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Everything posted by Sovrath
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Heya VIIVII, Check your messages, I quickly put together a Shrine example and have included a link. Let me know as you have questions working through it.
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[LE] Mod request - Blacksmith's storage chests for SE Edition
Sovrath replied to LordSnot's topic in Skyrim's Mod Ideas
You shouldn't need to do any coding. If you follow that step by step you can do it! To put it in perspective, my mod is rather large, has a lot going on and I know absolutely nothing about coding and had minimal modding experience.. I basically followed (with patience) some great tutorials, and was able to do what i needed to do and learn a little bit in the process. What you'll see in that tutorial is very in reach. You just have to follow it. -
First off, I'm so sorry for your loss. I'm sure that's devastating. Best thoughts to you and your family. As far as your request, xkkmEL gives good info. I think you could also right click on an existing shrine, it will duplicate, you can rename it and then find the correct blessing that's attached to it and duplicate that. make whatever changes you want. If you'd like, I can probably make up something quick so you can see what is needed and you can use that as you'd like, change it, etc. There's a "carved tablet mesh" used on the pilgrimage to High Hrothgar, that I can attach a message to. I can them just use some static items to make the shrine, put some offerings and some flowers around. You can then look at that tablet and see what I did and use it as a sort of tutorial. I'll try to do it tonight (it's currently 2:53 pm so later tonight) and send you a mod download link with an esp. I'll tell you where I put it in game and tell you the names of what was used so you can make your own. pm me a script (not computer script, what you'd like it to say) and I'll add that. Heck, let me know what city you'd like it in or near and I'll put it there so you can find it easily. Otherwise, I'll put outside of Whiterun.
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Not sure what you mean by "now" but you would have to change their disposition in the creation kit. under the "Actor" section you would find the character you wanted to change. There are several tabs and under the AI tab you would find "Aggression" and "Confidence." You can make the changes you want there.
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"The Door" appearing in Riverwood? What is this?
Sovrath replied to JaketheSnake24's topic in Skyrim's Skyrim LE
I suspect it's just a mistake. Some modder probably put that there with the idea of having a door leading to something and they forgot about it. -
[LE] Mod request - Blacksmith's storage chests for SE Edition
Sovrath replied to LordSnot's topic in Skyrim's Mod Ideas
This seems to be a straight forward mod. I wonder if you just opened it up in the Creation kit for SE and saved it if it would work? Of course if it does you don't want to go posting it without the mod author's permission. Additionally, if you are feeling industrious you could just make one yourself using this tutorial. -
Voice Actress looking to lend her voice to Skyrim mods!
Sovrath replied to KiaraRedVA's topic in Skyrim's Skyrim SE
Hey Kiara, The site looks good but I think you need to include more examples and different examples. i did find one you posted but it would be helpful to have many more. It's like when someone does auditions for voice acting, they usually have a demo reel that shows what they can do.- 2 replies
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- voice actor
- voice acting
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Is this what you are looking for? https://www.darkfox127.co.uk/
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Keep Starting in a Cave of Skeleton Specters When I Die In Skyrim AE
Sovrath replied to jgedak's topic in Skyrim's Skyrim SE
Have you checked your mods? This sounds to me like it's a mod that changes how death works in the game. -
Thanks! I just uploaded the new version. If you try it feel free to reach out if you need assistance or have any issues. Nice to know that others thought that there should be something at Arcwind point. I remember when first playing skyrim and getting to Arcwind point, I looked everywhere for "something" as I couldn't believe there was "nothing."
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YES! I thought the same thing years ago when Skyrim came out. Not really what you are looking for but you might try my mod "Godfred's Tomb." https://www.nexusmods.com/skyrim/mods/109547 It is a very large Tomb/Dungeon crawler with the entrance located in Arcwind point. It doesn't take place around the Arcwind point area though. Once you enter it's all inside. An update will be made later tonight fyi.
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SSE Modding a vanilla game home...
Sovrath replied to annak366's topic in Skyrim's Creation Kit and Modders
So, if memory serves, in the Solitude house I discovered that certain items were linked to markers. I don't remember if they were "x" markers or "L" markers (the traplinkers) but It seemed to me that when a quest stage fired that marker would allow those items to become enabled. If my memory is indeed correct, why not replace those items with the items you want and place them where you want? Additionally, you could give yourself a break and remake everything in a house but the house remains locked until you purchase it. You then buy it and "WaLa!" it's fully furnished, how nice. -
SSE Help editing an existing spell mod..
Sovrath replied to Xerophthalmia's topic in Skyrim's Creation Kit and Modders
Have you tried deleting the vendor, finding the chest for the inventory of your preferred vendor (vendors have a chest that has their inventory, usually dragged outside the cell somewhere close to them, in my experience) and dragging the spell book into that chest OR placing it on a table somewhere in Dragon's Reach. Or wherever. Just make sure you double click on the book and set the permissions to the player faction or else you will be stealing it. Unless that's something you want. Assuming the vendor is the only one who sells the other spells I don't see any reason to do anything else. -
Yes, I use that feature a lot when I'm creating scenes. The thing is, 1. they don't seem to run properly when I put them in a normal dialogue with the player, and 2. There doesn't seem to be a working spellcasting animation among the list. Or am I missing something? (And is there a way to preview the animations in the list?) There is a wand waving animation though it's rather quick. It's true that some animations don't seem to work. There is a preview of animations "somewhere" in the popup window for when you make packages. One of the tabs (and I'm not sure if you have to choose a particular thing) seems to offer a preview of animations. I've stubmbled upon it a few times. I just can't talk you to it at the moment. It could be a button or feature on one of the tabs but it's not the tab where you define the package.
