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Posts posted by Swordfish42
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I don't remember who said it, but the best definition for art I've ever heard is "A recreational activity, or product thereof, which does not contribute to a human's chance of survival.
So beauty is not a recreational activity (or product) and being "beautiful" could increase the chances of finding a partner, which would increase chances of survival.
Thus beauty is not art.
Does that help?
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I've had this issue before. The solution is simple, if you have the morrowind mod manager. Create an Mmod with just that ESP, and then instal the Mmod. Voila.
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You know, that was pretty damn good. I'm not normally a fan of violin solos, but I liked this, great job.
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Vivec, Viv-ek
Wait, isn't Viv-ek the right way to pronouce it?
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Hmm, I've never noticed this issue before. But, I do know that the Morrowind CS is very picky in terms of order. For example, as you know, the replies need to be before the questions. Have you tried re-ordering the lines of the script?
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It'll be a separate Nexus site to avoid clutter.
Ah, thanks :thumbsup:
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I have a questions (which only Dark0ne will likely be able answer), as I can pretty safely say there's going to be a Skyrim CS, we're going to get Skyrim mods on here. So, will they go to the TES nexus, (Which already has Oblivon and Morrowing mods) or go to a seperate nexus (like FO3 and F:NV?)
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Merry Christmas to those who work at the nexus for the years of work for this awesome site.
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First of all, mods are only for the PC. Second of all, your in the wrong section, use this forum for your dragon age needs.
Hope that helps.
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I'm almost postive, that if you become a vampire, and then get cured, you can never become one again. Perfect immunisation.
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Beth (will) have had nearly 6 years ro develop a new CS. I doubt there'll be many bugs to be honest. Besides, I found I could fix a lot of issues with the oblivion CS by opening it as an admin
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I agree with all that you said OP. Although, some times I feel bad about what my character does...for example, there is a spell in midas magic mod which allows you to "absorb" a corpse to make you stronger. While it would be suited to one of my chars, I feel bad about using it.
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Don't know if this has been mentioned, but I hace an idea on fences and merchants who magically know what property has been stolen or not.
You can sell all propert, legitimate, or stolen, to any merchant. However, if you sell stolen property to a non-fence, then there is a small change that the theft will be reported, and traced through the merchant back to you. Then it's the cells for you...
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Honestly, I really like it. I remember ripping vardenfell apart with my spear weilding argonian. And more strategies and tactics would be brilliant. I thnk Bethesda could learn a lot from the deadly reflex mod.
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I like all, but mainly #2 and #3.
For oblivion, I do have mystic elves, as they are elves, which I see as lore friendly.
That being said, I also have lightsabers, to use in my spare time, or to add to my mannequins, and dragons, to fly around tamriel.
It's frustrating to try and find a good armour for my character, when my dad is in the room and most are skimpy. But, each to their own I guess.
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As far as I know, the empire has fallen into ruins. With no peacful treaties from the empire, the Argonians of Blackmarsh charged into Morrowind. Vived went missing, and with no-one to hold the moon above the city of Vivec, it destroyed it. The Argonians had a pretty swift victory.
I think I got that from the UESP, but I can't remember.
Anyway, is it possible that there'd be a minor darkelf invasion? From Oblivion's NPC talk, we know that the Nords and Dunmer attacked eachother, so, now that the Dunmer have no home, maybe they'd take a chance at Skyrim?
Just a theory.
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Hello guys.
I'm trying to make a mod which is heavily based around pre-made thing from the DLC orrery.
I'm using the orrery dome piece (Architecture\Orrery\OrreryDome.nif). In the Orrery, its gears are constantly moving, after the orrery has been activated. I've made a script to activate the starting animation, which works, here:
scn Doorscript Short state begin onactivate if ( state == 0 ) set state to 1 activate endif end begin Gamemode if ( state == 1 ) MaGgeneratorbase.playgroup forward 1 set state to 2 elseif ( state == 2 ) endif end
This script is attached to the door to the room where the animated piece is, so that it begins when the player enters the room. The problem is, the animation eventually stops. I haven't found any way to loop it, and the original Orrery script (DLCOrreryConsoleScript) doesn't help me. I've searched it for how to loop, but I can't make sense of it.
Tl;DR, I want to change the above script so that there is a looping animation.
Any help would be much appreciated :thumbsup:
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I don't think it's the normal map, but instead the texture apply mode for that part of the mesh; select that part of the mesh, go to its NiTexturingProperty, and where it says "Apply Mode", change it to APPLY_MODULATE.
Thank you, that worked perfectly :thumbsup:
And thanks for you help also slygothmog
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Hi all.
I'm making a mod using the dwarven tilest modders resource, found here: http://www.tesnexus.com/downloads/file.php?id=20241 which uses textures only from the orrery official DLC.
The set has a ramp mesh, which has glass walls.
http://i870.photobucket.com/albums/ab268/Swordfish42/Mallari%20Garlas/Glasstunnel.gif
However, it doesn't have a non-glass ramp, so I retextured the glass walls with the orrery's "orrerypanel01.dds" file.
http://i870.photobucket.com/albums/ab268/Swordfish42/Mallari%20Garlas/SolidTunnel.gif
However, in the Construction set, the piece is overly shiny.
http://i870.photobucket.com/albums/ab268/Swordfish42/Mallari%20Garlas/CSexample.png
I've tried searching on the cs wiki, the nexus forums etc. and I haven't found a solution. Can anyone help me please? Thank you in advance.
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You have marts and Oscuro's, yet I see no bashed patches. VERY bad mistake. I wonder if that is the problem. I would reccomend Wyre bash, but that is extremely newbie unfriendly.
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Hey there guys, I've been trying to get Wrye Bash working recently, without success.
I've followed the instructions as closely as I can, and I can't get them to work, have reasons for not trying them, or simply don't understand them.
When I try to load the Wyre Bash launcher, a little black box with white text flashes on and off. I manged to snipe it with prtScrn and it says "incorrect command line"
Python26 is installed on the C: drive, While Oblivion and thus Wrye Bash are installed on the F: (games) drive.
I run Windows & 64bit
Any help with getting Wrye bash to work would be much aprpeciated. :thumbsup:
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I once dreamed that I was in my parents' bedroom. No-one else was there and everything in the room was coloured a shade of blue. I was lying on the bed, staring at the ceiling. On the ceiling was a grid of yellow dots. Which were being slowly connected by blue lines.
I woke up terrified. Somehow.
I've never been able to make sense of that dream.
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As soon as I try to take the elevator to the Outcast's base in Operation Anchorage, Fallout CTDs. I've tried Merged Patching and Master-updating. The Master-update worked once, and then it crashed when entering the simulation. After that, Master-updating still wouldn't let me in the base, not even load a save from inside the base.
Here's my load order, any hints?
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
EVE.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Vault 101 Revisited.esm
FO3 Wanderers Edition - Alternate Travel.esp - This is an oddity, it's not in this place in FOMM, but it's here when I copy pate my load order from FOMM's copy to clipboard function.
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
Cyber Arm - T-800 version.esp
Targeter.esp
GalaxyNewsRadio100[M].esp
megaton expansion mod V1.5 GEN B.esp
megaton expansion mod 1.5 GEN B - outside.esp
megalight.esp
WastelandMastery.esp
H&K PSG-1 Sniper Rifles.esp
3EFdrg.esp
NotSoFast.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
CASM.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
Merged Patch.esp
Any help is much appreciated :thumbsup:
Heavy Armor to Light Armor
in Skyrim LE
Posted
As far as I know, only the Creation Kit can do that, and that's not being released until January. It should be a pretty simple change.