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JoshuaMadoc

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  1. I regret to inform you that mounted magickry is only possible on tamed dragons. Horseback remains the same - sword and bow, but no mage. Felt pretty duped, myself. What about you?
  2. I noticed in-game that certain items carry the letter M that indicates it's a stronger version of an existing item. After some investigations in the hopes that I'd try to add two or three higher tiers for existing items, I wasn't able to find anything that I thought would represent this "M" tag. Some help on how this "M" tag works would be highly appreciated.
  3. I'm already aware of something like that, but then I read about the Pyunjun or Eegisal the Koreans made, a special arrow no bigger than a crossbow bolt, and that can go through at least 2 people. Also, my magic ghost bow that I can conjure up still doesn't have the ability to "eat" through whatever living thing was in its way. That's even stranger when I think about it. But I digress. Nobody knows how to make piercing projectiles using the mod tools? Or have they already tried and never told anybody that it's not possible?
  4. Has anyone ever found out if it's possible to make projectiles pierce more than one NPC? It's kind of strange that bows do so much damage, yet it can't have enough velocity and stopping power to go through more than one thing.
  5. Oh my dear balls, I never thought that actually worked. It's rendering much brighter now. And for that matter, I'll keep that in mind whenever I'm importing custom meshes. Thank you so much! You just rendered all my stress with Skyrim all the more worth it!!
  6. After a few weeks of banging my head against the wall, I may have finally figured out how to import custom or modified vanilla meshes. The mesh renders and *yes*, the textures finally showed up. But then this happened: Note the steel bolt that was there for comparison. I've exhausted everything I can see in NifSkope, and there doesn't seem to be anything completely wrong with 3DS Max's Niftools export settings, so I have no idea what else I'm missing here. The .nif file can be found here. Help would be greatly appreciated.
  7. Sort of self-explanatory. I'm trying to make a very simple mod that changes starting skills, health, actor height, etc, and it *did* work when I made a previous version months ago, but I just found out that not only is the mod not working in newer patches, but it won't even apply the changes when I remade the mod in scratch. I've tried to figure out damn near everything I know, and it just wouldn't budge at all. Help would be greatly appreciated. It's not giving me a good time at all. EDIT: And just in case no one answers in this thread, I'll at least try to contribute so other people wouldn't have to suffer this problem: Mod load order is everything, and also isn't everything. BOSS did reorder the mod so that it seemed to work from what I gather, but its reordering caused a lot of actor meshes to "blank out", making them put up the mesh's default A-pose for when you're modelling. Manual reordering is in order here.
  8. Aha, I found the cause. Somehow, a part of this mod is responsible for the issue, and that loading a savefile or starting a new game prior to the activation of this mod alleviates the problem with the crossbow's speeds. It seems to have only affected the new save in my other computer because I forgot to turn it off for testing purposes. I will do that later today to see if I'm right. In any case, this is most unfortunate, because I hesitate to not run this mod, as the variety of crossbows is one thing, but it's also another thing to admire for the mod author to add a leveled list for certain NPCs to carry crossbows. I've already tried to contact him in hopes of some answers, and while I wait for that, I guess this is something I may have to personally fix or rebuild from scratch.
  9. As the title says, I can't seem to get weapon speed be implemented in-game, even though when I first started trying out Dawnguard, Weapon Speed and Attack Multiplier in CK did actually affect the attack rate. Even after starting a new game in another computer with no Quick Shot perk selected and no crossbow-related mod activated, all the crossbows I've tried all had the same reloading speed. What's going on? Is this a bug? A CK related issue? A game patch issue?
  10. Well, as if by luck, I found that this mod was the real cause of the bug on my end. It even says on the changelog that the teleportation should be fixed in the newest versions, which I did update, and now the mod has become much more amusing for the most part due to how many NPCs fall to their deaths due to a spawn positioning glitch. If you have this particular mod installed, try updating it and see if it fixes anything.
  11. Title says it all. I'm using some mods that I think would spice up the game a bit, and even before Dawnguard came out, my Skyrim savefiles have been affected by this utterly stupid bug, where you teleport like crazy, before teleporting back to a relatively random location within the map, after walking and falling further downwards from the map. Here's a video I recorded to illustrate an instance of such. Lately it's been getting worse in that it's affecting other buildings, other major cities, and even the main Skyrim overworld map. I have been told that mods are responsible for this bug, as it is affecting collision, but I can't, for the life of me, imagine just what kind of mod I have activated would do such a thing. That being said, here's a few images of the mod I've installed. https://dl.dropbox.com/u/9821817/Game/Skyrim/NMMList.jpg https://dl.dropbox.com/u/9821817/Game/Skyrim/NMMList2.jpg https://dl.dropbox.com/u/9821817/Game/Skyrim/NMMList3.jpg This bug is really starting to get in the way of my enjoyment of Skyrim and their mods. At the same time, I hesitate to play Skyrim without the benefits of Convenient Horses, even though it's one of the prime suspects for the bug... *sigh* Any answers to this predicament would be appreciated.
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