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Deleted147363User

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Everything posted by Deleted147363User

  1. Hmm the UI looks like a hybrid of Twitter and GOG for desktop which is on the right track but I think 2 rows of 5 cols gets a bit much when trying to home in on specific mod features or install info. Oh and please, please don't use a condensed font anymore for body text as it's really bad on the eyes. Let give that UI some breathing room. On mobile and tablet, a responsive search would be better served with with autocomplete tappable panels. Time saving features that I would like to see are some iconography applied to mod thumbnails to show which mods are standalone and which rely on other mods as prerequisites or come recommended for best results. Please enable us to quickly tag mods to download queues without leaving the page in order to download them in sequence. Last request, please add YouTube style, view replies links to comments so users can skip past dreadful instances of users quoting all of a news update in their own post. It's annoying and frankly unnecessary to have to scroll past duplicated content.
  2. That ox cart moves too damn slow. Is there a mod for this? Skipping this tutorial part so you can replay the game on hard mode without waiting on excess baggage would improve the game hugely.
  3. Basic concept In classic RPGs like Baldurs Gate magical items affect your skills and artifacts grant special perks like True sight or Bracers of Dexterity. Certainly Elder Scrolls artifacts like the Bloodskaal blade don't need soul gem so this is the idea behind this mod. Current Features While equipped the wearer gains the low level heavy armour and melee perks from the 1 handed and 2 handed trees if they don't have them. I've based the perks around the idea that a series quest reward would offer you something like this item. Once you've advanced high enough in the perks tree you can give it to a follower without impacting your character's perk tree or level progression. The helm can be enchanted or tempered while allowing the added perks to function. I've flagged it as a vendor item but if this proves too easy to come by in levelled lists I'll adjust the item value accordingly. Beta Testing I'm looking for Beta testers to try this mod out with other mods installed and gain feedback. Currently you can find the helm in the Riverwood trader. Installation Skyrim latest patch. No DLC is required beyond that. Conflicts The script shouldn't conflict with other mods unless they drastically alter the vanilla skill trees mentioned. Changelog v0.5 Added new ability Executioner's Vigor + 10 stamina regeneration. v0.4 Fixed 1 handed and 2 handed perks so they use their matching pre-requisites. v0.3 Perform checks to see if player has certain perks so as not to remove them when unequipped. v0.2 Added new properties. Future plans Like to see how the idea can be expanded to create item set bonuses. MCM support to customize the effects - Ambitious More Flashy effects Blades Helmet of Swordplay Executioner Helmet of Swordplay
  4. I was thinking of looking in the CK to disable the innkeeper follow behaviour. It does get repetitive on each new character.
  5. Great posts! Ive been running SMIM Lite, WATER (Full), Enhances Blood textures @1024 with Geomox textures. SMIM is the biggest performance killer especially on laptops, followed by any mod that adds to the mesh detail.
  6. I'd like to chime in and wish all the talented modders and supporters a Very Happy New year! 2013 has been a great year for video games and the scope of modding is turning pro based on the small but growing number of modders who've gone on to work in the games industry or launched their own Kickstarter project. I for one am salivating at the prospect of playing a Star Citizen campaign and modding the crap out of it! You guys on the Nexus collectively push the PC games industry to deliver beyond console expectations of trophies and avatars. The Steam community feels like a school playground compared to the mature and knowledgeable Nexus site and this is the reason I come back here for my daily fix.
  7. Thanks for that advice that saved me hours of frustration. That's gotta be the most unfriendly UI I've ever seen to link or import tracks.
