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Everything posted by pyrotx
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Well if you want to change the balancing of specific spells, go into the magic menu and create a new effect. Basically set it to add the stagger immune perk to the target for any duration of time, make one for concentration for spells like flames and sparks with a duration of 1 second, and some for single hit spells, then add the new effects to each spell individually. Next for the alteration armor, I would suggest adding an effect to manually add to the poise rating directly through the same process. As for the scripts, I don't really have any idea where to start, i'm not really an expert in programming. You could try making so if an alteration spell that has the keyword armor in it is cast, it will register for an update, but I have no clue how it would actually be done. Or you could add stagger resistance effects to the spells. Your best bet to improve performance is to install performance mods, like fps booster or something else, and uninstall mods that are too heavy on performance like graphics or HD mods.
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Ok thank you, I will try your idea about a movable marker and dialogue options. The only reason I want trigger boxes is to activate the effect without the use of the dialogue menu. But why does Bethesda insist on their sadistic aliasing, I hate it. Also the ai packages are set up so that there is one for each location, or one per town basically. The ai packages have the conditions that the player must be in the area, and that follower have a custom faction, the FollowerSafeAreaFaction. Then I just use preexisting markers without moving them with sandboxMultiLocation. I might try messing with Lydia for now, but serana shouldn't be messed up since the faction changes only happen in recreational areas, not in quests zones.
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I suppose that's true. I guess a few guards and a couple mage apprentices would be nice to see, also some furniture or even a lab on the dragon's reach balcony room.
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Here is the requested mod, it's not perfect since I only spent about twenty minutes on it, and vendors will still charge more than the base cost of the item. http://www.nexusmods.com/skyrim/mods/70650/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D70650%26preview%3D&pUp=1
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Well everyone seems to be requesting swords and popular armor, but what about something that no one has really done much of. Say for example unique looking axes and hammers that make you want to use them more than swords. Also see if you can add something that uses HDT physics like tassels to the hilt or a scarf if you want to do armor.
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There might be some in the ini settings. I've never tried this but in the creation kit, on the top menu bar, go to the gameplay tab and then click settings. Then when the window pops up type speed in the search bar. When the results come up you should see various speed related ini settings, or at least I think those are ini settings. Try to find the ones that say fCombatDPSMeleeSpeedMult and the one that says fCombatDPSBowSpeedMult and change those settings to whatever you want. There might be others that I missed too.
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Well without knowing anything about the mod or how it works, I would suggest either making it so the player is more resistant to staggering, or have a perk added to the player so that after you are staggered, you gain a temporary stagger resistance that maybe stacks up. But the problem is in modifying someone else's mod, they may not allow it. It might just be better to learn the scripts for stagger effects and make an addon.
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LE How hard is it to make custom enemies/monsters?
pyrotx replied to Arenitha's topic in Skyrim's Mod Ideas
I don't know, but I have always wanted to learn how to work with the different body parts and rearrange some into some terrifying enemies. I'm not a good artist so I wouldn't be able to actually make new monster designs though. Maybe try to look at nightasy tutorials for the 3D artwork Program 3DS-Max, the tutorial series only covers armor, but maybe just replacing say a troll's head with a preexisting troll skull art file would use the same principles. -
There are a few ways to go about this. Also, don't worry If your bad at modding, I was terrible so I didn't attempt it for a few years. Eventually I wanted some changes and now it's a hobby, and once you make that first small change that took hours of trying to figure out, you duplicate it again in your sleep when you work on a bigger mod. Anyways, first method: make a new spell that uses either a preexisting arrow as it's projectile, this is done in the magic effect tab under magic. Second method: Make a new enchantment. The enchantment would be a new magic effect that uses a script that basically says Event OnEquip(something, something parameters) Game.GetPlayer().EquipItem(BoundArrows, 20) or you could make a new type of bound arrow, or even equip normal arrows by relacing the word BoundArrows with Elven ones. EndEvent Event OnUnequip() Game.GetPlayer.RemoveItem(BoundArrow, 20) EndEvent Also I would personally make the script more complex and balanced as not to spam the arrow count, for example: int arrowCount Event OnEquip() arrowCount = 20 - Game.GetPlayer().GetItemCount(BoundArrow) ; This line ensures that the game only adds up to a maximum of twenty arrows, probably. Game.GetPlayer().EquipItem(BoundArrow, arrowCount) EndEvent
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Well there are two problems with the idea of them hiding in the population. First each person in a town a unique name and doesn't typically respawn, except for guards. The second Is that the towns are fairly small, so how does a vampire hide in such lightly populated areas? One way would be to start with vampire patrols in the wilderness that respawn, and the same for unnamed prey that might run into the cities for help. The best mystery you can for without a quest line is search for vampire patrol routes that ambush both the player and traveling guard or thalmor patrols and shut them down. You could simply make it so one of the patrol nodes is disabled once you tail the vampires back to spawn point, after that, you can enable a different group of stock vampires, or switch it up to make it gargoyles this time, then find maybe a trail of bodies start dead and are near the patrol nodes. Making one of these patrols would probably take 30 minutes, but adding bodies and clues, and multiple patrols for every town would likely take most people a couple weeks, that is without using quests and just disabling patrol nodes or enemy spawns once you defeat the patrol boss.
