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Niedel

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Posts posted by Niedel

  1. I am currently in the early stages of developing a "class" or "specialization" mod which intends to allow the player to choose a specialization at the start of the game. The specialization chosen by the player will grant a set of perks, spells, powers, and/or gear - effectively modifying their character's strengths and potentially weaknesses.

     

    As of now, I have (somewhat) successfully created a script attached to a quest that fires up once a save or new game is loaded. The script pulls up a set of windows that will be used to allow the player to navigate through the specialization choices as well as selecting one.

     

    My first issue has to do with the speed that the initial window pops up - it initializes so fast, that it might even appear before your loadscreen does. For savegames this is less of a problem, but for a player starting a new game it could be problematic (and definitely unwanted) for the menus to appear before even having the chance to create a character.

     

    My second issue is related to creating a perk with the "Apply Combat Hit Spell" perk entry point. I have a Barbarian specialization planned out that I am intending to use to test the framework for this mod - one of the bonuses gained through this specialization is the ability to deal additional bleeding damage when using axes or bows. I have created a perk with the "Apply Combat Hit Spell" entry point, and told it to only function with the weapontype keywords for axes and bows. I made a MagicEffect that effects the Health value modifier, and a spell that determines the function of the MagicEffect. Everything is linked together, along with the script (supposedly) granting the player the perk once the selection is made. Despite all of this, once I have it loaded into the game, no matter how much I shoot or hack at npcs - there is no bleed effect occurring. I would guess that this could be a problem with the script, but when I manually grant my character the perk via the console, it is still having no effect.

     

    I've spent a huge chunk of the day researching and troubleshooting the "Apply Combat Hit Spell" entry point, not to mention pouring over vanilla Skyrim and Ordinator's applications for the function in both the CK and TES5edit. As far as I can tell, the way I have set up my perk is identical to many of the examples I've looked at today.

     

    If anyone has some ideas off the top of their head, I'd love to hear them. Otherwise, I can post my mod files on this topic, google drive, etc if anybody would be willing to take a closer look at them.

     

    I'm looking forward to getting some feedback.

     

    Thanks

     

    ~N

     

    Edit: Here is a link to my mod files on google drive https://drive.google.com/open?id=0B561lY6GUEjLNWwyX2RFUFVGUEk. I'll be super grateful if anyone would be kind enough to take a look at them.

  2. Not sure if you'd be interested in including this in your topic, but I have recently uploaded a resource library to the nexus that provides picture examples of specific meshes that textures are attached to, as well as locations where they appear within Skyrim. It's unfinished, and I might not ever complete it - but I still think it could be really useful for texture modders (especially those who are just starting).

     

    Here's the link: http://www.nexusmods.com/skyrim/mods/79076/?

     

    Feel free to include it or not, at your discretion. Thanks for the topic by the way, it has been quite informative - you've pointed out a couple of mistakes that I made while messing around with textures that I won't have to make in the future!

     

    ~N

  3. Thanks so much! What category would race/class mods and companion mods go under? I am guessing the minor mods section, but I could be wrong...

     

    Here is my updated mod list (I am still kind of sure that a few mods might still be misplaced):

     