  8. Thanks for clearing up a few things I didn't fully understand. 1. However in the Creation Kit the Browse to file dialogue only gives you .wav as the accepted format. I've used .xwm myself to replace the main menu music as I've seen other mods do but I'm unclear how we're supposed to do that within the Creation kit menus. 3. Yes you can copy this condition and paste it into the conditions tab. It's buggy because it doesn't show up right away. 5. i) OK well the cycle tracks label is confusing because it sounds like it will shuffle the tracks. So Maintain track order is the only way to get your track to play if it's at the top of the list right? 5. iii) Tried this and got the silent track treatment to start with and then the default combat tracks playing after a short time. 7. Fair enough, but since I'm not using any other music based mods it doesn't conflict. If I was using say Sounds of Skyrim then I would put it at last in the load order.
  9. Obviously as an adult I realise that any topic about adding custom music to your game instantly gets people twitchy about copyright infrigement, and the heavy handed tactics of the US government hence the boilerplate disclaimer. I can assure you this is a How-to and I'm not encouraging players to start flooding the nexus with copyrighted material. I searched for a long time to find a template esp where I could simply replace the references to tracks within my own game.
  10. For anyone confused about adding their own custom music with the Creation Kit I thought I'd share what I've learned. You can adapt this scenario for your own tastes. See the official Wiki http://www.creationkit.com/Music_Type for info on what the music track options do. To play your own combat music this is what you're aiming for: 1. Using your music converter app of choice (I use Soundforge Audio Studio) prepare your track so it lasts around a minute or two. Any longer than that and it's just wasting memory and loading time. Convert your .mp3 into .wav format then save it in skyrim/data/music/combat 2. Load up the CK and save your active plugin with skyrim.esm as the master file only. 3. Go to Audio > Music Tracks, right click and select new. Choose single track, browse to your file and give it a unique ID preferably. I used _MUSCombatDisturbed to put it at the top of the list. It's worth knowing that each track has a condition to see whether a dragon is the current target in combat. I think this has something to do with stopping it from playing during dragon fights. I recommend using the same condition for testing. 4. Look at the other combat tracks and you'll see each combat track is a single track with a fade duration and a finale track that plays when the current track has ended. 5. Now you have setup your track go to Audio > Music types and open MUSCombat. Right click and choose new then browse to the track ID you created earlier. Next move your track to the top of the playlist, and delete the remaining tracks ones then uncheck 'cycle tracks' and 'ducking' to make sure your track is the one that plays. Save and quit the CK. 7. Fire up your game launcher and move your .esp to the top of the load order so it is just below the .esm master files ensuring your music takes priority. If you've done all this correctly your track should play instead of the default one when a fight starts for that location playlist.
  11. Dungeon Keeper has a special place in my favourite games of all time. Shouldn't be too difficult for capable scripters and level designers to spawn multiple monsters on patrol paths. Just like this one: Ultimate Castle Defense BETA
  12. @MarethRavenlocke in your hair over the shoulder example we know that long hair is fixed and doesn't react to gravity and the elements when we use chargen, so when it bisects another object in 3d space it clips however briefly. Particularly noticeable in narrow dungeon corridors or rooms with low ceiling sections. Maybe when a follower has a custom hairstyle but I'm going to assume we are focusing on the player character In the cape example you argue it didn't just go through that lampost because it happened too fast for you, maybe running at a silky smooth frame fate? Or perhaps because in usual game circumstances by design our attention would be elsewhere looking for gamey things to happen. In which case considerations about how good the hair is would be trivial at least in the first playthrough. We might not notice it the first time but as we all know replay videos can pause, rewind and show it happening. Particularly if its a new mod and we compare how well it looks with the rest of the game.
