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ThomicStridon79

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Everything posted by ThomicStridon79

  1. NOTE: I posted about something similar earlier. This is different from that one. It was a request for someone (anyone) else to do it, but I change my mind and think I can do it myself. However, I do not know where to begin on a mod like this, so I need to ask for early steps. I want to make a mod that involves *an ability to rename crafted items at forges on the fly.*. Kind of like the rename option at an enchanting table. I really could do this at the enchanting table, yeah I know. But no, the thing I want to do is make unenchanted items fresh off the forge 'name-able'. There are already a few other mods that can do something(s) like that, however, they really require SKSE and SkyUI. That isn't something worth this hassle because I'm mostly an Xbox player, and thus those mods aren't possible there. (Yes, I plan on porting the mod to Xbox) Anyway, is it possible to make a mod that can let me rename items when they're crafted at a forge? And if so, does anyone know of some steps I should take? Thanks in advance. EDIT: I now have an idea. I may be able to pull this off by adding an enchanting table script into the blacksmith forge via Creation Kit or xEdit. Does anyone know the name of the script?
  2. There are only a mere 2 or 3(?) mods on Nexus that are such things that: grant an ability to rename an item. I don’t mean a straight up item name replacer, but something that allows you to rename weapons or armor on the fly via a forge. For example: I’ll craft an ebony sword at Adrianne’s forge, click on the ‘rename’ button, and I can name it whatever I want. And I wouldn’t need to enchant it via the table to do so. Like aforementioned above, there are indeed a couple or a few mods that can do this, BUT they require script extender and SkyUI. Why I'm obsessed with the SKSE/SKYUI part is because I’m mostly an Xbox player, and we can’t get that on Xbox, let alone there isn’t such a mod on Xbox. And yes, in the end I’ll ask for it to be ported. Is there anyone who’s willing to make a crafted item (namely weapons) rename-r? And if so, can they make it neither require Script Extender nor SkyUI? OR, how can I do this myself? I wouldn’t be able to express my gratitude if this is possible. Thanks in advance.
  3. I probably should have said this in the earlier post... 1. Yes, I mean the Cheat Room mod, not just the QASmoke room. 2. I'm also trying to port this custom armor into Xbox. The PC version of cheat room contains it when I run the two mods, however, it doesn't when playing the Xbox version. I must also say that I have a full set of custom armor, however it's only the helmet piece that isn't taking affect. It's my understanding that a vast majority of users here use PC most of the time, but someone's help would be invaluable if it ends up working.
  4. Which chapter are you referring to? And is there a video guide to watch?
  5. Is there any way I can add my custom armor(s) into Cheat Room's armor chests? If so, how can I do it? And I'm using xEdit to do it.
  6. Through xEdit, I'm trying to fix some issue that makes the character and NPCs wearing certain helmets appear 'bald'. Does anybody know what partitions on the helmets I'm supposed to change in the helmets' armor (and addon) records? I swear it has to do with something about the "head" or "hair" or something parts. I've already looked this up, but google can be a pain at times. Help will be appreciated.
  7. The MA has likely abandoned support for the mod Comprehensive Sleeves. I'm very sure it's this mod that is a causing this, as it is for now the only meshes mod I have installed. There's a minor issue I have going on with using it. I'm not using any texture mods now, hence I thought it was causing this. The issue is: when the player or guards wear guards armor of any hold, namely Whiterun, then there is a blue trim at the bottom of the armor's cloth part. That is supposedly only part of the Stormcloak armors. So to speak, this is a texture glitch. I am wondering if somebody can tell me how to fix this.
  8. First of all, I can indeed make an esp. Problem is that it does not work without it requiring master mods. I've tried removing them by selecting 'clean masters', with the previous steps required involving things like copying records as override, copying them as new records, and even changing form ids. What I'm trying to do exactly is create an armor replacer consisting of assets imported from three other mods. Again, problem is that getting rid of the masters (successfully) just gets rid of should be effect of the new mod. I've followed online guides, some of which don't use paragraphs, are on other unreliable sites. Can someone help me with this?