    Oblivion.esm

    Mart's Monster Mod.esm

    No Lights Flicker.esm

    CM Partners.esm

    Natural_Water_by_Max_Tael.esp

    Natural_Habitat_by_Max_Tael.esp

    Natural_Vegetation_by_Max_Tael.esp

    Natural_Weather_by_Max_Tael.esp

    no_wind-2578.esp

    NLF FrostCrag.esp

    NLF Knights.esp

    NLF Orrery.esp

    NLF VileLair.esp

    NLF MehrunesRazor.esp

    Dragonbone Cuirass.esp

    Sauron_Armor_Chest.esp

    1SB_VampireHaven.esp

    Tyrael Armor.esp

    RingwraithArmorGlass.esp

    BravilSeaDomes.esp

    01_Helms_Deep.esp

    02_Helms_Deep.esp

    03_Helms_Deep.esp

    EnchantedBroom.esp

    TTB.esp

    DBSRebuiltComplete.esp

    XSPipeMod.esp

    Portable Campsite - Quickstart.esp

    Bag of Holding.esp

    DMCWeapons.esp

    TheHolyBlade.esp

    MountainTower.esp

    mythsandlegends.esp

    polearms_1.0.7_EV.esp

    Nicoroshi Creations DW Light.esp

    Dread Knight Armor.esp

    DMACArmor.esp

    Adonnays Elven Weaponry.esp

    ExnemRuneskulls.esp

    Wyverex - Deployable Traps.esp

    tkRapiers.esp

    AW_Wings.esp

    slayersword.esp

    Dragon Knight Armor v. 1.1.esp

    The Ranger's House Lite.esp

    CapesandCloaks.esp

    Klarre Forestheart.esp

    Village of Lily 2.0.esp

    DBShadowSet.esp

    adTreeHome.esp

    Dwemer_Skyship_1_1_0.esp

    AncientSource.esp

    MasterSwordDX.esp

    Defensive_staves.esp

    c_dagcol.esp

    Dragonbone Armor Set.esp

    ktx_FlameAtronachArmor.esp

    Obicos_Ingredient_Increaser_v11-5131.esp

    P1DanywhereSittable.esp

    Oblivion Cats v0.22b.esp

    Altair_Race.esp

    Elves Of Lineage II.esp

    The Complete Ranger.esp

    CM Partners NPC.esp

    CM Partners Marker NPCs.esp

    CM Partners Special NPCs.esp

    CM Partners Extra NPCs.esp

    CM Partners More NPCs.esp

    CM Partners.esp

    PetsOfChorrol.esp

    Earon race 1.0.esp

    MapMarkers.esp

    Cheydinhal Petshop.esp

    Ranokoas City Stealth Exits.esp

    Akatosh Mount By Saiden Storm.esp

    Enchantathon.esp

    ME_MERCENARIES.esp

    Crowded Roads 15.esp

    mnp Nighteye Goggles.esp

    Harvest [Flora].esp

    Harvest [Flora] - Shivering Isles.esp

    Harvest [Flora] - DLCFrostcrag.esp

    Harvest [Flora] - DLCVileLair.esp

    Harvest[Containers].esp

    BoneGrind.esp

    PersuasionOverhaul.esp

    gardening.esp

    undercover.esp

    Expanded Hotkeys and Spell Delete v1.0.esp

    Expanded Hotkeys Brief Equip Message.esp

    RealisticFatigue.esp

    sr_retroactive_health.esp

    Wizardry Mod.esp

    AdrenalineOblivion-SupportElements.esp

    AdrenalineOblivion-SpawnElement.esp

    Mart's Monster Mod.esp

    Mart's Monster Mod - Hunting & Crafting.esp

    Mart's Monster Mod - City Defences.esp

    Mart's Monster Mod - Looting NPCs & Creatures.esp

    Mart's Monster Mod - Gems & Gem Dust.esp

    Mart's Monster Mod - Diverse Imperial Armor.esp

    Mart's Monster Mod - Diverse Creature Skins.esp

    DLCShiveringIsles.esp

    DLCVileLair.esp

    DLCThievesDen.esp

    DLCSpellTomes.esp

    DLCOrrery.esp

    DLCMehrunesRazor.esp

    DLCFrostcrag.esp

    Knights.esp

    bartholm.esp

    Frostmourne.esp

    phinix_master_summon.esp

    Assassins Creed - Altair's Gear - ThrowingKnives.esp

    Spirit's Edge.esp

    The_Kingdom.esp

    Lost Paladins of the Divines.esp

    DarkGang-playerFaction.esp

    Moriarcis.esp

    Solace.esp

    The Lost Spires.esp

    Quest Award Leveller - Mehrunes Razor.esp

    Quest Award Leveller.esp

    Quest Award Leveller - Vile Lair.esp

    Quest Award Leveller - Knights of the Nine.esp

    Streamline 2.1.esp

  4. I have recently started adding mods to Oblivion, and I have become quite swept away with the modding frenzy. The problem I am running into seems to be generated from the order I am placing the mods in. I am trying to figure out what order I should be placing them in, but so far, the information I am running into is conflicting. If any help could be provided, I would be very thankfull.

