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Posts
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Everything posted by Triaxx2
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I'd rather be able to turn into a Dragon. More awesome.
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It doesn't appear that any of those would conflict. So installation is just a matter of doing what you've done, which is installing them. Remember that installation order is important. Why? Because texture mods in particular will over-write earlier mods. So if you find that the sunglare isn't quite right after you've installed a particular mod, you'll have to uninstall it and the sunglare mod, then make sure the sunglare mod is installed afterwards, so it overwrites the files instead of getting over written. The other thing is that load order is important. Some files prefer to be loaded before other files and some prefer to be loaded later. Midas Magic for instance, likes to be last in the order. We're still fairly early in the modding cycle of Skyrim, with the CK having just been released Tuesday, so it might be a bit before we start getting lots of incompatible mods. But now authors can properly diagnose crashes to make more stable mods. The best advice of all though is to CAREFULLY read the descriptions and readmes of files before installing. If it tells you two things are incompatible, it means it will break your game. Glad to find another convert. And don't feel too bad about Bethesda. They had to design the game as low as they could so the consoles could run it. That's why the HD Texture pack.
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Yeah, there is there, so that's probably it. Still awesome.
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I didn't bother with Nvamp, though while I love the marking sticks of Glow Sticks, which are particularly useful in sewers, Light My Flares is just so good it's unfair to other mods. Illuminating flares create enough light that you can see, even with the Very Dark nights of EC's Darker Nights. I do go through a lot of them, because they work better when fired in pairs out of the Sawed-off Shotgun. On the other hand, rapidly fired by the Riot Shotgun in God Mode creates a miniature sun. Which is totally and completely awesome.
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Hmm... haven't seen that one. I'll have to try that as well. I haven't had a chance to try out the Light my Flares ones yet, so I'll see which I like. I did come up with an alternate solution, which was to create a night-vision helmet using a Blastmaster Helmet and applying the Cat-eye effect to it. Works well, but when I remove the helmet, I get the 'drug wore off' effect. Can that be stopped, or do I have to create a separate effect to get around it?
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Thanks, I downloaded it, I'll give it a shot. The glow sticks work great, but hopefully the flares work too. I love flares.
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That's perfect. It's actually better than what I was thinking. Thanks for the quick response.
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So I'm enjoying playing the game with Electro-City's Darker Nights plug in, but the trouble is that Night-Vision doesn't seem to want to work properly on my system, so I need some alternate lighting solutions. Fallout 2 provided me an answer, and now all I need is some help from the great modders here on the Nexus to make it happen. In Fallout 2, one of the item/weapons, was a road flare. It could be thrown in an inactive mode, or lit. When lit, and held, it would provide light for a time, and it was excellent for exploring because you could see where the character was going. When lit and thrown at enemies, it provided a pool of light, which allowed for improved targeting. Thus my thought is to create something similar for New Vegas. My questions then are: 1) Did someone else do this and I just didn't see it on the site? 2) Frag Mines leave a placed object, how do I do that? 3) Can I cause a placed object to generate a light source when it lands? And if I can, how do I do it? Preferably after a short delay so it doesn't blind the player when the item is activated? 4) Can anyone model me a road flare for the purpose?
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So, I'm really enjoying New Vegas and want to enhance my experience. I've got the latest patch, the latest FOMMnv, and the latest version of NVSE. I'd really like to use Nevada Skies, and Advanced Recon Tech. Nevada Skies will install, and I can play, but if I save, I can't reload because it crashes. I assume this is because I've installed it wrong, but I'm not sure what I've done wrong, because I followed Gopher's Tutorial exactly. Advanced Recon Tech installs, but crashes as soon as I start the game. It doesn't even get into the opening slide show. I also can't get Electro-City to behave. I can install and play, but as soon as I attempt to enter Goodsprings, or other areas with the mods, the game crashes. All of these are desktop crashes. Can anyone help?
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Ooh, I probably won't win, but the quest I have in mind is just too good to leave out. Now, if only I can figure out how to make weapons.
