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Galejro

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Everything posted by Galejro

  1. I'm working on a mod and it contains a modded version of solitude architecture. I duplicated some solitude interior architecture and edited the models by replacing the vanilla default textures with vanilla texture sets available in CK. What happens is that sometimes the modded textures simply don't load up or are in some unnatural conflict with vanilla ones. The interiors also contain a day/night scripted clock mechanism to replace the interior parts with windows to glow vanilla in daytime and red during the night. This is how it should look like, that's how it looks like on my client: http://www.newgrounds.com/dump/item/184f632e8fa09bad156a8f54bc45e370 http://www.newgrounds.com/dump/item/495017b833bb6a724a50175e8884ff28 http://www.newgrounds.com/dump/item/3c51b646ec2d20574bf5aedc216b5091 But this is what happens instead on the client of a friend who agreed to test the mod for me: http://imgur.com/a/H5sGB#0 http://imgur.com/a/H5sGB#1 http://imgur.com/a/H5sGB#4 http://imgur.com/a/H5sGB#5 http://imgur.com/a/H5sGB#6 http://imgur.com/a/fKEKD#2 There is no possibility that the clock is simply screwed and the interior architecture placed at the same spot would clip and go berserk because when one is enabled the other is disabled. The friend who tests the mod did mention the window parts change during the day/night cycle. I thought it was a problem with his clients and probably some of his graphics or texture mods affected the modded vanilla architecture texture sets. So I tried to export the vanilla textures, renamed them, duplicated vanilla texture sets and replaced their texture directories to exported/renamed textures, then replaced the default texture sets to modded duplicates in editing the model for a particular architecture in CK. No effect. Now, there is a possibility that this is my friend's problem, cause he is THE ONLY ONE who wanted to test it out. I literally have no comparison to go on. I would really much appreciate if anyone else agreed to test the mod to see if this is an isolated case or a common issue. I have two questions: - Is this a problem that affects my friend's client or is it my mod's problem? - If it is my mod's problem then what can be the solution to this issue?
  2. Hi there, I have completed a substantial now part of my mod and I need testers to see if the mod functions well on other clinets. Mainly I need people testing the mod for textures, functionality of spells and NPCs, but most importantly I need screenshots of how the mod looks like on your clients. The issues regarding misspellings, blink-fast text dialog pop-ups, occasional NPC disappearances are known to me and I work fast to fix them. Oh! But I'm getting a bit ahead of myself. What is this mod about? It basically produces a vampire wizard guild in Solitude based on World of Darkness/ Vampire the Masquerade universe, with some 7 functional quests so far with at least 10 more to come. Part of the mod is to become a Tremere vampire via a potion which causes you to loose the ability to cast mortal magic, it spurs its own set of magic spells based on health rather than mana. What is to be taken into consideration before testing the mod? (FAQ) - Obviously it would be obligatory to make a special save before even tackling the mod. - Spells don't work, the hands twitch but can't even cast? There is a book in the mod called Tome of Transcendence, it transmutes 50 MP into 50 HP each time you activate it, but the limit pop-up seems buggy so you may infinitely increase your HP at the cost of reducing your mana to a negative number (e.g. 0/-240 MP) be warned that negative mana pool disables you from using the spells from the mod. - The mod spells don't work in daylight? That's not a bug, that's intended. - Where do I start? Tremere Chantry is located in Solitude, near the wall next to the Temple of the Divines, can't be missed. You need to be a vampire to begin the quest line. If you're not just use console and type "Set PlayerIsVampire to 1" to fool the NPCs that you are a vampire. - (miscellaneous issue) It is possible that the textures of walls and floors won't load properly cause of conflict with a texture overhaul, It is preferable to run the mod both with the overhaul mods active on and then off and send me the screens. Now that we know what to look for the package, It contains all the files required for the mod + a solution for quests + helpful screens in some quest locations that may be tricky. And before anyone downloads I assure you I have permissions for all the data in this mod requiring permission, data that is free for public use or data I made by myself, this mod is legit and I advise against using it for your purposes. If you're interested please say so and I will send you a link to the file in a PM, respond here with your feedback and spotted issues.
