-
Posts
49 -
Joined
-
Last visited
Everything posted by Tristamid
-
I'm not interested in selling contraband, but I am interested in selling ships. Having to comb them for contraband each time is a huge pain for me, and I'd love it if I can just skip being scanned and go about my day. For those interested in keeping up with contraband, it wouldn't interfere. They know where to go to sell it without being scanned, and if you take it to a normal planet you won't be able to sell it anyway. So the scan is just a pain, and it slows down my fast traveling. Alternatively, you could make it so I can always fast travel to a planet's surface even with contraband, and it'll be the same difference to me. Please, and thank you.
-
Making a HUD Status Bar for my "True" HP
Tristamid replied to Tristamid's topic in Oblivion's Mod troubleshooting
Well, regardless, you helped me with the biggest issue I had. I won't forget it. Thanks again.- 6 replies
-
- oblivion
- hud status bar
- (and 5 more)
-
Making a HUD Status Bar for my "True" HP
Tristamid replied to Tristamid's topic in Oblivion's Mod troubleshooting
This worked. Thank you SO much. Turns out the issue was that the original ini I had used an odd formula to find my health. Seen here: ; Health orb set tnoHSB.hud_val to sv_Construct "GetMenuFloatValue %qhudmain_background\hudmain_statusbars\hudmain_health_empty\hudmain_health_full\user0%q 1004" set tnoHSB.hud_color to sv_Construct "HUDcolorHealth + 4*(GetDisease > 0)" ; Change to brown when you have a disease set tnoHSB.hud_type to HUDbarVertical set tnoHSB.hud_y to HUDprevBar set tnoHSB.hud_x to HUDbarsLeft ; To the left of the centered fatigue bar. This works because the fatigue bar had hud_store_pos set set tnoHSB.hud_custom to sv_Construct "orb\orb" set tnoHSB.hud_custom_edge to sv_Construct "-" set tnoHSB.hud_custom_back to sv_Construct "-" set tnoHSB.hud_custom_front to sv_Construct "orb\orb_cower" set tnoHSB.hud_custom_w to 114 set tnoHSB.hud_custom_h to 114 set tnoHSB.hud_custom_x to 7 set tnoHSB.hud_custom_y to 7 set tnoHSB.hud_custom_bw to 128 set tnoHSB.hud_custom_bh to 128 set tnoHSB.hud_alpha to 255 SetStage tnoHSB 10 So subtracting anything using your values of: set tnoHSB.hud_val to sv_Construct "(Player.GetAV Health) - 1000" set tnoHSB.hud_max to sv_Construct "(Player.GetBaseAV Health) - 1000" only caused my HP to show as empty. Even when testing on my own, I only tried all the incorrect combinations like using set tnoHSB.hud_max set tnoHSB.hud_min and various other things. So I was on the right path but just didn't know the proper keywords. You're a life saver, and I appreciate you. EDIT: This is my custom version for the ORB variation that I use. Now, if someone can show me why my circular compass doesn't show in the lower right and I instead get the vanilla Oblivion compass, I'll be great. I'm installing through MO2, despite the vague warnings I get not to use it, and went through the normal BAIN setup. Tried various combinations and the rest of the ORB features work just fine, but not the compass. ; Health orb set tnoHSB.hud_val to sv_Construct "(Player.GetAV Health) - 1000" set tnoHSB.hud_max to sv_Construct "(Player.GetBaseAV Health) - 1000" set tnoHSB.hud_color to sv_Construct "HUDcolorHealth + 4*(GetDisease > 0)" ; Change to brown when you have a disease set tnoHSB.hud_type to HUDbarVertical set tnoHSB.hud_y to HUDprevBar set tnoHSB.hud_x to HUDbarsLeft ; To the left of the centered fatigue bar. This works because the fatigue bar had hud_store_pos set set tnoHSB.hud_custom to sv_Construct "orb\orb" set tnoHSB.hud_custom_edge to sv_Construct "-" set tnoHSB.hud_custom_back to sv_Construct "-" set tnoHSB.hud_custom_front to sv_Construct "orb\orb_cower" set tnoHSB.hud_custom_w to 114 set tnoHSB.hud_custom_h to 114 set tnoHSB.hud_custom_x to 7 set tnoHSB.hud_custom_y to 7 set tnoHSB.hud_custom_bw to 128 set tnoHSB.hud_custom_bh to 128 set tnoHSB.hud_alpha to 255 SetStage tnoHSB 10- 6 replies
-
- oblivion
- hud status bar
- (and 5 more)
-
Making a HUD Status Bar for my "True" HP
Tristamid replied to Tristamid's topic in Oblivion's Mod troubleshooting
Please and thank you. I've been bashing my head about this for a year now.- 6 replies
-
- oblivion
- hud status bar
- (and 5 more)
-
I'm using this Mod: https://www.nexusmods.com/oblivion/mods/46330 It's my favorite alternative death mod because it always works. But it does so by increasing the player's HP by 1000 and saving them if their HP goes below 1000. While genius and consistent, it means I can't trust the default HP bar to tell me where I'm really at, since it'll look like it's 95% full and I'll be on death's door. I'm looking to make a second, "true" health bar using HUD Status Bar in order to tell me my HP -1000, and have it display above the current HP/MP/Stamina bars. Any help would be appreciated.
