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Everything posted by Xarrian
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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 :(
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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.
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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
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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! :)
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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!
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/bump
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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!!!
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Ranged Weapon Accuracy based on Archer Skill
Xarrian replied to Xarrian's topic in Skyrim's Skyrim LE
No harm done! Many thanks, I will try this out! :) -
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! :)
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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! :)
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Ok, I also contacted a very experienced scripter and he also does not really know why this is happening exactly - though he could provide me with some solution, I decided to take the feature out again for now in version 0.95 - for all those who want to stick to 0.94, I also released a hotfix that also eliminates the feature from that version! :D
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Hmm... Well, the current version does not need Dawnguard installed, not sure if the next one will if it contains changes made in the Dawnguard .esm... Whatever the case, I fail to reproduce these bugs related to the armor increase, but I just opened a thread in the troubleshooting forum in order to if anyone else might have an idea why that is happening... I am on it! :D
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In the last update of my current project, I wanted to implement a feature (via a script attached to the player) that increases the light/heavy armor skill if the player character is currently wearing a cuirass associated with light or heavy armor. Now I wanted to do it like this: Scriptname AA000XarrianArmorSkilllIncreaseScript extends ObjectReference ObjectReference Property Player Auto ; Player reference, but unused - forgot to remove it Keyword Property ArmorHeavy Auto ; This one does not use the ArmorHeavy Keyword, but a custom one I attached to all Heavy Cuirasses Keyword Property ArmorLight Auto ; Uses the ArmorLight Keyword Keyword Property ArmorCuirass Auto ; Uses the ArmorCuirass Keyword Event OnInit() RegisterForUpdate(5) EndEvent Event OnUpdate() If Game.GetPlayer().WornHasKeyword(ArmorHeavy) == True Game.AdvanceSkill("HeavyArmor" , 5) EndIf If Game.GetPlayer().WornHasKeyword(ArmorCuirass) == True && Game.GetPlayer().WornHasKeyword(ArmorHeavy) == False Game.AdvanceSkill("LightArmor" , 5) EndIf EndEvent What the script should do: Fire up on Initiation and make it execute every five seconds after that. Whenever it fires, it should check if the player wears either a heavy or a light cuirass - If yes, it should yield a very small amount of skill points every time it fires. That's about it. Now, some people have reported the following oddities, while I was not able to reproduce them with my savegame, in which everything seems to work fine: - The Skill Increase is much faster than 5 points, in a mere 5 minutes, the skill is leveled up from 10 to 24 (much too fast) - The Skill Increase takes place even when the player does not wear any armor at all Has anyone any ideas? Would much appreciate it! :)
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Well, the Draugr are about twice to thrice as durable in terms of health as humans, meaning they have 500 Health points on average - using an appropriate weapon (axes or swords) will need about 10 hits to chop one down if it does not wear armor. It is cosmetic, however, indeed - just do the following; Find a Draugr or spawn it via the consol Open the consol Leftclick on the Draugr Type in: GetActorValue Health It then tells you the Draugrs health Not close the consol and hit him once Use GetActorValue Health You'll see that the Health does drop, but the bar just does not move until it has dropped to a certain point The new feature with wearing armor to increase the skill level seems to be not working properly, though it strangely does for myself - I do not get Skill Increases without wearing armor. Do you use the newest version of Skyrim?
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The Draugr bug actually is no bug - check it out in the Known Bugs section! ;) The file should be there - I test-downloaded it myself after I uploaded it... Maybe another bug of the new code being a little messed because of the whole traffic thing. Others already have updated as well! Many thanks for your feedback! :D
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Just uploaded version 0.94! Changes in 0.94: -------------------------------------------------------------------------------------------------------------------------------------- - Your respective armor skill does now increase passively as long as you wear a cuirass of the respective armor type, though the skill gain is minimal! - Fleshed out the shrines of the divines some more: They will now only grant their blessing if you have NEVER commited any crime! This is even true for crimes that were not witnessed by anyone - the Gods do see everything - or at least more than mortals! Shrines will also dispel all temporary magic and remove all poisons from you! - Decreased the amount of consumed stamina when running to one half of the current value - Changed the description of some lockpicking perks some more to make it more clear that you need them in order to pick locks. - Vendors now only respawn once a week - In times of such peril, trading is probably not as good as you could possibly restock every two days in general - Removed Quick/Auto - save/load messages - Sleeping in Armor will not grant you any Rested bonuses; in fact, it will remove all remaining ones, too! - Made glass/ebony/dragon/daedric weapons and armor more expensive - Adjusted the time of some effects (related to food) - Added numbers to the effects of food by default - Adjusted the skill rate for speechcraft - Decreased the shout cooldown effect of Talos Blessing by half - Tweaks to shouting bonuses: °Decreased the bonus from your level from 5%/5 levels to 2%/5 levels with a 20% cap at 50. °Added another cooldown bonus for your known words of Power: For every six words you know, you get another 5% cooldown bonus, which caps at 50% for 60 or more known words. °Added yet another cooldown bonus for the amount of times the player shouted: For every hundred times the player shouted, there is a slight bonus of 1% cooldownbonus, which caps at 10% with 1000 shouts or more. °Also, based on how often you've shouted certain shouts' effects become even more powerful. You'll have gained the maximum effect bonus possible like this for all affected shouts after you have shouted 500 times. An example: - Firebreath: For every 50 times you shouted, a damage over time effect will be added to the original shout, totalling at 5x the effect (The effect itself sets your target ablaze for 30 seconds, dealing extra damage - the more effects are taking place, the more intense the fire effect will be). The damage depends on the number of words having been shouted and the amount of total shout uses (capping at 250). Shouts affected by this for now: - Firebreath - Frostbreath - Marked for Death - Ice Form - Implemented True Yield: With the permission of its author, I have just "copy-pasted" all its components and added all necessary stuff to the player, though I did not run many tests with it - if it doesn't work properly, please inform me about it! I made some tweaks though: - You can now also pickpocket worn items and weapons from yielding targets as long as combat is already over, but not when there still are enemies engaged - Yielding people will now flee from you for a long while - Fixed some spelling mistakes - Added Script Source Files to the main archive so people who wish to make sub-mods can have a look at them! - Updated the Credits file and added a section for donators New optional files: - Shrines give blessings only to those who do not currently have a bounty
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Basically, endorsements are just there so mod users can appreciate those mods they like the most - it's only for the purpose of ranking and appreciation and doesn't have anything to do with money. The only way to get money with your mod is for others freely giving you donations, though you really should check the Nexus' terms on that one! For instance, you are not allowed to directly ask for them - it is a free choice for your users!