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I am trying to make a mod that should automatically make any follower npcs, so far just Serana, to relax and sandbox when in a town or any area I specify. My method is to have sandbox ai packages, one for each town, then have trigger boxes around each area that remove her from the CurrentFollowerFaction. I figure if I don't remove her from the current follower faction the ai packages won't start because the follower behavior will just override it. So I made a script and attached it to the trigger box and tested it, but nothing happened. Here is the Script: Actor Property SeranaRef Auto Faction Property CurrentFollowerFaction Auto Faction Property FollowerSafeAreaFaction Auto ; SERANA --------------------------------------------------------------------------------------- Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if SeranaRef.IsInFaction(CurrentFollowerFaction) SeranaRef.RemoveFromFaction(CurrentFollowerFaction) SeranaRef.AddToFaction(FollowerSafeAreaFaction) endIf endIf EndEvent   Event OnTriggerLeave(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if SeranaRef.IsInFaction(FollowerSafeAreaFaction) SeranaRef.RemoveFromFaction(FollowerSafeAreaFaction) SeranaRef.AddToFaction(CurrentFollowerFaction) endIf endIf EndEvent The script compiles just fine, but it doesn't do anything. Does anyone know why it wont work or activate, or have any other ideas? I would like to make the followers in Skyrim less drone like sometime soon, it just creeps me out. Also I have considered just using the dialogue menu like other mods, but that seemed kind of boring. So is there any way to change the programming of the follower ai directly, as in not through the creation kit?
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Full xbox 360 controller support ( I got it working)
pyrotx replied to thomriis's topic in Oblivion's Discussion
I am having a problem with the 8-directional moving. Basically 4-directional movement works just fine, but whenever I try to move diagonally my character is set to a walking speed instead of running. This happens whether I do or don't use xPadder. I have also tried setting the xpadder left stick to 4-directional so that I can never move diagonally, but that doesn't work. Any Ideas? Also I can't get the quick select menu to work with an 8 button D-Pad setting, only the first four buttons on the D-Pad work and select the first for slots, does anyone have an Xpadder set up for this? My xPadder settings for Xbox 360 controller: A = space, jump B = B, journal X = X, Sheathe weapon y = y, activate Left Bumper = Left Shift, Cast Right Bumper = Right Shift, I forget if I even used this one. Left Trigger = Left Click, Bock and left mouse click. Right trigger = Right mouse, Attack Right stick click = R, Change view Left stick click = L, Sneak Start = esc. Start menu Back = M, Wait menu. -
Full xbox 360 controller support ( I got it working)
pyrotx replied to thomriis's topic in Oblivion's Discussion
Reply to jamar3030 , post number six. I had the same problem, where one button would do multiple. the solution is that there are multiple tabs in the controls menu of oblivion. And all of them are always active, so make sure in the controls menu in options, each button does the same thing in each tab. Or if you want each button to do multiple things just go crazy. But it isn't a problem with Xpadder or ini settings, just your in-game settings. -
I've wanted to know for a while how to make or modify the tree and plant meshes for Skyrim. I have tried opening the tree files in 3DS Max but I only got an error message when opening the file. Do I need a different program like the Blender, or is there a way to do it in 3DS Max. Also if there is a way, does anyone know of any tutorials for trees and plant meshes?
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There is a full series of YouTube videos by NightasyTutorials for 3DS Max. The tutorial series mainly handles making armor for Skyrim in a lot of detail, including how to get the meshes in game. The series also explains the basics, including how to download the 3DS Max and Nifscope.
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yet again more Papyrus trouble understanding AngleZ
pyrotx replied to hecks567's topic in Skyrim's Skyrim LE
Well, besides making a new animated object with a rise animation, you could try simply enabling the object and hiding the enable FX with a magic explosion effect like fireball. Or if you want a pillar, use a dragon breath spray, then when the fire breath ends, the object has discreetly "risen". -
I recently uploaded a mod called Runescar to Skyrim nexus. I'm hoping that this mod will hopefully turn into more of a full expansion focused on mage gameplay over time, and so far it adds four new quests to the game. The problem is that on the fourth quest there is a force greet player scene that doesn't completely work. The scene is supposed to start by a new NPC force greeting the player in the courtyard of the college of Winterhold. But when I walk up to the NPC, the game just skips the dialogue menu and goes to the next phase of the scene. The stranger part is that the second force greet in the same scene works just fine. Does anyone know what might be wrong, or at least tell me what I'm should look for? The mod link: www.nexusmods.com/skyrim/mods/64641/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fmoddescription%2F%3Fid%3D64641%26preview%3D&pUp=1
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Well then, if that didn't work, try reinstalling skyrim or refreshing the master files by using steam's option to check the game's/files "integrity". If that still doesn't work, then try purposefully installing a mod that will add/change the animations of werewolves, or maybe just general animations if there aren't any for werewolves.