- 6 replies
-
- oblivion
- hud status bar
- (and 5 more)
-
Scripts Nothing new here, but I'm mentioning it because there are rumors afoot that they will break. They won't. Your scripts can be copied over as-is with no modification. Absolutely no changes to any of Skyrim's 13000+ scripts were made beyond many of the DLC ones getting recompiled with their debug statements commented out. Which the source code had already but the .pex files did not. When the CK first starts though, all of the vanilla scripts will be incorrectly unpacked to Data\Source\Scripts instead of Data\Scripts\Source. The CK should be able to find them, but if you'd prefer to have them where they belong then you need to make a change to CreationKitCustom.ini and add the following to its Papyrus section: sScriptSourceFolder = ".\Data\Scripts\Source" As with the 32 bit CK, the DLC scripts need to be moved directly into the same folder. The CK will be unable to find them at all if you don't. You should move them into the proper folder in the same order the DLCs were released. It would be strongly advised to do the work for this in a seaprate folder, then make an installable package for the base scripts so you can put it in as the first thing in the Wrye Bash installers tab (or NMM too I suppose) so that it will have proper conflict tracking for anything you may edit later on. CreationKitCustom.ini should be in the same folder as the executable for the CK itself. Any custom changes you do with the CK should go here instead of in the main files so that the changes you want won't be lost when the CK updates. I assume you're talking about this section. I've converted several mods before but never anything that required the source or .DLL. I don't know what needs to be done differently and I don't see anything out of the ordinary in these instructions. Could you please explain it to me like I'm 5? Seriously, no sarcasm. Please and thank you.
-
https://cdn.discordapp.com/attachments/487746183314276363/488050523673591808/unknown.png https://cdn.discordapp.com/attachments/487746183314276363/488055188758855681/unknown.png ------These are the nexus forum posts with the author of Auto Sell Junk for LE. https://www.nexusmods.com/skyrim/mods/71634 The mod that it points to as its unofficial successor Quickly Sell and Buy Your Marked Items has been pulled by the author, and there seems to be no alternatives. After getting the blessing from the original author (who is different from the uploader on Nexus) we now only need someone with the skills to make this a SE mod. So for anyone and everyone who has the talent to do so, please, please step up and make this a thing. https://www.dropbox.com/s/te7hitnbe2r8aye/junk.7z?dl=0 ^ source files. We originally had someone considerably more experienced than us planned to convert this, but we weren't able to establish contact with them, hence this post.
-
Please make it so that units can gain more than one rank at a time. Whether that be from missions, or from gaining xp in the barracks using a mod like XP Share. It would make things way more convenient, and immersive as well. Please and thank you.
-
I'd like it if the spell Chain Lightning didn't hit friendly NPCs anymore, or at least didn't damage them or make them aggressive.
-
This may suck to do, but why not add every ESP to the blocklist and run it, see if it works. Then, if it does, systematically wilt the list down. If it doesn't, you'll at least know that the list isn't the issue. Other solutions that came to mind were making sure your overwrite folder was empty. GL man.
