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Xarrian

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    Skyrim, Deus Ex, Planescape: Torment
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    Deus Ex, Planescape: Torment, Skyrim, Daggerfall

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  1. Hey thanks! :D That will help me a lot! :D Sorry, about posting 4.), but I still did not manage to get it working, even with your hints. I am really thinking that I found a bug... :( I also already tried to check that flag with underwater combat, but it did not actually do anything - Thought there might be workaround, but it seems this thing is hardcoded :(
  2. Ah, thanks for posting that excerpt. Well, in that case, it does seem to be not illegal, at least, I agree. I was just curious if asking for money to create the mod would fall under what I thought I read, but I guess I misread it instead. But yes, grey, it seems... Wonder if more mods will be listed there if more mod authors come to know that site.
  3. Hey! I just read on the Nexus main page about Project Eternity and it being funded voluntarily via a website called Kickstarter.com - it's the first time I have heard of this kickstarter thing, and being curious, I wanted to know what else is funded there. Being an active mod author, I was also interested if mods were allowed as projects to be funded there, too - to my surprise, there indeed are a few Skyrim mods registered as projects - one even got a 2200 Dollars according to the page (http://www.kickstarter.com/projects/anebriate/tales-of-the-drunken-paladin-skyrim?ref=search) - my basic question is, is that legal? From what I know of Bethesda's terms, I thought something like that would be prohibited? Or am I wrong? What do you think about funding a Skyrim mod via such a website? With the best regards, Xarrian
  4. Alright, thanks for your fast response! Now I know it isn't some sort of bug! Yes, I know, it is pretty long, but the mod also comes with a lot of features - First, I wanted to describe it in every detail, but then I already trimmed it (If I would go for a full documentation, I guess it would be four times as long, if not longer). Well, whatever the case, I guess I have to make an external Documentation, then, and make the one on the page more general so I can get space for the bugfixing and compatibility section. Once again, thansk for the answer! :)
  5. Hey! I just had the following problem with my mod description (the long one, not the 350 characters categories description!) on Skyrim Nexus (http://skyrim.nexusmods.com/mods/19281/): I wanted to add something in the middle of the text, but when I saved, about the same amount of lines disappeared at the end of the description. And it happened more than once, so it also seems reproducable. Is this a wanted limitation or is it a bug? The thing is, I'd like to write more about the mod, so everything one needs to know can be accessed via the respective Nexus page, but like this, I really have a problem listing all its features and general support properly! :( Many thanks in advance!
  6. Hey! Is it possible that the newest update for the CK is glitchy? A few months ago, an update of the CK would make mods broken when saving them with it (for example, the third person stopped being rendered when the player character was modified by the mod) - it is confirmed that this was an issue with the Update for the CK. Now, a few days ago, another update for it has been released, after which I made an update (version 0.97) for my current project - I mostly tweaked minor vanilla stuff (spells, misc items) and added some custome stuff - but when loading the game with it, many quests seem to have become broken. For instance, the game has become unplayable because the starting scene glitches fataly, with General Tullies not mounting his horse (it seems to follow the last carriage many yards away while Tulliues just walks), the carriages going way too fast, the dialogue being interrupted at half its duration, then, Helgens Gates do not open, so the carriages just ran into them, further glitching actually makes the carriages go up to the Sky and fly over the entire land - I know, this sounds insane, but it happened to me. Twice. My testers also report other parts of the main quest being broken (Retrieving the Dragon Stone doesn't trigger Irileth to appear) and the Greybeards do not react anymore when trying to do their quests, Delphine also seems to glitch and not show any quest dialogues. Now I can hardly think of the changes I made to be responsible for this, especially because everything worked fine before this update. Has anyone else been having such problems? I am really afraid about my project because of this and would be relieved if there is any more information about this stuff, and if it is already confirmed if the new CK update is bugged. Please, I really need more information on this, as I really am at a loss what to do!!!
  7. Well, in a way, that stuff is already in it - however, it doesn't depend on your level. There will be higher and lower level bandits, though they do not spawn based on your level, but just based on some random calculations that will never be affected by anything. ;)
  8. Version 0.97 has just been released! :)
  9. No harm done! Many thanks, I will try this out! :)
  10. Hey! Just a quick question: Is there any known way to make the arrows/bolts you shoot with your ranged weapon spread around the crosshair like in former Fallout Titles? I am trying to balance archery in my current overhaul project, and such a feature would give it quite an edge, though I am not sure if that is even possible! Many thanks in Advance! :)
  11. I am already looking for people to translate it - I'd translate it into German myself, but I just do not have enough time for that :(
  12. Basically, the spell like those have been altered to be actually cast for three seconds and then end, as the standard version allows to be exploited by casting it rapidly in succession, as that will make the damage stack each time - with this tweak, it is prevented, so that is somewhat a bug/exploit fix :) Of course, it makes the spell a little more vexing at the beginning, but if you manage to get some more experience in destruction or put a perk into it, it'll go much more smoothly from that moment on! :)
  13. It's supposed to be a pain on level three - if it would not, it kinda would be silly that most people are pretty afraid of these ruins. You might however, have an easy time with draugrs when you lure them into traps - saves a lot of resources, especially at lower levels! :)
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