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nap85

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  1. Would love FitzChivalry and The Fool as followers! Especially The Fool in his black and white jester motley! Please?!?!
  2. So yeah. I want some noggenfogger in Skyrim. With like, similar animations to that other game. Possible? Maybe call it...Foggennogger? Please?
  3. Looking for an older dugneon mod I played a few years ago. It was a very large multi-level dungeon with an entrance hatch in Riverwood, I think. It had nearly 100 levels, with each being a decent size dungeon in itself. It had some custom armor and weapons within, and I think it had a vampire theme. Anyone happen to know the mod I'm talking about? I would love you forever! Thanks! Think I found it. Original had been taken down. Vampiris Infinium was the name! Amazing mod, recommend it, new version should be even better!
  4. I typed out a pretty lengthy description and when I clicked post it ended up blank for some reason....so here goes the short version. It was a very large multi-level dungeon with and entrance hatch in Riverwood, I think. It had nearly 100 levels, with each being a decent size dungeon in itself. It had some custom armor and weapons within, and I think it had a vampire theme. Anyone happen to know the mod I'm talking about? I would love you forever! Thanks!
  5. How about this...anyone point me to a quest/script/event/etc that i can open in the CK, from either a mod or the vanilla game, that triggers an event when an item is looted? I'm thinking of the meridias beacon, because it's a random chance for it to be in a boss chest at the end of a dungeon? Basically, looking for a mod that does something somewhat similar, looting an item triggers an npc or something. I dont even know where to put the script lol...quest, npc, item....all of the above? Perhaps it would be easier to make it as a quest, just not show up in the quest log?
  6. I dont see anything within any of the hired thug entries with words like theft/steal/stolen/item, so i have no idea how those quests/scripts know when an item is stolen....
  7. Simple idea, but I'm very new, and a little overwhelmed with the tutorials and guides. I'm hoping someone can help me with the basics and perhaps give me a rough outline of how to make this. If this isnt a good place for this post...sorry. So basically, I want to add an item to the leveled lists that when looted, triggers a group of enemies to track you down and try to kill you. Would like it to be repeatable. I dont want it to be a quest, more like the hired thugs that track you down after stealing something. For learning purposes, could I simply attach the hired thug quest/script to a sword for example, stick it in the leveled list somewhere, and have those thugs trigger when it's looted? If not that, seems I should be able to use the hired thug script/quest as a base and simply change a few words/references within the script to activate when the sword is looted, rather than a stolen item, no? Maybe this is asking a lot of someone lol, not sure how complicated (if at all) something like this is, but I've been looking at various entires in the CK involving the thugs, trying to get an idea of how to start....and it's not really clicking for me. Any help or pointers to get started would be greatly appreciated.
  8. It doesnt sound like an overly complicated mod to make for someone familar with the CK, but I've done very little with it, and wouldnt really even know where to begin. I was thinking, in order to keep it somewhat random, of adding items to leveled lists that when looted, initiate the npc's to track you down. Or adding some new (rare) npc's to the leveled lists, that when killed initiate the revenge mission. I'm not even sure if this is possible...anyone have some guidance on where to start? I was looking at the Hired Thug entries in the CK to try and get some kind of idea on how to do this...but....yeah....know nothing about scripting.
  9. I think this could be a fun, immersive mod. I mean...all the bandit dens you clear out, no one there had a brother or father that wants revenge? Reclaim the family sword you took from their corpse? No vampire wants revenge for the death of his master? No pirate wants pay back for the theft of his booty? Immersive Revenge!! K go!
  10. I would like to see more groups of enemies, various factions that hunt down your character across Skyrim, much like the hired thugs and occasional cultists. I think it would be interesting to have a handful of different factions, bandits/thugs/assassins/rival guilds etc. contuinally hunting down your character wherever you go. While you're sleeping, stepping outside your house, exiting a dungeon, waiting for you in cities...etc. I've seen a couple mods that seem to add more random encounters throughout the world, but they looked like fairly extreme overhauls that I'm not sure would work all that well with a big mod list. I tried...Genesys I think it was, caused instant ctd upon loading my game, not sure why (just under 300 mods after merges may have something to do with it). Anyone aware of a similar mod or interested in working on something like this? Thanks.
  11. I have several mods that add enchants to the game world that I can disenchant, and have show up in the list of enchants at the arcane enchanter...however for several of the mods I cannot actually apply any of the enchants to any piece of gear. I'm having this issue with both Xtended Loot and Guise enchants. It's got to be another mod altering formlists or keywords, right? I loaded up everything into Tesvedit and looked for conflicts without any luck. Anyone have any suggestions as to what I should look for in tesvedit? What might cause you to be able to disenchant items, have that enchant listed at the arcane enchanter, yet be unable to actually apply that enchant to anything? Is it possible to determine within tesvedit which pieces of equipment an enchant can be applied to?
  12. Thought I would update, turns out an armor mod I was using, Abysswalker.esp, was causing the bug. Uninstalled that mod and so far at least Hitting the Books actually started.
  13. ZOMG!!!!!!!!!!! Uninstalled abysswalker and it worked! At least for Under Saarthal. Hitting the books actually started! So for the record, Abysswalker.esp was preventing Hitting the Books from starting.
  14. I'm getting the same bug with this quest, and with Loud and Clear thieves guild quest, and also The man who cried wolf in solitude castle. Messing around in Tesvedit I noticed one of the mods I use has entries for those 3 quests....coincidence?!? Honestly asking. Abysswalker.esp, cannot remember where I got that mod, was part of a collection of armor mods that I cannot find anywhere online now, downloaded it a few years ago. I tried deleting all those quest entries in tesvedit and that didn't work, so now I'm going to try removing the mod, but not sure how that will work with having Under Saarthal ready to turn in. I'm not really interested in starting a new game with that mod removed just to test this. Anyone else experiencing these bugs happen to have that mod installed?
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