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KappaMeister

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  1. I've been meaning to get back into modding Skyrim after a long break, and I have an interesting idea for a mod to try and make. As you might know, Skyrim's world is detailed but not very large compared to other modern open world games, but there's quite a lot of heightmaps and basic LOD terrain outside the games playable borders that encompasses much of Cyrodiil and beyond. If i recall correctly, some of these out of border locations (particularly those east of Riften) have trees and foliage but no mobs of navmeshes, and if you've seen the videos talking about the while gold tower model found outside the games playable area you'll know what I'm talking about. I want to make a mod that fleshes out these areas of terrain outside the games borders that already exist by adding navmeshes, detailed scenery/landscaping, and potentially enemies and locations to explore. This won't be a massive game expansion in the traditional sense; it simply aims to add more explorable and fleshed out terrain to Skyrim without adding that many new quests or hours of gameplay and remaining below the maximum cell size before the infamous Havok physics bug triggers. I also plan on installing a mod that disables the invisible borders entirely so that I won't have to worry about editing the parameters for that in the CK. Unfortunately, most of my modding experience comes from scripts and adding new spells/items and the like, so I'm not very knowledgeable with landscaping and world creation. I just haven't found any tutorials online that cover what I'm trying to do; there are plenty on creating new worldspaces with their own cells in the style of Falskaar, but virtually nothing on adding to and changing the landscape in the Tamriel worldspace. In addition, I'm not even sure if the out of borders terrain in the Skyrim worldspace is even editable, as I haven't been able to access or even see it in the CK and I'm not sure how exactly the game treats it compared to more fleshed out exterior cells. Is it just heightmaps? or is it real terrain that I can some how edit in the CK like any other cell? So can anyone tell me what I'll need to know in order to edit, expand and flesh out the out of borders terrain found in skyrim like any other exterior cell? How would I go about editing the Tamriel worldspace and it's terrain/landscaping like with a new exterior cell? Are there any good tutorials on this sort of world creation and landscaping and their cells out there? And if this sort of mod isn't even possible, how would I go about adding new terrain beyond Skyrims borders manually while getting it to work properly?
  2. I'm fairly new to the witcher 3 in general, but I have a really interesting idea for a mod that I wanna take a shot at making. basically, I want to replace the model of geralt (and eventually other npcs, if its possible) with a custom one I plan on making. I don't want to get into specifics, but from what I can gather, i'd likely have to replace geralts head and hair model with the one I have, and remake his lip sinking to work with the new mesh, but there might be some edit's I'll need to make to his body model as well. in the end, he'd still use all of his vanilla armors and stuff, however. Would something like this be possible within the constraints of the MODkit engine? or is it outside the limits of the games engine. I know that I haven't given too much detail on exactly what I'm looking to do, but just knowing if any kinda mod that replaces head and body meshes for Geralt and NPCs is possible would be enough for me.
  3. I've been trying to recompile some scripts that I just edited for a mod that I've been using, but every-time I try to, I get a bunch of errors saying things like "ulistmenu is not a known user-defined type". Upon further investigation, I found out that this was a part of the extensions mod, which was a requirement of the mod I was editing. Whenever I try to compile a script that relies upon another mod as a masterfile, the CK and notepad ++ don't seem to recognize the new functions variables ect. that the master file adds. How would I go about compiling a script that has this requirement? I heard that i'd have to "load" the master file, but I'm not exactly sure how to do that.
  4. yeah, that sounds a bit too complicated for me XD Really, all I need is to find some portion of the games menus (apart from the MCM) to put a list of the PCs current attributes. I want it to feel like it isn't modded, as if it was implemented by Bethesda themselves. Is there anyway I could add an additional menu option under the magic screen for my characters attributes, like a separate one from all the magic schools and the active effects? or are there any other places I could put something like this in?
  5. I'm fairly new to modding, so bear with me. I've been using DrPharmDawg's excellent GRACE mod series, and I plan on making some changes and additions to it. The most notable of these is that I want to add a section in the character menu (where all the perks are) that shows your characters current attributes from the AVA mod (all 10 of them) and their current values. The only problem is that I don't know how to edit the UI like this, and I haven't been able to find any tutorials on it anywhere. How would I go about making this in the CK? Could somebody guide me through the process of adding onto the UI like this? I know a decent amount of Papyrus, and I plan on running this with SkyUI in case anyone was wondering
  6. I've recently decided to get into creating mods for Skyrim, and I've been trying to go through everything online about how to use the CK. For my first mod, I'd like to take and update the excellent Classic Elder Scrolls Attributes Mod (which can be found here: https://www.nexusmods.com/skyrimspecialedition/mods/9095, although it would be exclusively for my own personal use until I get some kind of permission to upload it) and to 3 primary things with it. Firstly, I'd like to incorporate the attributes with SkyUI more seamlessly like in the older TES games. Like editing the UI of the perks menu to add a section featuring my characters current attributes based on the value of the effect representing them, instead of having to check the current effects under the magic menu to see them. Secondly, I'd like to make it so when your character levels up, instead of increasing health magicka or stamina, you can increase one of your attributes by 3. Finally, I'd like to make any misc bug fixes and QoL changes to make the mod run smoother. My biggest issue rn is I don't really know where to start. I've done a decent amount of reading on the CK, but I haven't found anything on editing or adding things to the UI or level up screen. Could you guys guide me through how I would go about making these changes to this mod? I'm fairly new to modding and scripting, so any in-depth advice and instructions on how I would go about doing this would be greatly appreciated. And if anyone here is interested in helping me make this more personally, feel free to send me a friend request on Discord at Zapaeryan#0875 and we can discuss anything we need to ^^ EDIT: It's also come to my attention that Skyrim and SkyUI use something called ActionScript to manage and create UI. I haven't been able to find much about it online, so could anyone experienced with that give me some pointers on how I would go about using it to create the changes I have in mind?