  3. More like immersive enemies, I don't mind a chest with decent loot that's what you expect after hacking you way through an army of generic enemies. But the enemies at a certain point start to wear high tier outfits that you can loot. In vanilla you can go anywhere and still be the boss cause the enemies are leveled and adjusted to you current skills. There should already be a mod that makes them uniquely set for a particular dungeon so that there are forbidding places that you can only venture into on a high level. And that provide loot justly so adjusted that you don't hack your way through high level bosses to get what? a glass sword. BIG THANKS! :D
  4. I've played Skyrim for quite some time now and I got sick and tired of it being so cheap and unimmersive. I already got the cure for the accursed fast travelling. But now I'm searching for a mod that will make everything; -more expensive. -high tier items rare and not based on leveling of the enemies, based of leveling of yourself. -if possible, enemies to be NOT leveled. -Merchants to sell unique sets of items so that you get the feeling that economy of particular places is not generic and repetitive. -if possible, not use the SKSE, I'll still accept those which do use them, I guess I should finally start using Script Extender (but does it interfere with mods not made on it? and most importantly if you make a mod with it installed in your client does it mean the mod you work on will automatically have to be labeled "requires SKSE"?). I'm positive there are mods of this kind out there, I just don't know which one is the best
  5. Well If yo Well I made this mod if you like. Doesn't quite make vampire lords powers less OP or power based, but it makes all their spells health-based, that is they drain you health instead of mana (for lack of a blood-bar). http://skyrim.nexusmods.com/mods/31106/? It also does several limitations to balance vampirism, such as real Sun Damage, more decent drain and a new spell etc.
  6. This is a good question that came up to me when I was thinking about killing children in Skyrim (yeah I know its prohibited, and yeah it sucks, and yeah why are they only nord/imperial race). The main question is Do Argonians lay eggs? Therefore, should their children be called hatchlings just like for Khajiits pups ... or maybe kittens? Well since they are lizards they should, but that would render female argonian breasts obsolete, which they have, which means they must be breastfeeding with milk, which would make them NOT lizards. Help me out here.
  7. I just got my hands on Dragonborn DLC and since I got a vampire-fetish I thaught why not re-establish Morrowind Vapire Clans. In case you didn't know about it (like me for the past 7 years) or never actually played Morrowind because of your age. YES Morrowind does have vampire clans. Volkihar from dawnguard DLC is not the only clan out there in Elder Scrolls Universe. In Morrowind you have these: -Clan Aundae: A vampire Mages Guild - if you know something about Clan Tremere from VTM universe you know what I mean. -Clan Berne: A vampire Dark Brotherhood ... or should I say Morag Tong since we're talking Morrowind - all about stealth, murder and theft. -Clan Quarra: A vampire Fighters Guild - not much to explain, strength and honor. I just wanted to inform the community, maybe someone is already working on this and a possible cooperation may appear. I have gone a long way and I FINALLY learned to make quests. I studied the clans and even passed Morrowind recently to get the idea. Here I would like to state that this mod will treat you LIKE AN ADULT: -Nobody is going to hold your hand the entire playthrough with objective dots and map markers; you follow a quest, not a friggin dot on the screen. You must think, you must read objective info and dialouges carefully, just like you did in Morrowind. Of course there will be a solution for dummies, because people tend to think I write too criptic. -YOU CAN FAIL QUESTLINES. Nobody in that mod will be essential. You accidentaly kill someone, you fail certain detail in a quest that is stated in the objective text and you will not be able to continue, and you must deal with the consequences of your actions. For example, quest failure and you will be excluded permanently form the clan. -Some items will be more valuable than you can sell and will be one of a kind. This will give the item a value that is not expressed in gold. Moreover I think of making certain hidden quest if you decide to hand over these items to some NPC. On the other hand you will receive a potentially looking trash with no value but there will be an NPC who will exchange you that item for a skill or wealth. The only thing is; you will not receive EVEN A SCRAP of a hint on "who, where and how." -It won't be easy to get INTO a particular clan and there will be consequences. All clans are initially hostile towards other vampires and mortals. You need to complete a hidden quest for any of the clans, to make their members not to attack you on sight and start working your way up their hierarchy. This means the other clans will hate you, and you will be permanently banned from completing their questlines, they will always be hostile to you. You will only be given a common book that you may buy at any librarian that will give you a hint on what to do. -Each clan of course will have its pros and cons. For example, Each Clan Aundae rank will give you buffs in certain magic related stuff and you will be given a single useful spell for starters. But you will also receive penalties in other physical/stealth areas. Advancement will be optional so you will always have to deal with the consequences of YOUR CHOICE.
  8. This problem haunts me from the very moment I satred doing mods for Skyrim. I'm doing an interior, placing stuff and suddenly at a point objects randomly go black, or to be precise the lights illuminating objects disable randomly. It happens only at certain angles and distances. I do realize there is a similar problem out there concerning lack of normal maps or some re-textures but this is not the case. I tried to remove the naughty objects and they still go dark. Tried to do so with lights it only sometimes works and after some time it returns to the original state. When I launch the cell in CS I get errors concerning: -Phantom mesh shape and it advises me to convert to primitive -Missing texture in effects: FXwater tile01_subtleN.dds When I try to refresh the cell after replacing the lights or objects I get the following errors: - Could not find model Meshes\actors\FaceGenData\FaceGeom\my mods name\00025D8B.NIF Of course after refreshing all the lights get fixed in the CS but not in the game. I know there is also this subject: too many Shadowing lights (more than 3 I guess) make lighning in a cell go berserk. That is not the case I tread carefully to put just 2.
