Editing CWScript: Open it up in SublimeText/Notepad++/Whatever and then go away at it. From my experience you can not edit the script in CK itself but you can rebuild the script after making changes to it thus negating the lock bethesda put on it. (I will continue later my hands are sore from typing)
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This is actually a really good idea and I would've never thought of it.
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Intertwining that with the player would be... a stretch though. Given how little we see alduin it very well could be that there were challangers to his thu'um and they failed miserably..?
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Welcome to this great survey of epic proportions. The question is in the title. I'd like if you'd keep it as serious as possible if you may as I want to use the information at some point.
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4E 201 is the year.
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Note: Sorry for the poor grammar and this is intended for newbies who've no idea what they're doing as far as Navmesh goes. Introduction: There're two ways you can go about Navmeshing the cell. One way is to just autogen it.. The other is to Navmesh it yourself (manually). There're benefits to doing both despite the end result being mostly same-ish. Utilities of Navmeshing: Preferred Pathing: This is really useful when you've auto-generated the Navmesh; as it still gives you control over where the NPC will path without having to spend a long amount of time Navmeshing it manually. So how do you do this? Hit CTRL+E to open Navmesh mode in the cell you desire. And then you should click on a triangle you've navmeshed as so: http://i.imgur.com/HbAs0RJ.png If you did everything correctly you should simply press 'p' and it will make that triangle a preferred path. To make actual use of the preferred path you set out however, you'll need to check "Prefer Preferred Path?" in packages. Water: Sometimes you'll want to navmesh over water to indicate swimming, for example. The way to do this is to navmesh normally and just select the triangle and hit the 'O' button. Creating a Navmesh:Manually:Find a good starting area for the cell you want to Navmesh and have the mode open (hotkey to open navmesh mode is CTRL+E). Then simply hold control and left click three times against broad areas as so:http://i.imgur.com/BdwDJZv.png You can continue working off that triangle or make a new one and later connect it. Personally I find it easier to work off of an existing triangle and just make new ones when I've too. If when working you find your triangle getting too small you can left click on the edge of a triangle (while holding control). If you click long enough away from the other Working with open word cells:Kind of needs a subsection of its own. Essentially you'll run into an issue when navmeshing in Open world cells that you can't navmesh to a cell nearby. What you'll want to do is drag the edge of the navmesh as far as you can to the invisible border and then line up the vertices. An example of this:http://i.imgur.com/KlSn42z.png After lining it up correctly you'll want to finalize your navmesh (Hotkey: CTRL+F1) if you lined up correctly the border of the cells will have green lines like this: http://i.imgur.com/Xz4l409.png The green lines show that an NPC can make passage between the two cells navmeshes. You also should finalize the navmesh in every cell you're working in. That about covers the basics of manually navmeshing.. Authors Note: I did mention that you can create new triangles instead of working off of the one you initially created; which is true. But for the Navmesh to work they need to eventually connect. Auto-Generating Navmeshing: If you wish to get it done quickly just hit CTRL+E, then click Navmesh on the top toolbar, Then Generation, Recast and finally on the new window that popped up hit "include landscapes" and select okay. Then Navmesh will be generated by your computer. You'll need to do this in every cell you want to Navmesh in. That about covers it.. Any questions or feedback could be put below.
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What is your preferred archetype/playstyle?
flatline115 replied to BigBizkit's topic in Skyrim's Skyrim LE
Mage. I usually play altmer as a thalmor agent (thus not doing the main quest). Why mage? I do not know, swords seems stupid, I dislike archery and etc. -
I also may have died on the final stages to get the horn of something *memory leak... BSOD iminent* but I can't exactly remember.
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So, I just got Skyrim and am at the mission where you're supposed to face alduin for the 2nd time (instead you fight a dragon he resurrected) and as I am climbing this gigantic mountain all of a sudden a dragon attacks me... I am level 3 and destruction heavy.. So I died for the first time.