  13. Makes a lot of sense, hair mods as they stand look great on a purely aesthetic level but they lack a physics model to make them animated thus improving the level of immersion enormously. There has to be a physics engine driving the hair for it work in all the various animation sequences without clipping through models and obstacles. I reckon this is why Bethesda never considered such a huge Q and A task that would involve. View related blog post
  14. Watch Teaser trailer ----------------------------- Introduction ----------------------------- 'Gardo, a Vigilant of Stendarr is offering a reward in Riverwood for capable fighters to recover a missing staff from a nearby necromancer's lair.' This is my first side quest mod for low level characters 1-10, featuring voiceover work, some scripting, and a boss battle. It probably won't offer much of a challenge to high level characters. However as I beef up the mod and balance the difficulty that will change later on. I'm promoting it here to gauge feedback and suggestions before I release it for playtesting. ----------------------------- How you can help? ----------------------------- I am looking for players to help with playtesting, and coders with knowledge of scripted events & special effects ----------------------------- Plan for Beta release ----------------------------- Optional questline for the Vigilants of Stendarr faction More challenging encounters Alternative routes Better dungeon lighting Combat voiceover Dialogue improvments Encounter balancing ----------------------------- Implemented ----------------------------- Malak's Tomb and side quest Boss battle and ambush Quest Dialogue and voice over
  15. OK I see what you're trying to do. Here's is what I would do, we want the initial dialogue option to still be available if the player walks away or declines the quest. If the player accepts advance to the next stage. Edit: I tried GetIsAliasRef in my test mod but it doesn't seem to work with a unique actor ref set so try this: ; dialogue 1 inital stage of the quest dialogue GetIsId Orgnar == 1 AND getStage < 10 ;dialogue 1 branch yes -> ; Player says 'Sure I can do that' ; dialogue 1 response yes GetIsId Orgnar == 1 end fragment: GetOwningQuest().SetStage(10) dialogue 1 branch no -> ; Player says 'Not right now' ; dialogue 1 response no GetIsId Orgnar == 1 end fragment: EMPTY ;dialogue 2 GetIsId xyz == 1 AND getStage == 10 end fragment: GetOwningQuest().SetStage(20) ;dialogue 3 GetIsId xyz == uvw AND getStage == 20 end fragment: GetOwningQuest().SetStage(30) ;dialogue 4 GetIsId Orgnar == 1 AND getStage == 30 end fragment : GetOwningQuest().SetStage(40)
  16. Same problem when I testing this in a whole new sandbox mod. I setup a leveled bandit on a 3 point patrol. After 2 days at this I'm losing patience with this bug. Someone must know how to fix this?
  17. So I have a quest mod with a Nordic dungeon, low level boss and three draugr ambush encounters but so far these pesky Draugr never spawn. How do I fix this problem? Here's some screen grabs so you can see what I'm getting at..
  18. I like the idea behind this mod, sounds very ambitious. If I can be of some small help in anyway I'd be interested in writing quest dialogue scripts for it. I've been plugging away at the CK quest tutorials with some success.
  19. Bumping this again because I'm sure someone must have come across a solution to this problem.
  20. So I have a quest mod with a Nordic dungeon, low level boss and three draugr ambush encounters but so far these pesky Draugr never spawn. How do I fix this problem? Here's some screen grabs so you can see what I'm getting at..
  21. Well I did the Quest Alias tutorial but I'm none the wiser as to why Bendu doesn't spawn at the location I placed him in. I've done the following: Setting an actor base to lvlBanditMelee. Removing the packages referred to in the packages tutorial. Turned on use stats, AI packages etc except checkboxes for base data and use script which was off in the tutorial Dragged a new copy of Bendu from object window > actors into the render window. None of these fix the issue. I have no clue why this is happening and I don't want to start over everytime a quest npc fails to spawn in any mods I make.
  22. I'm going to remove the AI schedules and skip over to Quest Aliases because the wiki mentions something that I suspected. That game logic refering to actors and objects in different places is a bad idea. It's better to setup aliases and use that to develop quest dialogues.
  23. So I've been following along with the CK Scripting tutorials up to AI Packages: http://www.creationkit.com/Bethesda_Tutorial_Packages Why does my actor disappear when I load up the interior in game? I'm using the same one in the example.
  24. Excited to see this released. How are these other shape shifting forms affecting perks and combat skills?
  25. Sweet! Well having a generic polymorph script has just blown my mind. There's a ton of altered beast/shaman like quest possibilities right there. Well sleep beckons for me.
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