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Posts posted by Niedel
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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
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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
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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
A Couple of Issues
in Creation Kit and Modders
Posted · Edited by Niedel
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.