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Everything posted by LegoManIAm94
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I have a mod which has generated some LST file which were generated using SSELodGen and are tree LOD files. When I am creating the BSA archive file to upload the mod to bethesda.net in the creation kit, it will not allow me to add LST files and claims that LST files are an invalid file type. Is there a way around this? I need these LST files to be included into the mod since the mod will not function without them.
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Is there a way to move a marker using MoveTo() I placed a ccBGSSSE001_FishingMarker (From the Skyrim Fishing Mod) and want to use MoveTo to move it to another location, but when I go to fish at that marker after using MoveTo(), I get moved to where the marker originally is and fish at that spot. Is there a way to move markers and have them working in the new location they been moved to?
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Morrowind Mod Manager - Have Lists Of Active Mods?
LegoManIAm94 replied to LegoManIAm94's topic in Morrowind's Discussion
Thanks, but when you create a load list, where are the load list file stored on your computer? -
Morrowind Mod Manager - Have Lists Of Active Mods?
LegoManIAm94 replied to LegoManIAm94's topic in Morrowind's Discussion
Where is the Load List function in Wyre Mash? -
Is it possible to use Morrowind Mod Manager or something similar to create lists of active plugins and master mods which you can easily load/save or import/export. For example lets say you have three lists... List 1 Morrowind.esm Tribunal.esm Bloodmoon.esm Mod1.esp Mod2.esp List 2 Morrowind.esm Tribunal.esm Bloodmoon.esm Mod3.esp Mod4.esp List 3 Morrowind.esm Tribunal.esm Bloodmoon.esm Mod5.esp Mod6.esp These lists can be loaded up and therefore no need to activate/deactivate your mods one by one to get a certain setup, you can easily switch lists for different saves you have. This will especially be useful if you have many mods. OpenMW has this with their load order within the OpenMW Launcher, Is there a way to do this in the original Morrowind?
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This may not be possible with the way the forum is but it would be handy if you are able to reply to a private message from your email inbox by simply replying to the email. I for one would like this since it will save me time on not having to login and reply to the private message and I can instantly reply to the PM within my email inbox. There is two ways to do this, one is to mask the emails so if your email address is [email protected], when you reply to the PM it will send a email to the other person using the your NexusMods username such as [email protected]. This will ensure your email is safe and your email address does not get exposed. The other way is to not mask your email so when the other person recieved the replied PM it will come from [email protected]. I would perfer option #1 for privacy reasons.
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Hello, I been trying to figure out for days now what Skyrim Special Edition has done differently to make it so that the distant view has no blur compared to Skyrim 2011. In Skyrim 2011 you will notice in certain weather types such as heavy snowfall that there is a blur when you look into the distance as shown in the link below. This is gone in Skyrim SE. This distant blur is not a mod. I tried to look for a mod that will do this in Skyrim Special edition but I cannot find one for PC, I found some for Xbox One and PS4 but I cannot download a console mod on PC. So I am trying to create a mod that does this, bring back that distant blur effect that was in Skyrim 2011. I have spend days trying to figure this out and I am stuck, this is what I have figure out so far... In Skyrim SE, entering the sisme 0 console command, the blur will return just like in 2011, however this command will disable all the Image Modifers in the game which is not what I want.In Skyrim 2011, entering the sisme 0 console command or sisme 1 command, the distant blur is present no matter if it is set to 0 or 1.I tried editing many Imagespace modifers in the creation kit to see if it will bring back or even get closer to getting the distant blur effect back in Skyrim SE, but I cannot figure out what Bethesda did. I do not even know if Bethesda removed the blur effect from Skyrim 2011 or if they added effects in Skyrim SE that essentially removes the distant blur. Any help will be most appreciated! Skyrim 2011 Distant Blur effect https://i.postimg.cc/3Ng5J7qw/2011.png
