Jump to content
⚠ Known Issue: Media on User Profiles ×

SwiftDeathSK

Members
  • Posts

    29
  • Joined

  • Last visited

Nexus Mods Profile

About SwiftDeathSK

SwiftDeathSK's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. If I'm understanding the situation correctly, the armor and the capes are being equipped to the same slot. I'm fairly certain the capes normally use a free slot that is not typically assigned in the base game, so my guess is that you have a mod that has changed the slot number for either the capes or the body armor. Unfortunately I am not familiar with most of those armor mods. But, it's a start to help solve this issue. (http://wiki.tesnexus.com/index.php/Skyrim_bodyparts_number) I have noticed that you don't have a bashed patch or a TES5Edit Merged Patch in your load order. Again, not the most experienced with modding so I can't say with any confidence that this would help your particular issue, but I would use Wrye Bash and TES5Edit to make a bashed patch and a merged patch. Regardless of if it solves this particular issue, it's just good practice for modding large numbers of mods together in general.
  2. Thank you. I've not ever used the CK as a modding tool beyond simple fixes, so I appreciate the heads up.
  3. I have an acquaintance who has been working on a skyrim mod that is mostly scripted content, and just so happens to be making the exact mod I was considering making from the ground up in FONV before I learned about his mod. My first thought of course, is why reinvent the wheel when it just needs tweaked to fit a different car? Are there key differences between scripting in CK and GECK that would make this a worthless hassle? Or would it be largely comprised of changing variables and names? PS. Obviously I'll be doing this with his permission.
  4. This is a mod that I have been dying to see implemented for a short while now. One of my favorite things to do is to mod up skyrim into an RP style game and fully immerse myself into the world. However, there's no penalty for forgetting to properly equip what you need when you need it, and as such I find myself charging into combat wearing my street clothes, because I simply forgot to switch equipment. Also I find it strange that you can openly switch armors in public - which means you are undressing and dressing in public - and have zero repercussions if you are seen by a guard. Not to mention how inappropriate it would be to just start stripping in a crowded pub when there is a perfectly good room to rent just down the hall that has privacy and no prying eyes. So, here's my concept design, and if anyone would be willing to be a go-to teacher / consultant on how to do some of these things, I could crack open the Creation Kit and take a shot at it myself - I'm completely lost as of right now, and doubt my capacity to do it myself with no help. All equipment would be locked on the character - you cannot equip or unequip from the menu (Not 100% sure how this is done, but I have seen this in other mods. I'm guessing keeping track of what you have on you and making sure that it is auto-equipped or auto-unequipped when there is a change would work. Perhaps running a script only after the item screen is closed or the favorites menu is opened would work to reduce stress on papyrus.) Instead, you use a hotkey to open your "Wardrobe screen" which is essentially a container menu with just your equipment listed. In the wardrobe screen, it will ask you to select one item to take off or put on, and depending upon your choice one of the following will happen: removing a piece of equipment would play an animation that cannot be cancelled (to penalize doing it in combat or public areas), and then you would be left with no clothing in that slot until you opened up the wardrobe screen and applied a new piece. equipping a piece of equipment would play a reversed version of the 'remove animation' for that slot, which also cannot be cancelled (for penalty sake again), and would only equip the item after the animation is finished (so if doing it in combat, there's additional time to be caught with your pants down, and take an unarmored hit. Very bad situation to be in if playing at higher difficulties.) All primary armor types would have their own short animation. This is supposed to be slightly tedious, but to cut down on the amount of tedium, it would just be very simple animations, possibly speed up slightly - crossed arms raising and going up followed by bending over for armor (both chest and pants). Grabbing at the neck for an amulet (similar to the eating animation, just without food and perhaps lowered and extended a little), a modified version of the bound-hands animation for a ring, bending over and grabbing your head and moving your hands out for helmet, bending down and grabbing each leg at a time for boots, unequip animations while equipping weapons to make it appear like you are placing them on your person, grabbing each wrist and going up the arm for gloves. Just for ideas. The idea is to make it take a little bit of time to add to the danger of doing it at the wrong time or place, but not so much time that it's just