-
Making archers and casters stagger with every melee hit
Tristamid replied to ekRapid's topic in Skyrim's Skyrim LE
Grab SkyTweak, it has options that make it so that you can cause enemies to flinch on every attack. Bow or melee, not sure about magic. You can't isolate Archers and Mages from Warriors though, so it'll apply to everyone. -
In the MCM, you can choose where you want certain quests to progress to. By picking an option, all previous entries are automatically checked off. The quest is done properly, with necessary rewards: Shouts; items; characters, distributed, removed, or placed in proper locations. Once perfected, it can be used to restart completed quests. This adds to immersion and replay, since you can roleplay as a character who is already established in a guild or town, or otherwise customize your character. Non-RPer's will be able to skip quests they have no interest in, or are bugged. ---------- The ability to cancel your shouts would be valuable to combat. There are times when your target moves behind cover, or your shot otherwise becomes poor. Instead of blasting the nearest tree or the the ground, it would be nice to be able to cancel your shout in the same vain as a nocked arrow can be lowered. Moreso, when you consider that bows don't have cooldowns. ---------- Lastly, the ability to manually force your character to begin standing when knocked down would be ideal. When you fall, or are flying through the air and lose all control of your character, there are times when they hit a slope, and slide for half a minute, at 1 mph, before finally settling to a -complete- stop and getting up. Being able to press the jump button to quickly *pop* up off the ground and immediately return to fighting would be ideal. In this way, falling over is no longer a death sentence on higher difficulties. If enemies have a chance to perform it too, that would balance the scales and even make many abilities and stun-lock strategies less viable, giving the game a much needed difficulty boost. Bonus points if you can also "Air Tech" and land on your feet to continue the fight. Thanks for reading through.
-
We've all heard the tales. "Once upon a time, the Aedra created Nirn, and breathed life into the world as we know it." What they didn't mention is, that they would ascend once more to the heavens. In this questline, the Aedra are being hunted down by the Daedric Gods in order to stop a prophecy. For you see, one day, all the Aedra will regain their full prowess, return to full godhood, and ascend (or descend as it were) from the realm of men in the lands of the Daedra. But, this doesn't sit well with many of the current "gods", who don't care to share power any more than they already have to. Now, a race against time has begun as the Daedra Princes seek out their former brothers and the Aedra seek refuge in the heavens. In no small part thanks to the personality (personalities...) of both Hircine and Sheogorath, the hunt for the Aedra's human avatars has become a sort of sport for the Daedric Princes. Rules have been put into place to make things more sporting, or chaotic, and must be abided by all-- Daedra and Aedra alike, less they face the combined Wraith of the Mad God and the Huntsman. Every participant in The Hunt-- every Daedric Prince and Aedra, must only participate through the use of mortal avatars: men and women chosen to host these gods through their trials. Mind you, these are not champions, but the Daedra themselves that have taken over, mind body and soul, mer in order to exist in the realm of Tamriel.Participants are allowed to leave the realm of Tamriel through whatever means they possess, however, the Princes are not allowed back into their own realms until The Hunt is over, and Aedra are not safe until they take sanctuary in realms of their own design and making.Any Aedra that fall before they are able to achieve proper santuary are to be bound in the realm of their destroyer, as a prisoner to their whims.Daedric Princes which perish are allowed to reenter the fray, but may no longer pursue the party that vanquished them in their previous life. (get ready for plot twists where Princes fall in battle for the sole purpose of being able to pursue their true target, seeing as how they didn't die by their hand in their "last life" as the rule entails.)Princes gain the realms, mer, and factions of any and all Aedra they have captured at the end of The Hunt. (capture Talos, for example, and you would gain control of the Companions and Nords. And no, Talos isn't in this because he isn't an Aedra.)The practical part of this mod is this: You fulfill quests for the God(s) of your choice and play it out as best you can. Everything from assassinations, or protection, escorts, and genocide. Things get hairy fast. It'll be high level only play. Don't bother if you aren't decked out, and I mean well. The quests will have rivalries. Think Stormcloaks and Imperials. So sometimes the same event will happen, and what side you fight on will determine where you stand in that conflict. But due to that, you won't be able to see everything in one playthrough. Rewards include everything you could imagine, granted to you based on who you helped or hindered. Nice and diverse prizes too: Weapons, armor, magic, powers, followers, perks, what have you. That way anyone would be interested in completing as much as they could. The main thing I would like to see is unscripted battles between the gods. Having Nocturnal fight Akatosh on the plains west of Whiterun would be epic if done right. There she is, floating inches above the ground, raining fast, hard lightning bolts from a storm she conjured in the sky, while Akatosh, a giant dragon of fire is blocking out most of the sky and bombarding the ground with flames. (Yes, the Gods will all have human forms by default, but they are able to change into a more... impressive form, albeit temporarily. Even without doing so, their well powers are vast and deep, so they should always be heads and shoulders above the average player. Now, you can participate in said battles though. Whether it be directly, or by cutting down the followers and factions interfering with the battle. (Either directly, or indirectly.) The Gods could have actual strength and influence. So at the beginning of the game, they are level 50 NPCs. Then, you increase of decrease a god's level by doing quests and tasks, so if they have to deal with another god the outcome will be determined by how well you helped or hindered them. Take out their factions and worshipers? They drop some levels. Get more to pray for them, they rise some. I won't rant more on this, but I'm sure you can all see how this could be a great mechanic to have in the game. I could see entire playthroughs devoted to this if done right.