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Creation Kit crashes whilst loading master file
pyrotx replied to ShadowStrikeAssassin's topic in Skyrim's Skyrim LE
When Loading Skyrim.esm or many mods or other master files, the creation kit will almost always have little warnings with three options (yes, no, yes to all). Just click yes to all and everything should be fine. If you get an error message with two or three other options (abort, retry, etc.), then your screwed. -
Well I don't see any mod that would necessarily cause this, however if you have anything that changes or adds animations you need to have and use Fores New Idles in Skyrim - FNIS. Quite a few mods involving animations require it.
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Creation Kit - Armor only visible in Preview window
pyrotx replied to Hammerbane's topic in Skyrim's Skyrim LE
I'm not an expert in meshes or artwork, but you might have the item equipped into the wrong bipped slot, or t least that's what I think they are called. For example there are bout 50 slots, most are unused I believe, there's one for head, amulet, circlet, ect. -
It could be that your computer is hiding what it sees as insecure content, you might want to try turning off windows defender, and clicking show all content in windows/chrome//Firefox settings. Alternatively, just download the mods manually, here's how to. Click download manually into whatever folder you would like, I use my downloads folder, then move the files into your Skyrim/Data folder. if you have NMM for Skyrim correctly installed, the mods should now appear in its mod list, then just check the check box to activate.
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I'm having an issue when both trying to enter in-game a new custom world space that I made, and trying to edit it in the creation kit. The exact problem first, is when I tried to load up this world space in Skyrim, it went to an infinite loading screen and then crashed. Secondly, When I try to edit it in the creation kit by using the world spaces tab menu, the creation kit crashes. The strange thing is that this only happens with clicking on the one world space. Even other custom world spaces in the SAME mod work just fine and don't crash the creation kit. A few details about the problem: Firstly, and the strangest of all, is that I can still edit all of the individual cells in the affected custom world space in the render window, I can open each cell by using the cell view, all the landscapes and object are still there. yet it still won't load in game or in the world space menu in the CK. A Few things that might be causing the problem: The first thing that I can think of is that I recently switched computers, the old one was an HP with Vista, the new one is a Toshiba with Windows 8, I think. Could it be that some of the files are missing, and if so which ones? Also another problem might be that this world space is the only one that I tried making LOD for, I ended up discarding the LOD as I wasn't finished, however I did this on the old computer and It worked fine afterwards. Though maybe the main question should be what could cause the creation kit to crash Instantly when clicking on only this world space in the world space tab? Maybe the file is to large (1700 kb), maybe I need to make a .bsa, or maybe try converting it into an .esm? The current master files for the mod are, skyrim.esm, dawnguard.esm, and update.esm. If anyone could please help me I would really appreciate it.
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Creation Kit crashes whilst loading master file
pyrotx replied to ShadowStrikeAssassin's topic in Skyrim's Skyrim LE
Well first, you could try reinstalling both skyrim and/or the creation kit. Second if your only trying to load the skyrim.esm and it crashes, it don't know what to tell you. If your trying to load multiple master files, skyrim.esm and dawnguard.esm, ect, then make sure you find an understandable tutorial on the multiple masters load fix, and follow it to the letter. Also, there are probably plenty of videos on youtube for it as well. Lastly, if all of this still doesn't work, then try using a different computer, if THAT doesn't work, we can assume that the universe just dun went and broke. -
I'm having a large problem when trying to enter or edit a new world space that I made and have been working on. The first problem is when I try to enter the new world space by any and all methods, it causes an infinite loading screen and crashes. Then when I tried to edit this same world space in the creation kit, it crashed when trying to click on it in the world space tab menu. Here are a few details: First: this only happens with one of the new world spaces that I've made, not the other ones. Second: I can edit the individual cells of the effected world space, so the data is still there, at least in some form A few possible reasons that I can think of would be that, first, I have recently switched computers, could there be a specific type of data missing that would effect only a larger sized custom world space, but not my smaller ones? Could it be that the larger one (the one that is effected) needs LOD files? Could the .esp file be to large (1700 kb), and should I try making a .bsa, or maybe convert it to an .esm? And primarily, why does the creation kit freeze and crash when clicking on my world space in the list of worlds in the world space tab? If anyone could answer these questions I would very much appreciate it.
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