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Closing the CK (after saving it, of course) and re-launching NMM has not fixed the issue. It does, however, appear in the normal launcher's data files menu (I normally launch through SKSE in NMM).
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So I have been working on a weapon mod (as you may have seen in the Mod Talk forums) and was going to test them out. At first, I decided it would be best to ONLY load it and its masters (Skyrim, Update, Dragonborn, Dawnguard). When I clicked "Disable All Active," it ended up also disabling the Update.esm, and with the version of NMM I had at the time, it did not let me select or move the .esm. After that, I updated to the latest version (0.55.0) and let it load up. Update was now checked, so I entered the game (I had re-imported that last load list in my first attempt to fix the Update.esm bug, and so I didn't mess with it afterwords). When the game loaded up, I realized that none of what my .esp had added to the game was present. I look back into the NMM load order, and my .esp is nowhere to be found, despite having zero troubles with the plugin beforehand. As if it had just been completely forgotten by NMM. What's weirder is that every other plugin (out of my 205) is present in the load order, and the selected ones appear fully in-game. It IS present in the Data folder, so that should not be the problem. It is also open in the CK, but that has never created any issue before. If anyone has any idea as to how to fix this, I'd be extremely grateful for your input.
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Thank you! And no, it's not the texture. That screenshot is of the little tiny render window in the CK when you select a mesh, and it's blown up in size, hence the crappy resolution. :\
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Hello Nexus! I am nearly complete with the first stage of a mod I have yet to name, which will include 10 unique, hand-placed, one-handed swords into the game, each with a unique appearance, effect, and location. These will be over-powered by vanilla-game standards, but should fit well within other mods. They will also require players to go out and (re)explore the world, get to hard-to-reach places, and find the unique structures surrounding the swords. The abilities of the swords are sometimes complex (two of which require my own scripting), but are very unique and true to the swords' lore, location, and aesthetics. The lore will be seen in-game with a book in the city of Whiterun, which also hints towards the locations of the swords. The 10 swords are already textured and are complete aesthetically, 8 of the enchantments are complete, and 5 have been placed into the world. I hope to upload this to the Nexus as soon as all 10 swords are complete and in-game, and testing proves the mod to be completely functional. Afterwords, I hope to add even more content, including an armor set in the works, my take on the Battleaxe of Hatred, and more. I have used many modders' resources to help me get to this point, and will credit them upon posting of the mod (Ghosu, InsanitySorrow, and Gizmodian for various resources). I will add an image of one of the more visually-appealing swords, the Shard of Lorkhan, which contains elements from two of the modders listed before (I apologize if the image quality isn't great). I am posting this both as a bit of a teaser and proof-of-concept, as well as a way to see if you, the modding community, would enjoy playing this mod. Let me know if you would enjoy this mod! Thanks!
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Then the effect only works for those spells, and it doesn't drain the magicka first (unless I am mistaken) That requires casting both Equilibrium and the wanted spell at the same time, making it useless for spellswords, etc. I'd be willing to bet that a bit of stats editing or scripting could achieve that effect, though by either working off of Equilibrium or of the Staff of Magnus enchantment.
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Straight to the point- Background: Bheithir is the opponent in an optional boss battle in Darksiders 2, resembling a lava dragon. Upon defeating this enemy (which is actually a really hard boss fight), you receive a pair of scythes named Bheithir's Talons. They are one of the stronger scythes in the game, doing a good amount of damage plus a fire enchantment. In game description: "Found within the very belly of the beast, these scythes have festered for a millennia within Bheithir. The enchanted blades fused themselves with her own attributes, creating a weapon of legendary status. Its previous owner is unknown, but the blade's craftsmanship is unequaled, allowing it to sever with the utmost precision and savagery, whilst burning flesh from the bone." What I would like: A custom modeled weapon imported into Nifskope, so that it can be added to the game. I have absolutely no experience in the 3d modeling aspect of it, so I would be extremely grateful if someone could model this and import it into Nifskope. I can do all of the Creation Kit aspects. If someone allows me to use a model created by them to finish the mod's work in the CK, I would happily credit them. If texturing also, I would like it a bit less cartoon-ish, as Darksiders has much more of a cartoon-ish look to it than other games. Thanks!
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LE Ghostveil enchantment for weapons.
AmplSi replied to Relativelybest's topic in Skyrim's Mod Ideas
As far as I am aware, and with my current CK knowledge, in-game weight changing is unlikely, as I'd be willing to bet it would take a bit of scripting. I'd bet there's be a way to do it, probably in the same sense as some of those armor perks that removes weight of the armor while wearing it. I think that could be somehow transferred to a weapon. I'll take a look around the CK and some scripts, and I'll let you know if I find a way to do it. -
LE Ghostveil enchantment for weapons.
AmplSi replied to Relativelybest's topic in Skyrim's Mod Ideas
Honestly, I have no clue how achieve the Ghostveil effect effect that you are looking for. As far as the spectral weapons go, some of its NifSkope properties change, and it points to its _n texture as opposed to its normal texture. The lighting effect and armor-ignoring damage can be set up as enchantments, and the weight can be altered in the weapon's CK menu. If you would like a specific weapon to have these effects and the spectral appearance, replacer or non-replacer, I can do for you. -
LE Ghostveil enchantment for weapons.
AmplSi replied to Relativelybest's topic in Skyrim's Mod Ideas
This is a really nice idea! As far as being able to do it - it is definitely possible, but it would be more of making a specific weapon look spectral, like Ghostblade and the Drainheart Sword, which is a long and complex process compared to making a new weapon alone. The lighting effect, weight of 1, and armor-ignoring damage, however, can be done quite simply, if memory serves true. -
LE Is there a modder who can help me with a few ideas?
AmplSi replied to Kraony's topic in Skyrim's Mod Ideas
I cannot make my own models, but there are tons of modders' resources I use, which I retexture to my liking. I can put them in the game well enough, including adding unique enchantments. If you would like me to help in your mod creation, feel free to PM me. -
The script compiled successfully and runs correctly in-game. Thanks again for all the help!
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When I moved at line to the top, changed it to AUTO from the perk ID, and set it in the properties, it seemed to get rid of the rest of the errors! I will try it out in-game shortly. Thank you for your help, everyone!
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So would your idea be every NPC disappears forever? Or at the end of the quest could they be brought back? It is a great idea, could definitely give a bit of a horror/suspense feel to the game, but could be extremely game-breaking if the former.