  9. Like in the description, I want to reverse the vampire progression but I don't want to screw it up or something. I need someone to give me the complete changed code of the script for vampire progression. Normally it is like this The higher the level the stronger the abilities/ strengths/ Sun Damage is and you recieve extra spell. I want it to be the opposite: At the first level you have greatest strength/ abilities/ and all spells but lowest sun damage. As you progress the abilities and strengths get weaker, you lose spells but the sun damage is growing (Though its change is inconsequential since the mod I work on will deal you actual sun health damage). The 4th level must have no spells since I plan to make it "death from starvation".
  10. My general idea was to remove all those trees and grasses, the cities look a lot too green and alive with all those flowers. Dirt, dirt and once more time dirt would be used. Straw heaps, I mean of all the things that one might call dirty is friggin wheat doin the job. -Why not put lots of broken carts, furniture and household equipment, there were no junkyards back then so the broken stuff laid where it fell -Animal guts, corpses and bones, random peaces of raw meat (only changed so they posion you) I mean flogging meat, processing it would produce a whole lot of these. -Dead people, well burial was a luxury probably reserved only to rich nobles of skyrim, the rest was put in a shallow whole in the ground and in cities even that is at a premium, so occasionally one might find a heap with a corpse sticking out of it. I know, we have halls of the dead but isn't that for nords only, what about imigrants. -True sh..t is brown and there is nothing that resables it in skyrim but what about yellow pools of pi..s and green for infested rat-holes. -there are manholes in Solitude so why not make one malfunction and spew raw sewege onto the street. -Dwarven urns kind'a remind me of spit or pisspots from westrerns why not place a couple next door. (although gold color doesn't seem to go along with dirt maybe more buckets). There is a lot of dirt out there in Skyrim and the cities seem almost sanitated, hell even more clean then wilderness.
  11. Ok so I've been playing Elder Scrolls since Morrowind (not to mention all the Gothic games) and saw one vital thing ... There is not even a SINGLE toilet in those games, not a single dung or rubbish heap in cities (except maybe in the Old Camp next to a wall in Gothic 1 and sewer system in Solitude and Imperial City). I know we can play for 4 months and our Dovahkin doesn't need to take a dump I guess that's one of his superpowers. But what happens does it evaporate or something!? My plan was to make cities not more interesting, or filled with more NPC's, or ponies but filled with SH...T for the sake of realism. To make city streets clogged with dirty steaming mud, rotting corpses of animals and people, large heaps of fermenting vegetables and herbs. With rats and insects and an ongoing fear of plague, hell I want to make areas of plague infestation where if you enter them you get infected and take damage per second like with fire. And most importanty a whole lot'a SH..T and P..SS. Elder Scrolls games are locked in this medieval/antiquity time (with a bit of industrial revolution for dwarves). All were periods BEFORE the concept of higene and sanitation, where the only way of dealing with sh..t is to "put" it in a pisspot and empty it on the street. WHY don't we see it in the game? I got my inspiration here: http://www.youtube.com/watch?v=PZgHXAek0No What do you think?
  12. I work on a massive expansion for my Clan Tremere mod which will be called Vampire society mod. And I honestly suck at making scripts so if anyone could help I'd be very greatful. I need the following scripts. Script 1: the studium the thaumaturgie. I need a script for an activator object like a vampire shrine that will grant you a completly new spell if you have a particular spell already learned and a particular set of 3 objects, and shows a text that confirms you recieving the new spell. And once you activate it and recieve the spell you can't do that again for that particular basic spell. Example: you have "blood bolt" spell and If you activate the shrine with a sabercats eye and a black soul gem and blood bolt spelltome in inventory you recieve an "explosive blood bolt spell", a text confirming it, and a blockade from using the activator in reference to that "blood bolt" spell Script 2: Blood Transmutator. I need a script for an activator shrine or something that will make a particular set of ingredients for example human flesh/ heart + nightshade to turn into a potion.
  13. The link is ->here<- It is an incomplete 1st chapter out of 4 The comicbook I write is based on the Vampire the Masquerade universe (or this new blasphemus name World of Darkness). Could use any advice, comment or critique on it. I already know that the first 18 pages could use revamping. Some face drawings are atrocious so I will have to paste new ones in their place. ENJOY (if that will be possible) http://th09.deviantart.net/fs71/PRE/f/2012/120/a/3/new_face_of_kaine_by_galejro-d4y3pty.jpg
  14. I want to write a medieval manuscript as a hobby, all preparations have been made, the text the form etc. The problem lies in the title. In English it is "Compendium of all knowlege about the Clan Tremere" I want it in Latin so of course I went to google translate and it translates "Compendium omnium scientia de Clan Tremere". But you never trust google translate (as well as the clan Tremere if you know what I mean :) ) so is there anyone who can check it. Or should it be like I suspect "Omni scientae compendium de Clan Tremere".
