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Everything posted by WinsomeMinotaur
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I'm using xEdit, and I want to take everything from the Tree category of one mod and add it to a formId list of another mod. This would be easy if Tree was already in a FormId list, then I would just run "compare" on the lists and drag them over, but it's not, so. What is the best approach for things that are not in a formId list? There are a lot of items, so I'm avoiding adding them manually line by line if possible.
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FalloutNV.esm inactive
WinsomeMinotaur replied to SpectreRaptor's topic in Fallout New Vegas's Mod Troubleshooting
I am also having this issue in 2020 :( -
I always found it strange that you could just be cured of addiction. I'd think hardcore mode deserves a more realistic addiction model. So, you can take the drug to alleviate symptoms, as normal, but the only way to get cured is to stop taking it for a long enough period of time (maybe this could be adjustable). If you wanted to, you could hole up somewhere and sleep it off for a week. Another feature might be withdrawals, which means the symptoms get worse before they better. That -1 perception becomes -2 perception, for example. (Maybe withdrawal period could be adjustable as well.)
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Not sure if this is the place to ask, but I'm wondering how to get someone to take over an old mod. I made this about a year ago (Argonian Upgrades), and it's developed a small following, but I just don't have the time to give it the love it needs. Any suggestions how I might proceed?
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There are many individual crime tweaks out there, but so far no MAJOR release that overhauls the entire system. Such a release should include: - reduced crime report radius - animals cannot report crimes- bounties decay, except for murder- stolen items MAY OR MAY NOT be confiscated, based on the value (the idea is that no one is gonna report a stolen carrot to the guards, but they'll definitely report a stolen diamond)- similarly, all merchants will purchase lesser value stolen goods, but will find higher priced stolen items suspicious (price settings would be more lenient than confiscation settings, I imagine).- real-time prison sentence, complete with prison overhaul (place to sleep, place to get food, place to interact with other prisoners and guards) It might also be appropriate to include a few other things, such as Vigilants of Stendar adjustments, Thieves Guild related tweaks, or crime affecting ability to receive blessings. Most of this functionality already exists (more or less) in various mods, but a single major overhaul does not appear to exist yet. Also, current mods may be buggy or incomplete, so this would be a good opportunity to iron out all the details of each facet of the crime system. Here is a list (probably incomplete) of relevant existing mods: Reneers Crime Overhaul by ReneerNARC - No Animals Report Crimes by PharrosHigher Bounties for Crimes by XQYZCrime Punishment and Redemption by EdoseraxCrime Bounty Decay by cyberspyderRealistic Crime Radius by BeyondTomLife In Prison by LamannaPopulated Prisons by StigwaEscorted Prisoner Fix by Pejot
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I love this idea. I could help with the new race EXCEPT for the design / 3D stuff. The other technical stuff is easy (well, depending how crazy you get with it) but I don't know anything about the art / design side of things, and in my opinion if you are going to make something as fantastic as Warforged (prolly have to call it something else for legal reasons) then it should be done well, and look like someone spent some time on it, IMO. Would love to see something like this.
- 5 replies
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- custom race
- warforged
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(and 2 more)
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I've been using this mod to manage multiple characters. It sorts the saves into columns for each character. It works well, BUT it only displays this way while on the main menu. When viewing the saves / loading a new game while playing, you still get one long list of undifferentiated files. I'd love to see a mod that has this functionality for both the main menu AND the ingame menus. http://i.imgur.com/RisIU4p.jpg
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Are you writing a new script, or asking for a script that already does this? I think all you need is MoveTo(). Here's the MoeTo page from creationkit wiki: http://www.creationkit.com/MoveTo_-_ObjectReference Also, in case it doesn't move where you expected, see the talk page for SetPosition: http://www.creationkit.com/Talk:SetPosition_-_ObjectReference If you want to see the object moving, use TranslateTo: http://www.creationkit.com/TranslateTo_-_ObjectReference
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Can TES5edit look at multiple locations? Basically, I need to make a series of compatibility patches, and I thought it would be convenient to have the esps on my desktop or other folder, but it seems they must be in the Data folder. Which is fine. No big deal. But if there is a way for me to use esps from multiple locations, that'd be even better.
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Niiiice! Good enough for me. Thank you!
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OK, maybe a staff would be a better fit than a gun. I don't know if this is even feasible, but after playing with Double Jump (set to infinite jumps = flying like a bird, flap-flap) and Bottomless Pit, and the various kinds of Teleport spells that are included in several spell overhauls, well it just struck me that a Portal Gun--uh, staff--would be extremely fun and dangerous.
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In particular, there is a lot of ICE in Skyrim. And if you've tried running on the ice in plain ol' sneakers you know how difficult it is to remain standing. This was already brought up on Reddit a couple weeks ago, with some good ideas in the comments, but no one claimed they were going to take it on, so I'm forwarding to you lot. In short: if you're on a slippery surface you have a chance to fall. BUT if you have proper footwear (or some modifying equipment, like spikes or snowshoes, or maybe a sticky spell?) the chance is mitigated. http://www.reddit.com/r/skyrimmods/comments/31rejq/request_characters_falling_down_on_slippy_surface/
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LE Auto Skill up at Quest Completion?
WinsomeMinotaur replied to Brandon007's topic in Skyrim's Mod Ideas
Holy cow, man, that's awesome! Downloading now. I'd also still advocate for the smaller stand-alone version OP is asking for. Shotguns to kill a fly, and all that. -
She's probably updating the file. She said earlier it would stay here on Nexus, so I doubt she took it down for any other reason.
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If I were building it, you'd have to sit down or lie down to do it, so you/re body isn't going to wander off anywhere, but you are definitely vulnerable. However, if you take any damage, you snap back to your body, similar to how sleeping outdoors can get interrupted--or for that matter how a regular spell can get interrupted. :)
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In response to post #24640209. #24640274, #24640649, #24640694, #24640819 are all replies on the same post. This is why a Curated space makes sense, where mods that have been vetted and deemed worthy are the ones that have a price tag. That said, I assume you pay a dollar for a mod, and it's buggy, when the author releases bug fixes you are going to get the new version for free, the same way most software works.
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I mean to recreate it from scratch so it is all my own work and I am not ripping anyone off. But still, figured I'd better see what the communities stance on the matter is. For example, there was a modder named Invictus who made "Take Cover - Uniform Arrow Damage". He hasn't been active since 2013, and this mod in particular since 2012. If I were to make something with the same principal (call it Standardized Arrows, or something) without looking at this guys work... I assume this is not an issue, yeah? I'd even link to his mod showing what the inspiration was for the new mod.
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Nice, I'll have to try some of these. I don't think I would play with them ALL loaded, but maybe do like you said and just admire the scenery! I've been spending a lot of time with the collision off, just flying around checking stuff out. Good times. :)