-
Archer from Fate/Stay Night's outfit. http://bumped.org/psublog/wp-content/uploads/2009/12/fate-stay-night.jpg http://www.otakuvillage.com/images/D/Fate_Stay_Night_Props_Archer_Sword_ver_01-5-05.jpg http://www.cosplayisland.co.uk/files/costumes/2191/42995/Fate_Stay_Night-41745.jpg http://wakpaper.com/large/Fate+Stay+Night_wallpapers_252.jpg http://static1.minitokyo.net/view/17/10/478017.jpg http://images3.wikia.nocookie.net/__cb20120309190353/typemoon/images/7/78/ArchervsBerserker.jpg Female version: (warning, spoilers) http://bonkurasu.animeblogger.net/wp-content/uploads/2013/08/pi05.jpg http://i.imgur.com/JIgapzk.jpg http://img4.hostingpics.net/pics/492658IllyaVsSAberAlter.gif http://img208.imageshack.us/img208/6822/r5as.png
-
I'm requesting a mod that allows your character to get off the ground fast, perhaps instantly, at the touch of a button. That same button, allows them to immediately recover their balance mid-air if flung, and land on their feet ready to fight. I'm aware of "Fast Get Up", the mod that let's you stand up faster, but my issue with it is that it won't kick in except when normal standing animations occur. So there are times when you are sliding down a hill, or stuck awkardly on a rock, or even flying through the air when that mod can't save you. In a game as heavily modified as mine, with mods like Enhanced Dragons around to fling you every which way, I'd like falling down to not be a death sentence. Please, make it so that players can, at the very least, initiate the standing animation at will. Bonus points if it has its own animation and/or npcs can do it sometimes as well. Lastly, please try not to do anything that could make it less compatible if at all possible: modifiying perks, etc.
-
One solution I'd suggest for this is a double perk ability. You basically would buy the same perk twice, and if you do so you will keep that perk even if you reset the skill tree by making it Legendary. That way, people can pick and choose which perks they really need to keep, and don't have to do without them so much. Those same perks could also be purchased somewhere, because we need more money sinks in the game. Don't like it, don't buy it, and use your skill points like a man.
-
He wants the arms to move individually. Not having to wait until one attack finishes before being able to swing his other arm.
-
I start new character all the time, and I hate having to reinput the settings for mods over and over at the beginning of games. Going through all my MCM menus can take well over 20 minutes alone. A mod that could save and load MCM settings at the click of a button would make things go a lot smoother.
-
Is there a good mod to allow me to be a pure destro mage?
Tristamid replied to GuarFighter's topic in Skyrim's Skyrim LE
Forgotten Magicka Redone Apocolypse Spell Package Those two are all you need. Anything else is extra. Cheers. -
First time playing Skyrim on PC, need mods
Tristamid replied to GuarFighter's topic in Skyrim's Skyrim LE
Mod Organizer is your friend. It is better than NMM in every way. Allowing you to install mods without actually putting them in your Skyrim directory, so if you screw up, nothing really happens. Plus, you can have multiple setups. So I, for example, have a setup for all out combat, a vanilla playthrough with super sexy graphics, a playthrough with a million custom followers and matching outfits and weapons, and my most recent playthrough which is meant solely to test new mods and their impact on the stability of my game. All the while, nothing is keeping me from playing the vanillla game at any moment. Besides that, try SkyRe or Requiem and go from there. SkyRe is like Vanilla+, and Requiem makes it feel like Skyrim...Baldur's Gate or something. Much harsher game where things are taken to extremes when it comes to the lore. Cheers. -
I'd like to suggest the ability to search for mods on all the Nexus sites by it's author's kudos. Both ascending and descending. My logic behind it is: There are a lot of well made mods out there, done by well known and respected mod authors. These mods, however, don't see much light and usually won't ever build up momentum. Consider this, along with the fact that just because a mod has a low endorsement or download score, doens't mean it isn't of good quality or done by a modder that doesn't have experience. I am hoping to use this new search method to help bring out those gems, as well as give people even more reason to thumbs up both the mods and their creators. Tl;dr: New way to find nice things.