  7. I've been using surpreme magicka on my arcane archer playthrough without any issues, but once I learn a frenzy spell, I realized something was wrong. When I cast frenzy on a friendly NPC, they just continue their normal behavior and dont attack, even though they clearly are under the spells effects. When I cast it on a humanoid enemy like a bandit, they simply run up and attack me, even if I'm hidden far away from them. When I disable SM, frenzy works just fine, but I really can't play without the mod because its the only one I know of that readds a bunch of the old morrowind spells like Poison and detect traps. Does anyone know a fix for this? And are there any changes I can make to SMs scripts or changes to get rid of this bug? If so, which ones?
  8. hey there, I've been using shademe's excellect M.U.T.E mod (which can be found here: https://www.nexusmods.com/oblivion/mods/26442/). Basically, it runs a script that lowers the voice volume to 0 while you're in a conversation with an NPC. However, I'm not a very big fan of how it mutes the dialogue during the service menus and the persuasion wheel. there isn't any option to enable the volume for that in the INI, so I've decided to edit the script myself to implement the change. This is the code for the main script for the mod: scn zzMuteCoreQS ; core script ; lord of the mumblers float fQuestDelayTime float fVoiceVolume array_var aINIFiles ref rFunctINIzer ref rSpeaker short sDoOnce short sNumOfINI short sStart begin gameMode if ( fQuestDelayTime != 0.001 ) set fQuestDelayTime to 0.001 endIf if ( sDoOnce == 0 ) set sDoOnce to 1 let aINIFiles := ar_Construct Array let aINIFiles[ 0 ] := "Data\MUTE.ini" let aINIFiles[ 1 ] := "Data\INI\MUTE.ini" let rFunctINIzer := zzMutezFunctINIzer endIf if ( getGameRestarted ) set sNumOfINI to call rFunctINIzer aINIFiles if ( sNumOfINI < 1 ) messageBox "Warning ! The MUTE INI file was not detected. MUTE will not run correctly. Ensure you have placed it in the correct location" elseIf ( sNumOfINI > 1 ) messageBox "Warning ! Multiple MUTE INI files have been detected. Place only one in one of the 2 possible locations, as listed in the readMe/INI file" endif endIf if ( sStart ) let sStart := 0 setVoiceVolume fVoiceVolume let rSpeaker := 0 endIf end begin menuMode if ( zzMuteVarsQ.sEnabled == 0 ) return endIf if ( getActiveMenuMode == 1009 ) && ( getActiveMenuRef != rSpeaker ) let rSpeaker := getActiveMenuRef if ( rSpeaker.getIsRace Argonian && zzMuteVarsQ.sRaceArgonian == 0 ) return elseIf ( rSpeaker.getIsRace DarkElf && zzMuteVarsQ.sRaceDarkElf == 0 ) return elseIf ( rSpeaker.getIsRace Breton && zzMuteVarsQ.sRaceBreton == 0 ) return elseIf ( rSpeaker.getIsRace HighElf && zzMuteVarsQ.sRaceHighElf == 0 ) return elseIf ( rSpeaker.getIsRace Imperial && zzMuteVarsQ.sRaceImperial == 0 ) return elseIf ( rSpeaker.getIsRace Khajiit && zzMuteVarsQ.sRaceKhajiit == 0 ) return elseIf ( rSpeaker.getIsRace Nord && zzMuteVarsQ.sRaceNord == 0 ) return elseIf ( rSpeaker.getIsRace Orc && zzMuteVarsQ.sRaceOrc == 0 ) return elseIf ( rSpeaker.getIsRace Redguard && zzMuteVarsQ.sRaceRedguard == 0 ) return elseIf ( rSpeaker.getIsRace WoodElf && zzMuteVarsQ.sRaceWoodElf == 0 ) return elseIf ( rSpeaker.isEssential && zzMuteVarsQ.sTalkWhenEssential == 1 ) return elseIf ( rSpeaker.getIsSex Male && zzMuteVarsQ.sMumblingMales == 0 ) || ( rSpeaker.getIsSex Female && zzMuteVarsQ.sMumblingFemales == 0 ) return endIf if ( sStart == 0 ) let fVoiceVolume := getNumericINISetting "fDefaultVoiceVolume:Audio" let sStart := 1 setVoiceVolume 0 endIf endIf end I want to edit this so the mod doesn't mute NPCs when I'm Bartering or Persuading with them, or to atleast set the voice volume to a normal setting when I'm doing said things with an NPC. What's the best and easiest way to that?
  9. I've been waiting an hour; is anybody going to reply?
  10. Please forgive any typos or Grammer mistakes; I'm posting this on mobile and I have problems with typing on phones. Hi This is my first post on the nexus forums (or on any forum for that matter), but since I could find any posts relating to my issue, I decided to do this troubleshoot. I have an issue with all Dark Elf npcs in my game. Their face textures are tan or peach, (like that of a Nord, Breton etc.), but their body texture is perfectly normal. The bug appeared when installed Extended Color Sliders. The bug was really annoying, so I uninstalled the mod. That didn't fix it. I'm thinking this has to do with racemenu, despite it not changing any vanilla assets. Strangely, my Dunmer toons have perfectly normal textures. It seems that this also doesn't effect any modded followers, like those from Interesting NPCS. Does this have to do with RaceMenu? Why does this only effect vanilla npcs? I would really like some help; it's making my game unplayable.
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