  9. I keep encountering a bug that occurs between the three mods: the at your own pace mod, JaySerpa’s quest expansion(s) and the TNF Skyrim House Remodels mod. I know for sure because I only had these two mods and that TNF mod enabled at once during a test playthrough. The bug that occurs dictates that: Whenever I become Thane of Whiterun, and go to Proventus the Steward to buy the (modified) house, plus all the decorations, it never properly gives the dialogue option to expand the house by adding the child’s room. By “properly”, as in it does actually give the options, but the price of the house is changed to 100000G. Also, when choosing the dialogue option to add the child’s room, nothing changes. The would-be room is empty. Would someone mind looking into this, and see if there is anything in the mods that change the price in Breezehome? It really would be nice if I could improvise the houses of Skyrim while at the same time “going at my own pace”. Thanks in advance.
  10. When I go to Proventus and purchase the house plus all decorations, it never properly gives the option expand by adding the child’s room. By ‘properly’ as in it does actually give the dialogue option, but what happens is that the dialogue option says “Children’s bedroom (… gold)”. And thus when going into the house, nothing changed. Also, I checked the mod’s page and it doesn’t say anything about incompatibilities. What’s wrong?
  11. I'm trying to create a patch between Imperious and my custom presets for player mod. Does anyone have any advice on what I should do? I already know I'm supposed to use xEdit, and in xEdit I'm supposed to use the "copy as override" button, etc.. I've looked on Google, but cannot find a guide that seems straightforward.
  12. Like, I'm trying to make an updated version of my new mod I'm working on now. How it's gonna be different is that it will have the other mod's additional cutsom skintones within it alongside the other improved looks. Thing is, I don't know how to import the new skintones into a different mod, even in xEdit. Can someone help?
  13. Then how am I supposed to change the meshes individually? My associate in Discord wants the Gilded version to look different from the standard.
  14. I'm trying to make moderate edits to vanilla Elven Armor, both and specifically Standard Issue and Gilded, the mod is for a friend over in Discord saying he wants it the meshes changed, blah blah. I'm told that the standard issue specifically uses both the cuirass_0 and cuirass_1 .nif file names. Can someone tell me the Gilded variant's file name in the PC, and how is it different?
  15. Can someone make an AE version for SpiderAkiras SeeEnchantments Mod? It would be nice to have an updated version of it so that items such as the CC content weapon Umbra are to have the effects. Why its wanted is because, when using weapons like Umbra, the enchantment just appears as it does when leaving it un-modded. It doesnt show its would-be new glow effect like it would the vanilla or DLC items. SAs See Enchantments mod is open perms by all means so long as the author is credited. Is someone able and willing to look into this? And since Im an Xbox player, can it eventually be ported to Xbox? Thanks in advance.
  16. I've seen that one, yeah. I'm just skeptical because there are hardly any pictures for the gallery.
  17. There isnt a single mod on Nexus that replaces the meshes for, and diversifies, the standard and gilded elven armors. The only thing *used to* was Old Kingdom. Lets not forget that OK did things for almost every set of armor. Sadly, none of the authors (it was made by multiple) make mods anymore. They dont have their Nexus accounts nor do they have the files anymore. So to speak, the mesh replacers for the elven gilded and standard elven armors no longer exists. Can someone remake the elven armor mesh replacers that were seen in Old Kingdom? Its also assuming that they know what it looked like when using the mod when it was still available. The standard elven armor basically had parts of its pauldrons removed, and same for the scales in between the legs. The gilded version still used the same mesh. Again, can someone do this? It would be much appreciated. Thanks in advance.
  18. Well, because apparently is the creator of this post. He apparently hasnt got an answer that solves anything yet. But I agree. I looked things up for him myself, and no result seemed to be relevant.
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