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crazyfluke

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  1. This mod is awesome too - takes a while to get all the stuff you need together; https://www.nexusmods.com/skyrim/mods/65839/ Conflicts with a couple mods though that I have discovered, the Azura Mansion and the Hunters Shack just as they use the same area - the azura mansion will work with it you just have some weird landscape to the south between the mansion and Blackthorn town.
  2. That sounds interesting! I am literally the worse quest-maker in the known universe. But I can put together a half-decent realm & museum - Ill make a note to send you the mod when its near completion (its like 80% done at the moment) so you can check it out and see if it will tie into your work somehow.. its basically a personal realm with extensive home (almost all the trimmings), a hall for items including custom displays bought with "Apocrypha tokens", teleportation circle, and even a tentacle-filled scary swimming pool.
  3. I had a very unstable Skyrim with over 100 mods, on a low end PC and constant CTDs. This was almost entirely fixed by upping the memory block size (see below) https://gamefaqs.gamespot.com/boards/615805-the-elder-scrolls-v-skyrim/71050912 I would also recommend using ReSaver - that program has enabled me to keep playing my original chars despite constantly adding and removing mods from my load order. Some kind of magic if you ask me. I'm now using 196 mods (including some enormous ones like the Dragonborn museum) and its solid as a rock on my old laptop with onboard graphics and 4gb ram - it would have been CTDing all over the place before the memory block size tweak so its worth looking into you haven't already.
  4. OK so I have several mods i'm working on for LE (cant run SE) but can't decide what one to finish up first! Please vote so I can get some kind of idea and get my priorities straight - i've got some interesting mods in the works, most are near completion except the Sanguine realm.. Thanks for your votes!
  5. I would probably go about that by finding the offending shrub in the CK (with the Skyrim BSAs already extracted as NexusComa suggested) then editing the base item, and adding the NullTextureSet texture to them (might be 1 part or several, set that on all of them) to make it all invisible. Still be there but you won't see them. That is what I would do with a static anyway, I am assuming a little that plants work the same way, can't say i've edited one before.
  6. Thanks for the replies everyone, still toying with this (as im bad at scripting) but im getting somewhere now - I tihnk I will be going with the button and activator to shrink the player (as the player is "shrunk" down into the tiny town itself)- it would just look normal otherwise in my mod although thanks greyday that is a great suggestion that I didnt think of, I will use in another mod idea)
  7. Wow that is the kind of expertise I needed, wasn't even sure if it was possible - certainly didnt think I would be able to keep and then reapply the original player scale but can't wait to try this out later - will let you know if I manage it, Thank you!
  8. Hi Guys, Fairly new to the CK (but I have moderate knowledge on activators etc) and am looking to make a Button that will rescale the player and TP to a specific nearby location (in same internal cell) - and another button to rescale the player to normal and TP them back. More specifically im making a minature area for a player house.. it would be awesome if the player can shrink down whenever they wish and walk around inside the minature area (I know there will be drawbacks to this but it will still be fun) then return back to normal scale when they leave via a smaller button inside the minature area. Im guessing I will (somehow) be able to make an activator script that will run the Setscale console command? Is that even possible? If not ill just make the minature town for decoration but man, it would be so cool to be able to shrink down and walk around inside it! Thanks in advance modder experts :)
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