-
Archer. If I had to guess at what the material was, I'd say mostly leather. Though stat-wise, I'd place it up there with at least Elven, so that it can be useful for most, if not all, of the game. No enchantments please. Lastly, bonus points for breaking down the outfit into as many pieces as possible, so that people can mix and match. http://www.ezcosplay.com/media/ezcosplay/fate%20stay%20night/Archer%20Cosplay%20Costume%20from%20Fate%20Stay%20Night.jpg http://bumped.org/psublog/wp-content/uploads/2009/12/fate-stay-night.jpg http://static.zerochan.net/Archer.(Fate).full.234907.jpg http://i19.servimg.com/u/f19/14/49/27/35/archer10.jpg http://www.animecrazy.net/forums/members/u44855/tsuyu-no-inochi-albums-anime-hunks-picture76654-archer-fate-stay-night-sarcastic-cynical-servant-rin-tosaka-winner-5th-holy-grail-war.jpg http://static.zerochan.net/Archer.%28Fate%29.full.198774.jpg http://static.zerochan.net/Fate.stay.night.full.758263.jpg http://s3.zerochan.net/Archer.%28Fate%29.600.948340.jpg - Some undershirts and casual clothes. http://s1.zerochan.net/Archer.%28Fate%29.600.1087763.jpg http://s1.zerochan.net/Archer.%28Fate%29.600.1087761.jpg http://s3.zerochan.net/Archer.%28Fate%29.600.1087762.jpg - Fan-made alt. http://static.zerochan.net/Archer.%28Fate%29.full.988344.jpg =========== http://skyrim.nexusmods.com/mods/15699/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D15699 http://static.skyrim.nexusmods.com/mods/images/15699-2-1338215021.gif The Rasengan actually looks a lot better now than that old picture, but it isn't as scripted as I'd like. Enemies are ragdoll'd into the air randomly, and not far. Typically straight up. The Rasengan from the show "drills" enemies away, making them fly straight back while spiraling around (or within) the attack, and that's what I'd like to be created-- a script that causes the "proper" reaction to Rasengan attacks. Be sure to get permission from the Naruto Overhaul mod author. http://images3.wikia.nocookie.net/__cb20070830171023/denaruto3/de/images/c/c4/Normales_rasengan.gif ^ Sort of like this, but usually they spin a LOT. Like 1080 degrees or more. That was a tame one that the character did on a common bandit, so he held back. http://images3.wikia.nocookie.net/__cb20070830171202/denaruto3/de/images/3/3f/RasenganNaruto.gif Bonus points if you make new Rasengans: Giant one: http://dc348.4shared.com/img/er6a6eCb/s7/jiraya_rasengan_.gif Teleport one: http://24.media.tumblr.com/tumblr_m7mv0iF0QU1rc4zmso1_500.gif Teleport two, extra scripted: http://gifsoup.com/view4/1284717/minato-rasengan-o.gif ============== T3nd0s Skyrim Redone by T3nd0 http://skyrim.nexusmods.com/mods/9286/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D9286 Requiem - The Oldschool Roleplaying Overhaul by Xarrian http://skyrim.nexusmods.com/mods/19281/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D19281 Two wonderful overhauls, just need some stability with the two of them. Food should be one or the other, no preference. I want the sells to basically be "full powered." That is, with the combination I had of Requiem < all SkyRe I'd say that it had the stylings of some Requiem but the stats and duration from SkyRe. The main features I want from Requiem is the huge damage, especially the bows, and any features that SkyRe doesn't cover-- perhaps a food or weapon that remained vanilla. ==== Thanks for reading through all, I really appreciate it.
-
http://skyrim.nexusmods.com/mods/25554/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D25554