     

    Here is my current mod list:

     

    Oblivion.esm

    Mart's Monster Mod.esm

    No Lights Flicker.esm

    CM Partners.esm

    Dragonbone Cuirass.esp

    Sauron_Armor_Chest.esp

    EnchantedBroom.esp

    TTB.esp

    Frostmourne.esp

    phinix_master_summon.esp

    DBSRebuiltComplete.esp

    XSPipeMod.esp

    Portable Campsite - Quickstart.esp

    Altair_Race.esp

    Assassins Creed - Altair's Gear - ThrowingKnives.esp

    Spirit's Edge.esp

    Bag of Holding.esp

    The_Kingdom.esp

    gardening.esp

    DMCWeapons.esp

    TheHolyBlade.esp

    MountainTower.esp

    The Lost Spires.esp

    Dread Knight Armor.esp

    DMACArmor.esp

    Lost Paladins of the Divines.esp

    Adonnays Elven Weaponry.esp

    ExnemRuneskulls.esp

    Wyverex - Deployable Traps.esp

    tkRapiers.esp

    AW_Wings.esp

    Elves Of Lineage II.esp

    slayersword.esp

    The Complete Ranger.esp

    CM Partners NPC.esp

    CM Partners Marker NPCs.esp

    CM Partners Special NPCs.esp

    1SB_VampireHaven.esp

    Tyrael Armor.esp

    RingwraithArmorGlass.esp

    BravilSeaDomes.esp

    01_Helms_Deep.esp

    02_Helms_Deep.esp

    03_Helms_Deep.esp

    Village of Lily 2.0.esp

    DBShadowSet.esp

    adTreeHome.esp

    Dwemer_Skyship_1_1_0.esp

    AncientSource.esp

    CM Partners Extra NPCs.esp

    ktx_FlameAtronachArmor.esp

    Earon race 1.0.esp

    DarkGang-playerFaction.esp

    mythsandlegends.esp

    polearms_1.0.7_EV.esp

    Nicoroshi Creations DW Light.esp

    Moriarcis.esp

    Solace.esp

    CapesandCloaks.esp

    Klarre Forestheart.esp

    CM Partners More NPCs.esp

    CM Partners.esp

    PetsOfChorrol.esp

    MasterSwordDX.esp

    Defensive_staves.esp

    c_dagcol.esp

    Wizardry Mod.esp

    Enchantathon.esp

    MapMarkers.esp

    Cheydinhal Petshop.esp

    bartholm.esp

    ME_MERCENARIES.esp

    DLCVileLair.esp

    DLCThievesDen.esp

    DLCSpellTomes.esp

    DLCShiveringIsles.esp

    DLCOrrery.esp

    DLCMehrunesRazor.esp

    DLCFrostcrag.esp

    Dragonbone Armor Set.esp

    Knights.esp

    NLF FrostCrag.esp

    NLF Knights.esp

    NLF Orrery.esp

    NLF VileLair.esp

    NLF MehrunesRazor.esp

    The Ranger's House Lite.esp

    Crowded Roads 15.esp

    Natural_Water_by_Max_Tael.esp

    Natural_Habitat_by_Max_Tael.esp

    Natural_Vegetation_by_Max_Tael.esp

    Natural_Weather_by_Max_Tael.esp

    mnp Nighteye Goggles.esp

    undercover.esp

    RealisticFatigue.esp

    Ranokoas City Stealth Exits.esp

    Akatosh Mount By Saiden Storm.esp

    BoneGrind.esp

    no_wind-2578.esp

    Expanded Hotkeys and Spell Delete v1.0.esp

    Expanded Hotkeys Brief Equip Message.esp

    Streamline 2.1.esp

    sr_retroactive_health.esp

    Obicos_Ingredient_Increaser_v11-5131.esp

    P1DanywhereSittable.esp

    Quest Award Leveller - Mehrunes Razor.esp

    Quest Award Leveller.esp

    Quest Award Leveller - Vile Lair.esp

    Quest Award Leveller - Knights of the Nine.esp

    PersuasionOverhaul.esp

    AdrenalineOblivion-SupportElements.esp

    AdrenalineOblivion-SpawnElement.esp

    Oblivion Cats v0.22b.esp

    Harvest [Flora].esp

    Harvest [Flora] - Shivering Isles.esp

    Harvest [Flora] - DLCFrostcrag.esp

    Harvest [Flora] - DLCVileLair.esp

    Harvest[Containers].esp

    Dragon Knight Armor v. 1.1.esp

    Mart's Monster Mod.esp

    Mart's Monster Mod - Hunting & Crafting.esp

    Mart's Monster Mod - City Defences.esp

    Mart's Monster Mod - Looting NPCs & Creatures.esp

    Mart's Monster Mod - Gems & Gem Dust.esp

    Mart's Monster Mod - Diverse Imperial Armor.esp

    Mart's Monster Mod - Diverse Creature Skins.esp

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