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I just released version 0.93! Here's the rather small changelog, as it's kind of a hotfix for the horses! - Added Lockbreaking to certain weaker doors and containers: When you melee attack such a door or container (basically all which are made mainly out of wood and those with padlocks), a script attached to it will check the player's adjusted breaking value (which is 2x your health + 1x your stamina) - if it's at least equal to the break value of the lock, the container/door will be open after you hit it. Breaking values are as follows: Novice: 300 Apprentice: 500 Adept: 700 Expert and Master level locks cannot be broken, however, regardless of the material! - Added Dispel Potions: ° Renamed Elixir of Cure Disease to Elixir of Vitality - besides curing any disease, it will also cure every poison and remove ALL ongoing magic effects. Also increased the price of this potion greatly. ° Alchemic Ingredients that have the Cure Disease Effect now also function like this accordingly! - Added some more handplaced items (Milk, Water) - Tweaked movement: Normal running (not sprinting) also consumes a very small amount of stamina each second (0.4 points/second) - Tweaks to bow staggering, as it still does not work a 100% correctly - Tweaks to certain quest rewards (Small quest rewards were set to 400 coins - now, it's 25 coins! If there seem to be unrealistic reward levels, please inform me! It's hard to tell if this is set correctly in the Editor! - Tweaks to warlocks: Non-Boss warlocks now possess less health - Tweaks to how spells that knock people down work: °The Shout Unrelenting Force does not work on targets with a high enough magic resistance anymore - depending on how many words are used, the necessary resistances increases (25%/35%/50%). This is true for both NPCs and the player. - More Tweaks to Farkas and Aela the Huntress , as they tend to switch equipment rather often - Fixed a bug related to horses also knocking down the player when riding fast - Splitted the ReadMe and the changelog into two different text files
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The mod has just been updated to version 0.92: - Horse charge: Weak and small enemies are trampled down when a horse charges into them - Changed the Health/Weight effects so that it gives you +4 carry weight every 40 points of health - maybe this will fix the bugs some people encounter with it! - The Thalmor Archers in Northwatch Keep now actually use Elven stuff - Changed the Skillrates some more (this will cause skill books to not level up a skill by one, but only by one third!) - Adjusted the Skillgain from some spells - Decreased the duration of Lightning Jolt by about 50% - it now only works on target with magic resistance below 41. - Decreased the effect of chaurus poisons - Disabled AutoAim for good - More intelligent behaviour of NPCs when it comes to picking up weapons - Experimental Tweaks to sneaking: ° Sneaking in general is harder ° Enemies field of view has been reduced ° Enemies will search much longer for you ° Standing in Light has now a greater risk for being detected ° The impact of your sneak skill has been reduced slightly - Replaced many muffle enchantments with sneak skill bonuses as muffle seems to be glitchy - Alchemists with at least 25 skill points can now craft special oils at the forge that work like poisons: - Oil of Fire: Deals fire damage - Oil of Frost: Deals frost damage - Oil of Storms: Deals shock damage - Oil of Silver: Deals severe damage to any enemy vulnerable to silver Each oil needs a certain tye of salt, a metal ingot base and some dwarven oil to be crafted Unfortunately, they only work on living enemies, as the game seems not to check the associated resistance value but the poison flag of the potion in order to judge if an effect can harm an undead or otherwise poison immune NPC. - The Perk Necromancy now prevents your raised servants to crumble to dust when they die or the spell wears off! - The Perk Well Fitted (Light Armor) has been replaced with "Combat Reflexes", which grants you a "Use at Will" power that slows time by 50 percent but also drains 100 stamina over 10 seconds - it won't work if you have less or when you wear any heavy armor! - Player Homes are now automatically locked when you leave it - Giant camps are much harder to loot - all giant chests now have master difficulty locks, but the loot they yield has been greatly decreased - the giants themselves now carry most of the precious stuff - More handplaced stuff - Tweaked the Axe of Whiterun greatly - Fixed some spelling mistakes - Fixed some minor bugs