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@Moonlightoverwater: Thank you, I'm glad you're a fan of them. Amazing how an idle comment can spark something like that. @Majikmonkee: I don't kill those two, but I do use the Main Ingredient as an exit, just go through the door, blast Ogier with a Parlyse spell and head for the basement. Do it fast enough and the guards can't get you. Those that do follow get a fog bomb. (Frost Spell with a huge area to make sure they get caught. Fire it at the floor as I leap off the stairs towards the exit.)
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Some races are taller than others, which makes sense, but it's mostly a cosmetic difference and how close you can get to shore before you're swimming. I love the early game, especially playing without leveling, but it does get boring only ever finding iron equipment.
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That's one of the reasons I try to make sure I have a useful name on my files. I'm working on a Sewer Hideout myself, but didn't include the Imperial City in my Unseen Exits because it's got such extensive sewers already. The big trick seems to be to build a sewer hideout without loosing the dark, dank sewer feeling. The Market in particular seems to have a disproportionately small number of sewer exits to stores. There's only two, Best Defense and Main Ingredient. Edit: Now that I think though, I did add a Rabbit Hole to the Imperial City, but it's quite a way from the market.
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Perhaps one for alternatives to fast travel.
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You'll basically have to manually lock all the chests in the CS.
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Yeah, it's reasonably simple, just delete the old walls. They're objects like any other.
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Well, I found a secret exit for a fort, that not only fits well in the wall, but doesn't need the switch. In fact after clicking to see if that worked, it changed the position of the switch. Can't get the balls to look right, so I guess I'll go with Welkynd Crystals instead. Thanks for your help. Any idea how to do the altar's?
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Two options. 1) Redesign the cities from the ground up. straighten the walls, and then dome the city. 2) Archway doors. No activation needed, just walk in and you load into the city. take anything that sticks over the city wall and make it solid from that point up. Chapels, and spires for example. Then use a flat plain across the top of the city. It really only needs one passage direction from the outside and one from the inside. It's easy and not all at the same time. 2 is easier. One large door in each archway. Use the automatic flag. The roof is possible, but complex. Cause your door to consist of hexagonal panels built over the roof. As you approach the panels, you simply pass through the closest panel and appear on the other side. Of course even a single city is months of work. Skingrad though could work much simpler. Cut the center out and place it in the Tamriel world space, and use automatic doors on the bridges and other entrances. Cuts a huge chunk out of your path as you ride through.
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Yes, like the ones in Leyawiin castle. So I know I need to connect door and trigger, but don't know how. If I wanted to make lighting consisting of glowing balls rather than conventional lighting, do I simply make them with a glow map? Or set them in place and stick a light source on top of them?
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So I've created one mod, Unseen Exits. I'm currently working on one more thing for it and looking to move to another. What I'm working on is improving Benirus Manor. I've already added a ladder on the back to get you to the roof, and one to drop you down the chimney. What I'm intending to do is transform the secret room in the basement to a mages laboratory. Already I've prepared it by stripping out the candles, the skeletons and setting it so it disables Lorgren's Skeleton when it spawns the lich, which it should have done vanilla. What I want is to know how to create a secret door along the back, where the coffin with the potion and sacks are, to conceal the rabbit hole teleporter, which leads out of the city. I can drag and drop, but I haven't found a tutorial that explains the scripting to me despite several hours of looking. I'd also like to convert Lorgrens Altar into an Altar like those found in Chapel's, though hopefully it can be set to work independent of fame and infamy. At one end I intend a Spellcrafting station, and Alchemy table, with two containers, one for ingredients and one for potions, hopefully with a Frostcrag style Alchemy Bonus. At the other end, a forge with an Armorer bonus, and an Enchanting station. Ambitious for my second mod? Sure, but I love to try even if I blow it. But one of the things I want to do is set the game to only use my new basement version once the quest is finished. I've looked, but the coding for a quest is quite a bit beyond me. Can anyone give me an idea, or point me to a useful tutorial? Thanks guys.