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Posts posted by Omeletter
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The worst "swearing" I've ever hear was from faendal when he gets hurt. He just screams "SON OF A" and then it just cuts off. I also heard a couple of damns, but I do not consider it swearing.
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I need help with a script but I'm away from the computer so I cannot ask you now.
However, maybe you know what to do here. I tried a bit of scripting, and well, I accidentally deleted .pcs files, aka the script source files. I have extracted the bsa archive, but it only had already compiled .pex files. Do you know how to get my script sources from pex files? Like uncompiling them or something?
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I have placed a couple of dummy objects (Dummy Potion) in a mod I've been working on, to clutter up a room. I have set the leveled list, just as required. Problem is, they do not show up at all. I have followed this on Creation Kit, and nothing works. Is it an error in creation kit, or am I doing something wrong?
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There's honestly no way to balance out smithing. If you do that by reducing how much experience you get, it only forces you to grind smithing to level it up. If you try to balance it by doing the opposite, making level fast, you are unbalancing it in the same way.
I think a good way to balance it is to keep grinding and making it level fast, but to make stuff like iron not yield any experience beyond, say, 40 skill level. That way you're forced to keep looking for better materials, but smithing is pretty balanced, because you cannot grind it with iron, steel, dwarven, and perhaps orcish later on.
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I have noticed after the 1.5 patch I cannot get smithing up at normal speed. I know that 1.5 fixed smithing, apparently, but it actually ruined it. On my character, I tried getting it up from 50 to 80 to get ebony stuff, and i need around a dozen steel daggers to get it up a level. Anyone else have a smithing problem like that? Is there a fix?
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I think if anyone's translating and uploading, they should upload on the original mod's page.
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I have no idea if this is ati related issue, but i have an ATI card and the mountain snow twitched sometimes as well. It's a texture issue, I assume.
You can try disabling in game anisotropic filtering and forcing it through your ATI manager thing, whatever its called.
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Ok, thanks. I'll try what you told me later on, and see if i can get this to work.
If you're wondering, the mod I'm making is basically lesser powers, shouts, etc. get stronger as you level, and I got that to work. Now I just need text boxes that pop up as you reach certain levels, informing you of your new powers.
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A lot more total noob questions incoming here...
"extends Quest" so, I need to create a quest, then attach it to the event node? Why do I need a quest anyway for something like this? If I really do, how do I make it? :confused:
"Message Property MSGLVL8 Auto
Message Property MSGLVL12 Auto"
What are they? Where do I define what they are? In a quest?
Can't I just do something like this from Hello World?
Debug.MessageBox("Hello, World!")
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Thank you :thumbsup:
Sorry for being a noob, so then I attach it to something? I see it says "extends Quest".
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OK, thanks.
Can I make a script that goes something like this? What you showed me runs the script every level up, and shows the same message I take?
Run the script when you reach level 8,
show a dialog box. (You have reached level 8, etc, etc.)
Run the script again when you reach another level, e.g. 12
Show another different dialog box. (You have reached level 12, etc.)
Is that possible?
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I am making a mod, and I need a script that shows text boxes once I reach certain levels, e.g. level 8, 20, whatever. The problem is, I have no idea what to do, and the "Hello World" tutorial is total waste, really. I did not understand it, I didn't learn anything either. All it did was show me how to use what it showed, and only what it showed.
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I also recommend RCRN - Pure.
It is not ENB, but still looks great. I cannot run it smoothly though, but you definitely will.
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I would like to see students wandering on the roof of the college. You know, when you go up the stairs and there's a door to the roof/balcony.
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I really liked the idea, but never used the mod as big mods usually mess up your saves in a long term. Now I kinda regret not getting it, even if it would only take up disk space.
To answer the question of "why couldnt he just leave the mod on the nexus?" I think that he didnt want to leave a #1 nexus mod unfinished and with a lot of bugs, so he removed it.
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Do you own breezehome? If yes, she's sitting in your bedroom 24/7.
If you dont, she's wandering around Dragonsreach. She is either sitting and eating, in the kitchen (I'm not joking, that's where I saw her once), or on the dragonsreach balcony, again, eating.
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Recently Faendal began acting especially weird. He is constantly in a block position whenever we unsheathe our weapons. It doesn't matter if it's a bow, spell, or a shield, he is always stuck in the same blocking position and there's nothing I can do to help him. He never fights anymore either, just stands there blocking.
I tried everything really. Taking away weapons, giving him other weapons, giving him a shield, killing him, disabling/enabling him, everything. Right now I just took away all his weapons (including arrows) and let him go back to Riverwood. I hope this fixes itself out when I visit him later on after 10 days (cell reset time).
The only follower mod I have is this one. I am using a Specialised non protected and non-beautified version.
Anything else I can try, and did anyone else ever had this problem?
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I tried killing family members but the only one non essential beside Sibbi is the alchemist girl, who's also the only one that isn't a complete a$$.
I hope I can take out Hemming one day...
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Seriously, they are worse than Ulfric. I want to do as much harm to Maven as possible.
So far I robbed their house and meadery (over 180 bottles of Briar mead acquired in the process) and was presented with an opportunity to kill Sibbi right there in jail. The guard walks up to his now dead body, looks at him, sarcastically says "Damn shame", turns around and walks back where he was.
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Yeah, not exactly depth, but a very good combo there. My next character is going to be a warrior, but I cannot give up my lvl 38 Archer... The best I ever did was Fus Ro Dah while sneaking and looking up (person flies up) and killing them with an arrow before they landed.
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Nope, never gonna happen.
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I'm working on a mod, nearly finished, and all I need to do is to have this perk change a couple global variables. I have no idea how to do this, and I didn't find much help on Google.
This perk is the vanilla's "Green Thumb". I think it would work like this - "Perk -> Run Script -> change Global Variables". I already created the needed global variables, and they worked, now I just need a script that changes the global variables to the numbers I need, if I have got the perk. Remember, the script needs to change multiple global variables at the same time!
I think that this script needs to run when you first install the mod, to check if you already have green thumb perk (and if you have the perk it would change the global variables), and the second time when you get the green thumb perk, e.g. if you level up your alchemy skill and take the perk with the mod already installed.
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I can't believe I forgot, but what is that pretty new mod that increases FPS by compressing or doing something to the textures? I cannot find it! :confused:
Found it.
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Ok, this is probably the only logical place to get moonstone from. After quest, it becomes a harmless mine with 5 moonstone veins that respawn every 10 days. There is no cleared tag, therefore 10 days.
Problem is, I've been waiting for 16 or more days now, in my savegame. Last time i visited was 2nd of the month in it. Now it is 18th. I did check on the mine once, by saving in my house and then fast travelling there. No ore, so i loaded the save. I then also tried waiting another week or so and saving another savegame and going there again. Still no ore, been about 25 days. Does it actually reset? Anyone else mines ore there, or somewhere else?
The Titanic was a real ship!
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