simply irritating and a death promise. The goal is to have it be possible to at least have a chance to survive a surprise attack if caught off guard, but severely reduce -to the point of removing- the odds of walking away unharmed. Perhaps the optional (MCM) feature to be forced to either pay for a room or leave if you are in an inn (good business idea for the innkeeper), or to have certain areas add a small (25-50, etc. - configurable) bounty added if you are caught changing armor due to Line of Sight from any human NPC (animals wouldn't care, of course). Guards would approach you immediately upon LOS in these cells and try to arrest you / get you to pay the fines. It would be a lot more slack outside of these areas. If you are removed from an inn, there would be a trespassing flag on that inn for a certain amount of time (2-3 in game days or so?), to prevent abuse. If caught by an NPC there would be a short delay (the length of time to put another piece of clothing on at least) before an additional bounty would be applied. Multiple NPCs catching you at once would increase the amount of gold on the bounty (doing it in a crowded market would be a bigger crime than in the back alley way at night and a passerby catching you off guard.) A small window of time between the bounty being applied and the LOS check would allow the check to see how many NPCs can see you during that animation, and the bounty being applied before the delay kicks in. This could also reduce NPC's attitude towards you if you are caught for a short time (or perhaps some of them are a bit more... provocative towards you for a certain time, depending on personality.) I'm not sure if it would be possible to auto-close a container menu after a single item has been selected, but I'm sure keeping track of what item was selected first (via papyrus / temp .ini or something) would circumvent any issues that would arise from being able to select multiple items at once. Do any experienced modders either have some insight on why this cannot be accomplished using the CK / or are willing to stand up to the task of creating this? Or are simply willing to share contact information and be a sort of guide / teacher to show me how to do it myself?
  5. As the topic implies, I haven't had the pleasure of modding New Vegas before. I tend to play games through to completion before modding them, especially bethesda games, but when I finished this game I didn't have access to online resources for awhile. Now I'm getting back into it for the first time since the release of the last of the DLC's, and I'm just wondering what are the 'Must Have' mods for New Vegas? Ideally I tend to play with a dedicated focus on immersion, with role playing characters through their journeys. Things like Frostfall and RND for Skyrim's immersion, but for NV, basically.
  6. For that body slider mod, will I be able to convert UNP clothing to a CBBE body mesh? Or is that not how that works?
  7. It's been awhile since I've actively modded skyrim - I think before Dawnguard came out was the last time I played with a modded client beyond the bare essentials. So you can understand why I'd be asking this question. Of all body replacement mods (I think only CBBE was out back then?) - both men and women - which one(s) are most highly acclaimed in the modding community right now? I should note that I don't mean "what gives me biggest boobs and butts", but rather which one adds the most aesthetics without going overboard and breaking immersion.
  8. Looking forward to this mod! Been watching it for awhile. Best of luck finishing it sometime today!
  9. Argonian is my top favorite. I'm not entirely sure why they pique my interest so much, but none of the other races I've played come close to the argonians. But, if for whatever reason I decide not to play as an Argonian, I go for the traditional Imperial if I'm choosing a melee-oriented playthrough, or a Breton if choosing a magic-oriented playthrough.
  10. Thanks everyone! These should be enough to tide me over for quite some time! Feel free to post more, if you want :)
  11. Actually already got this one from a thread link in this forum section. Haven't played it yet though. As for Leaking and Povu - Looks like I've got more to download :)
  12. Currently downloading all of those; Lost Spires looks absolutely amazing based off the videos and images.
  13. I would love to know some of the better, more-widely used quest mods. I love doing quests in oblivion, and I'm getting down to the last remaining quests in the vanilla game. I'm not really 'in-touch' with the mod database, so I was hoping to get a hand from the good folks here at the The Nexus! Fire away!
  14. I'm surprised this has not been mentioned, so I'll do the honors :). There is a merchant that sells 30 picks at a time near the outside of the Imperial City. Just go out the western exit where the stables and bridge are, and follow the wall north until you find him. He's standing right behind a corner. Or, if you are desperate enough, open the console and type in "player.additem 0000A x" without the quotes, and replacing 'x' with the amount of picks you want.
×
×
  • Create New...