Jump to content

AmplSi

Members
  • Posts

    63
  • Joined

  • Last visited

Everything posted by AmplSi

  1. After re-opening the mod manager again, deselecting everything manually, and re-importing the load order, my .esp is finally selected.
  2. 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).
  3. 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.
  4. http://imgur.com/jvYm035 http://imgur.com/4CbxLNz Some in-game screenshots of the Shard of Lorkhan.
  5. 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. :\
  6. 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!
  7. 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.
  8. 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!
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. The script compiled successfully and runs correctly in-game. Thanks again for all the help!
  14. 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!
  15. 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.
  16. I have copied the script assets from the .rar to the folder, just merging the two "scripts" folders. This seems to have fixed the error with the "unable to find flag," but the other, which regards the "d6a" at the end of the perk ID, still persists.
  17. Thanks, copying now, will test this afternoon.
  18. So I've been having some troubles getting a script to work right. The script I am trying to get working is one that adds a perk to the player when a weapon is equipped, and then removed when unequipped. Here is the code and the compiling output: Script: Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() akActor.AddPerk(EmeraldPerk) debug.notification("Emerald Ward added") endIf endEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() akActor.RemovePerk(EmeraldPerk) debug.notification("Emerald Ward removed") endIf endEvent Perk Property EmeraldPerk = 04000d6a Output: <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\emeraldperkscript.psc(17,33): extraneous input 'd6a' expecting AUTO 04000d6a is the perk id. I do not know why this is giving me an error. If anyone has any experience with this, please let me know what I might be doing wrong. Thanks
  19. Though it is likely that not many people will see this, I will post here anyways: There may be another way to gain that spellbreaker effect if you want it on a specific weapon, say, only Daedric swords get the effect. You'd make a perk like Goshu's (or even use his, since he opened up his assets after leaving Skyrim modding), then have a script so that when the weapon is equipped, the perk is obtained, and then lost once the weapon is unequipped (I got that idea from the Professional Shiv mod, giving the player 1000x sneak damage with the shiv equipped). Lastly, the effect would only happen if the player is blocking, using the condition example above. If anyone is good at scripting or knows a lot about this type of thing, please let me know if this idea is possible. I am making a custom sword which I would like to have that ability. Thanks
  20. Hey guys! I am looking for someone to work with me on bringing one of my quest mod ideas to Skyrim. It's work-in-progress title is The Black Crypt, and revolves around this mysterious ancient Nordic crypt. It is an adventure that will combine some adventure/horror, puzzle-solving, and unique magic usage. It all starts with a contract to kill those random bandits that for some reason live in that outcrop just outside of Whiterun, where you find this note: I guess that mage At'Kineth we captured was worth it after all. He was particularly interested in the undead, and how fast they've been appearing lately. We've been keeping an eye on a few of those old crypts, looking for a more permanent place to set up camp, but the mage noticed something. Draugr. Not the normal ones, though. Skin nearly white, as if the frost of the Throat of the World had infused with the skin, and the eyes glowed red on that one. Alone, not with any group, and moving about seemingly intelligently. And the armour - blacker than the night itself. It scares me to the bone, but we're checking it out in a few days, after the next shipment comes. If this doesn't make it to you I'll kill that damned courier myself. I will not release any more spoilers, but its storyline is still being written. It will be a fairly long dungeon, but not extremely drawn-out. I am decent at editing textures, and doing some basic things in the CK - like making unique weapons/armor, enchantments, simple interior cells, generic followers, and adding stuff to the game. I need help with more of the scripting aspects, making more complex dungeons, and custom dialogue (and voice acting if anyone's up for it!). If anyone is interested, I will PM you (if you respond here or PM me) with my Skype username (my preferred means of communication). I will likely be unable to provide any sort of payment, as I am not planning on making any profit off of any mod (Forever Free!), however I would be happy to share if anyone decides graciously to donate to the mod. Thanks!
  21. Hello everyone. After weeks of my game mocking me, I finally did a complete uninstall and reinstall - which only fixed the issue once I deleted the Steamapps/common/Skyrim folder and the Appdata/Local/Skyrim folder completely, which led me to believe that the problem was in fact hidden within one of the plugin text files in Appdata/Local/Skyrim. I am now going back and reinstalling mods, as I only backed up the ones that came with BSA's, easy to individually reinstall. Thank you guys for the help you did provide, as I would have never even thought to look in the Appdata folder.
  22. This is basically a bump. I really need help with this issue and a full reinstall - my last resort - seems to be the only option left. Please, if anyone has any ideas as to how and why this might happen, post it. Thanks
  23. I understand that, but at this point, this is the only thing that makes sense. None of the config or .ini files regarding plugins seem to be missing or altered, and I would not have tried to move it myself. And I do think that LOOT should have warned me if it is the case, but maybe, like NMM, it is not programmed to be able to move Skyrim.esm, or it is specifically programed not to. I did verify the game cache. It claimed that 2 files had to be re-downloaded, and afterwords there was no change in the game's loading. I know that there must be a way to manually adjust load order, outside of mod managers, so it might be that an outside program messed with it eg. antiviruses, or I, in my modding, accidentally did something to it, which I have no idea how that might have happened and then taken affect when it did.
  24. Ok, so I believe I have discovered the problem, and the key to solving it was another thread claiming to have the same problem as I have, but the person who posted it apparently pirated his game, and so nobody cared: http://forums.nexusmods.com/index.php?/topic/938018-skyrim-plugins-not-working/ . On the first post, he added 3 screenshots, the third of these being the most meaningful - the Skyrim Data Files menu. It shows Skyrim being at the bottom of the list, which shouldn't be normal. My theory is - somehow, Skyrim's .esm made its way to the bottom of the load order, and since all of Skyrim's DLC & Mods require the Skyrim.esm, they were all void and therefore skipped by the launcher, leaving Skyrim the only thing to load. Now to figure out how to manually adjust this, as NMM shows Skyrim on top, as always.
  25. Thanks, I'll look to see if they are hidden, and, if not, I will take a further look at Gopher's channel.
×
×
  • Create New...