  15. When I saw the trailer I was OK when I saw the screen I was apalled. TOOO DAMN SOON people, I haven't yet got accustomed to Skyrim and now we got new stuff coming up, probably this year. This game looks like a cheap remake of LOTR online. They simply got WAY too confident after the success of Skyrim, I tell ya WoD online is gonna make this game look like a saturday morning cartoon in comparison.
  16. I can do stuff like theese if you want. Just PM with what I am to draw. http://th07.deviantart.net/fs70/PRE/f/2010/296/8/a/horseless_winged_hussar_by_galejro-d31csny.jpg http://th09.deviantart.net/fs71/PRE/f/2012/120/a/3/new_face_of_kaine_by_galejro-d4y3pty.jpg http://th09.deviantart.net/fs70/PRE/i/2012/124/0/a/caine_full_view_by_galejro-d4yjfyi.jpg
  17. It has been over 3 months now since I finished my mod regarding Clan Tremere powers but there is one reason why it is not released yet. Jac22v ownes some of the stuff I used, 3 monts ago I ask his permission 3 moths of silence. I don't know if I should post the mod or not. I mean he didn't explicitly ever said "no" and I did informed him and never in my modding history have I been refused usage of mod contents.
  18. Then I'll have to bear it without any custom trainers, the mod I've made is to be as compatible as possible (this means it can't be invasive on anything in the game).
  19. This is a tricky one cause for all it's intelligence Google and Youtube do not recognise the word "Trainer" as a "skill teacher" but a game cheat so I rely on you now. The Issue is as follows: I want to make a smithing trainer NPC in a mod but I simply can't get him to cooperate: - I did put the factions JobTrainerFaction and JobTrainerSmithing into the NPC - I did set the NPC to be TrainerSmithingMaster in class box in stats (hell I even set his smithing skill to 105) - I did put a Trainer gold script in the script box (yes I also set up the properties just like in e.g. Eorlund Graymane NPC) Is there something I'm missing cause I realy don't want to rely on duplicating NPCs
  20. OK so I was thinking if anyone out there placed or is thinking of placing the arrow quiver where it really belongs ... next to your a.s? This might like solve the problem of a quiver magically floating like 5 inches away from your back. http://etc.usf.edu/clipart/1600/1667/archer_2_lg.gifhttp://thumbs.dreamstime.com/thumblarge_256/1207607777530gl8.jpghttp://www.sculpturegallery.com/Andevan07/Archer_4.jpg
  21. Ok so I've managed to succed in making books have a new texture in the inventory (using high-resolution book texture mod). The only thing that you need to do is to rename a dds texture to match the menu model e.g. book04.dds to largebook04.dds. Therefore, you will have all your books using book04 texture looking retextured both externally and in inventory. There is only 1 flaw with this one. All other books in the game using book04 will look new in the inventory. That we wouldn't like, so I'll experiment more with texturing of the books. Maybe placing the large texture in the clutter static model will work but anyways can anyone explain me the following places at which I can place a texture in a texture set. Diffuse-? Normal/gloss- Normal map I know well what it is envoirnment- ? glow- I Guess this is for windows to glow in the night height-? (second)envoirnment-? Multilayer-? Backlight mask-?
  22. I have a problem with retexturing books in skyrim. The world model is fine just a couple of clicks and boom, I have a retextured book. Now the difficulty is with the inventory model It stays the same no matter what. -I retextured the "highPoly-sth sth" models in static -I did a new retextured Static model but still nothing (copy paste the original of course, I can't make models) Any Ideas on this?
  23. I did it ... I freakin DID IT :woot: I figured out how to make a script to add an external self-damage dealing spell into the magic effect of the scripted spell And it's all thanks to you :) big thx Here if you ever need this Scriptname aaaPenalty extends activemagiceffect float Property CasterDamage auto SPELL Property aaaPenalty1apell Auto String Health Event OnEffectStart(actor akTarget, actor akCaster) akCaster.addspell(aaaPenalty1apell) EndEvent Event OnEffectFinish(actor akTarget, actor akCaster) akCaster.removespell(aaaPenalty1apell) EndEvent Oh and I think I found the initial problem with the very second script you gave me: string health doesnt do the job, it has to be set as a property ; string health auto
  24. It did saved and compiled, I did entered the value properly, but it still doesn't work. Maybe it has something to do with the very property or the target/caster relation, maybe just give me a script that will deal damage to the caster when just casting the spell. (It won't hurt me to make 5 to 10 identical scripts) I tried to remove the property part and relied on "(health, 10)" in the script line instead of "(health, CasterDamage)"but it won't work as well.
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