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My guess is that if you had any meshes replaced then it's possible that something wasn't done correctly or that there was an error. Or that they purposefully made the collision to extend a bit. This is not the first time I encountered something like this as I had enlarged some vanilla skyrim assets only to find out that their collision extended beyond the viewable object and I wasn't able to pass an area or get over an area. Like I said, I was at a loss until I discovered the enlarged staff issue. I never would have guessed and I literally deleted most of that section just to discover that those items were the culprit.
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Is this a "blackened" area on the ground? The picture is small so it's hard to tell. If so, I have read (and experienced) that if too many textures are used on landscape it can cause a blackened area. I had a similar problem and deleting some of them fixed the issue.
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Hello Cederien, Not sure if what I'm about to say will help but here it is ... In my mod, at the proper entrance to the final tomb, I enlarged some staves to act as large decoration on either side of the door. At some point I put a stair to the left so that the player could solve a puzzle in order to remove a "magical" barrier. I then tried to go up the stair and was summarily pushed off as I went forward. After trial and error I determined that there was some sort of invisible barrier. nothing could be seen in the creation kit so I kept deleting things that I thought might be causing it. Finally I discovered that the staves I used, once deleted, removed the barrier. didn't make sense as they were vertical. I ended up opening them up in a 3d art program and discovered that they had some sort of collision that was going "horizontal" to their vertical placement. It was as if the collision was just rotated. I ended up using another type of staff and that fixed the problem ... Having said all that, I'm wondering if someone used an asset and didn't realize that one of the assets has an error in the collision OR if it has a very large collision box. I'm not a graphic designer so forgive any incorrect terminology. Some items have their collision just beyond what one actually sees. I've noticed this with some cave columns as they can be enlarged only to have your character walk just above them as if on air. for ha-ha's you might start deleting any added assets around the area. Try looking below the floor and above the ceiling. Hope that yields some sort of results.
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SSE Enchant Armor or Weapon WITHOUT SKSE
Sovrath replied to avidichard's topic in Skyrim's Creation Kit and Modders
Why can't you just make a new enchantment and assign it to the appropriate item? It's the simplest way to do it that I know of. So basically find the enchantment section and look at how they created it. You can right click on the list and make "new" and create your enchantment. You can then assign that enchantment to your item. I'm not at my gaming computer so can't really go into detail if that's what you needed. This might help -
SSE Can't acces specific ESP's in CK
Sovrath replied to AGMagyar's topic in Skyrim's Creation Kit and Modders
Can you access the .esp's by only using the Creation Kit and not mod organizer? -
SSE Activator has no text / can't be selected in game
Sovrath replied to WesternWolff's topic in Skyrim's Creation Kit and Modders
Have you tried going to activators, duplicating one, then going to the items you want, copying the path to that model and then pasting it in the new activator? That's what I've done to numerous items that I wanted to be an activator.. I have a stone head, a skull, a lute, etc. -
SSE How to create a simple voice type?
Sovrath replied to Cthorthu's topic in Skyrim's Creation Kit and Modders
Awesome, glad we could help. And that's the idea right? Some of us have a bit of experience here and there, some have a lot of experience, some have come across things that they might not use but could be helpful to others who don't know about it. Congrats and looking forward to your finished mod. -
SSE How to create a simple voice type?
Sovrath replied to Cthorthu's topic in Skyrim's Creation Kit and Modders
depending on what you want to do with your mod I wouldn't use vanilla dialogue with a new sound as I suspect you would alter that dialogue for everyone's game. The best way is indeed to make a new dialogue and enter the new sound. At least at my level of understanding of the creation kit. While I don't know how to make a follower, in my mod I several times added sound effects to a dialogue response by recording the dialogue and then mixing in the sound effect. So yeah, make your follower with all new dialogue and go nuts with the growls. You then won't mess with anything from the main game which might be bad if you share the mod with others. I'm going to add this video as this creator made a whole follower and he goes step by step how he did it. Could be a huge help (I hope) -
SSE How to create a simple voice type?
Sovrath replied to Cthorthu's topic in Skyrim's Creation Kit and Modders
My first thought is to watch any number of youtube videos on how to create a follower. Making a voice type is easy, just find the voice type list on the left, it will bring up a list, right click, choose new and give it a name. You can then create your quest, assign the voice type accordingly and then record your custom dialogue. Here's another video for custom npc's I tend to like Darkfox's videos as he is pretty straight to the point. I'm not at my personal computer otherwise I'd tell you how to assign the dialogue but these videos should tell you how. Hopefully that's what you are looking for. -
Hey Soarenb, have you tried to copy one room bound and move it so that it snaps to grid right next to the original? Also, I believe you can hit Q while one is highlighted and select another so that that one snaps to another. I believe Q is what you hit. Make sure your "snap to grid" is not some weird odd number.