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Sovrath

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  1. Thanks, I think I'll just leave it as a .esp. Your input was helpful. Appreciate it!
  2. Thanks, it's not really about "me" but other players who seem reticent (which is fine) to download my mod because it has a lot of references. I made the mod for a friend who doesn't use mods and I personally don't have a huge amount of mods. I think the idea is they want to play my mod but they don't want to deal with all the references it will add. And "yes" I thought that esm was an infrastructure file or something that a mod references but I keep getting people asking for .esl or .esm.
  3. This was my thought as well. However, my mod has a lot of references and I've had people contact me asking to make it either a .esl (but there are too many references for that) or an esm. Since an .esl is out of the question I thought perhaps a .esm would suffice as I don't believe it counts toward "reference limit" or some such thing.
  4. ok, that's a start. But I can't load an esm in the creation kit to do that so how would that be done? Thanks.
  5. I wonder if someone has experience turning a large mod into an esm without some of the issues I'm running into. I can turn the .esp into an esm but the face textures are now that artificial "black" and there is no sound for dialogue. I've looked at a few videos but the videos I've watched are just the straightforward "this is how you go through the steps in xedit." Any thoughts or perhaps a link to a mod that has solved this would be great appreciated.
  6. I'm not exactly clear what you are trying to do. Are you saying that once you kill the npc you want the assassin to have a different bit of dialogue? It's been a bit since I did dialogue but you could have a branch that doesn't appear unless the npc is dead. basically, under topic info there is "conditions." You can choose "get dead" and have it == 1 There is a "run on" part and you can select the npc wherever the possible "dead" npc is.
  7. Do you by any chance have Darkend installed? I ran into this exact same issue with that mod once I finished it. There seemed to be a change in the combat music for that mod (excellent mod by the way) and I could not, to save my life, stop it.
  8. I think adding things slowly and seeing what causes the crash is the smart way to do it. You never know what can cause it. In my mod I had an issue where I had gems out in bowls. It wasn't an issue in 1st person for Special Edition (and was never an issue in Oldrim) but when moving your character in 3rd person the area would crash. At first I thought it was the size of the cell but after shorting it didn't work I started removing things and "lo and behold" I discover the culprit when I put my character in 3rd person. Good luck.
  9. I completed two mods for players and I'm working on a third. Whether I publish them or not is yet to be seen. Probably, eventually.
  10. Hello EclipseScythe, Not sure If I can create "unique item displays" (such as clicking on a thing and having your item appear there) other than a place to put your unique items but I can do the other stuff if you'd like.
  11. I can do it starting Monday late day. How much testing do you want?
  12. How dark are you talking? Pitch black? My mod has several pitch dark areas and I did find out that npc's just don't see well in it. The only way I could give them better "sight" was to lighten the area to where you can barely see (but still can see) around you. I chose not to do this as I wanted the "pitch dark" areas. The few Draugr I have will eventually notice you as you will have a torch or a light source. I'll also add that some players hate this. I get complaints. So be prepared to add light sources, torches, "whatever" to help them as well as mention it on your mod page. Which some won't read anyway.
  13. Do you have only one dialogue branch? If you do try separating the dialogue with two branches and connecting them. I've found with one branch the NPC will speak but you don't get the "force" part.
  14. I might be able to put this together. While a full blown quest might be a tall order, I think I can make it so that some dialogue only appears if you have a certain skill level in enchanting or "whatever." What I might do is to have a front man like I do in my mod and then the regular vendor. If you can get by the front man then you can use the vendor. I'll try to make it as entertaining as my vendor so it's "worth the trip." I am a bit busy but I could see if I can have this done at the end of next weekend. Where should this vendor have their shop? How about adding them as a coworker to Arcadias Cauldron? Or some other already exising alchemist shop that only has one NPC running it That's a possibility but let's see if you like what I am coming up with. I think it might be unique enough to be enjoyable. Well, as much as you can find going to a "store" to buy a potion "enjoyable." It will be a little different though. :cool:
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