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I can see the fields that the mod author needs to fill in look like this... You can recieve donations in any cryptocurrency of your choice! To add a cryptocurrency donation, enter in the name of the coin and your address. |---------------------------------------------------------------------| |Coin |Address | |-----------|---------------------------------------------------------| |Bitcoin |17mmd6HfhkFB2kLy2GBbWenn48YJf7mGwg X Delete | |Litecoin |qrjkkd8hnl2mat0z396dzwm8sha2m6vpey0c3w2ezn X Delete | |-----------|---------------------------------------------------------| | + Add | |---------------------------------------------------------------------| You can share your Unstoppable Domain URL and recieve donations to the cryptocurrency addresses linked to your unstoppable domain URL. This will only work in cryptocurrency wallets that support unstoppable domains as addresses. |--------------------------|------------------------------------------| |Unstoppable Domain URL |nexusmods.zil X Delete | |--------------------------|------------------------------------------| All this is needed some settings that can be filled out by the mod author and the filled out fields will be shown whenever the donation request pops up such as when someone downloads a mod. No need to integrate an API or payment processor since cryptocurrencies are peer-to-peer payments and are very secure. All that is needed to make this work is, Adding fields on Nexus Mods accounts to add your cryptocurrency coin name, cryptocurrency coin address, and to add a unstoppable domain URL. And have these fields show up under donations. That is it!
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Suggestion: Allow support of NexusMods with cryptocurrency
LegoManIAm94 replied to lavmorc's topic in Site Support
I would like to see Nexus Mods adding a new donation. I can see the fields that the mod author needs to fill in look like this... You can recieve donations in any cryptocurrency of your choice! To add a cryptocurrency donation, enter in the name of the coin and your address. |---------------------------------------------------------------------| |Coin |Address | |-----------|---------------------------------------------------------| |Bitcoin |17mmd6HfhkFB2kLy2GBbWenn48YJf7mGwg X Delete | |Litecoin |qrjkkd8hnl2mat0z396dzwm8sha2m6vpey0c3w2ezn X Delete | |-----------|---------------------------------------------------------| | + Add | |---------------------------------------------------------------------| You can share your Unstoppable Domain URL and recieve donations to the cryptocurrency addresses linked to your unstoppable domain URL. This will only work in cryptocurrency wallets that support unstoppable domains as addresses. |--------------------------|------------------------------------------| |Unstoppable Domain URL |nexusmods.zil X Delete | |--------------------------|------------------------------------------| All this is needed some settings that can be filled out by the mod author and the filled out fields will be shown whenever the donation request pops up such as when someone downloads a mod. No need to integrate an API or payment processor since cryptocurrencies are peer-to-peer payments and are very secure. All that is needed to make this work is, Adding fields on Nexus Mods accounts to add your cryptocurrency coin name, cryptocurrency coin address, and to add a unstoppable domain URL. And have these fields show up under donations. That is it! -
In Skyrim 2011, the weather effects were better in my opinion. For example the heavy snow had a distant blur making it so you cannot see far away as clearly in the SE version. Also when it is snowing and your next to a wall or a hillside it will stop snowing to give it more of a realistic effect unlike in Skyrim 2011. How does one disable the snowfall and rain collision and how does one add the blur effects to certain weather modes in SE? I did try the "Skyrim Legendary Weathers" mod which removes the Godrays but the collision is not removed and there is no distant blur. https://www.nexusmods.com/skyrimspecialedition/mods/16725 Any help will be most appreciated!
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I never had this issue in Skyrim 2011 but in SE when the weather is Heavy Snow most times you will only see snowfall when you face a certain direction such as east or west and at times there will be no snowfall at all. The only mods I am using is my Weather Control mod to be able to control the weather. Besides that I am not using any mods and I am running a vanilla version of Skyrim Special Edition. I believe it is because the SE version has snowfall collision were if your underneath something it will stop snowing to give it a more realistic effect. Can this be disabled in SE? Weather Control mod https://www.nexusmods.com/skyrimspecialedition/mods/1010
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Is there any mods for Skyrim Special Edition that will make the weather and grass to be more like it was in Skyrim 2011? An example for weather is that I find sometimes during snowy weather it is bright and I can see sunlight, also the snow only falls when you look a certain direction. An example for grass is grass that is less lushful and more rough like in Skyrim 2011.
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I want to make this nif file be an misc item but I an not skilled when working with nif files in nifskope or blender. This is going to be used in a mod which I am getting close to completing. If your able to do this for me I will have your name as a credit in the mod. Thanks in advanced. To download the nif file click on the link below. https://ufile.io/1qaomkg4
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I want create a Grindstone but have it create objects that are apart of a certain keyword instead of improving weapons, similar to how the forge/anvil works but using the Grindstone furniture item with the Grindstone animations. I was successful in creating a Workbench that when activated can allow the player to create objects under a certain keyword using the Workbench animation. The odd thing about the Grindstone is that when I have the "CraftingSmithingSharpeningWheel" keyword it will show every weapon in the game that can be crafted. And if I remove the "CraftingSmithingSharpeningWheel" keyword the animation will not work making the Grindstone unusable. Any help will be most appreciated!
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I made a quest that will run when the game starts up and it has this one script. All it should do is add these factions to certain NPCs and then stop the quest all together. For some reason it does not work since in another quest I made I have dialogue which will only be applied to those NPC apart of the faction but the dialogue simply does not appear. I must be missing something but I cannot figure it out for the life of me. Any help or tips will be most appreciated. Scriptname addFactionsScript extends Quest Actor Property Bolar Auto Actor Property Murbul Auto Actor Property Sharamph Auto Faction Property myFaction Auto Event OnInit() Bolar.AddToFaction(myFaction) Murbul.AddToFaction(myFaction) Sharamph.AddToFaction(myFaction) Stop() EndEvent EDIT: I figured out why this was not working, I needed to regenerate the seq file or the mod. Once that was done it worked!
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Scriptname myScript extends Quest GlobalVariable Property myGlobal Auto Keyword Property myKeyword Auto Event OnItemAdded(Form akBaseItem, Int aiItemCount, ObjectReference akFormReference, ObjectReference akSourceContainer) If akBaseItem.HasKeyword(myKeyword) myGlobal.SetValue(myGlobal.GetValue() + 1) EndIf EndEvent This is my attempt with a quest script to detect when the player crafts a certain item. But I have had no luck with the function executing.
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I did downloaded it and made a save never crafting any of these items. Then I made a save after crafted a dozen of the items, then I made a third save crafting about 50 of the items. I did find the more of these items I crafted the more script instances there were of the script that is attached to the object. So I image if I crafted 1000, 10000 of these items it can cause bloating and this mod I am working on is a crafting mod designed for the user to craft items thousands of times. If a user's saved game had 1 million script instances does that bloat the game making the saved game file run slow or will it just make the saved game file size large and have lots of data in the saved game that will never render and be "useless"?
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I made this simple script but I am unsure if it will cause any saved games to bloat when it is executed multiple times. I plan on adding this script to objects that can be only obtainable by using the forge by crafting them into the game. Essentially when the player crafts this item it will run the script. The player will never see this in a cell, in a container, in a NPC or be purchase-able in barter. When this item is crafted it will be removed when the script is ran. If you have any other suggestions I am open to hear them. Scriptname myScript extends ObjectReference GlobalVariable Property myGlobal Auto MiscObject Property myConstructibleObject Auto Int Property myConstructibleObjectCount = 1 Auto Event OnInIt() myGlobal.SetValue(myGlobal.GetValue() + 1) Game.GetPlayer().AddItem(myConstructibleObject, myConstructibleObjectCount) Game.GetPlayer().RemoveItem(self, myConstructibleObjectCount) EndEvent