-
Posts
41 -
Joined
-
Last visited
Everything posted by AlCiao
-
Nexus Mods centralisation complete, we now support mods for all games
AlCiao replied to Dark0ne's topic in Site Updates
Just wanted to say thanks for all the hard work, and especially your vision for this site! ^_^ -
So, being inspired by the power Force Crush from the Star Wars game KotOR 2, I made a working copy of a telekinetic-choke-lift effect. Basically, when using the spell, a script plays: However, this animation (from the Dawnguard DLC) not only includes the person being choked, but also the choker (in this case, the player) doing the choking animation. (Basically, the player is shown bodily lifting up the victim by his neck with both hands.) What I would like, is some way to remove the player from the animation, so that only the Vyrthur animation is played on the victim/target (RefToChoke), rather than both that AND the Serana animation played simultaneously with the player. Currently, this is what the result looks like. (I apologize for the poor angle, and the fact the bandit being held/choked wears a shield thus obscuring his face) Can perhaps anyone offer some insight to my problem? Thanks ^_^
-
New mod author comment moderation features and updated terms of servic
AlCiao replied to Dark0ne's topic in Site Updates
Thanks for the update and the detailed explanation! I'm going to head on over the new TOS; I'm pretty sure I know it all already, but it never hurts to be sure. My only concern (such as it is) is the user-blocking feature from one's file pages. I can't see this ever happening to me, but it makes me wonder what if someone abuses the feature to keep someone from using their mod because they made some valid comments on thet mod in a polite and respectful way? At any rate, it's your site, so your rules. I was just giving you my thoughts. Thanks again ^_^ -
The trouble with scripts is that a save will include the scripts even if the mod is uninstalled. So while I use a lot of scripts, I probably use too many lol. What exactly are you trying to get the animal to do, that you want it to have a set duration? As for scripting, if you have no familiarity whatsoever with it, I highly recommend doing the Papyrus tutorials on creationkit.com, or else whatever anyone says is going to be gibberish to you. I'd help further, but I'm rusty on my scripting, and I'm not at home to dig into my CK to refresh myself xD
-
LE Force Crush: A telekinetic choke-lift power/spell
AlCiao replied to AlCiao's topic in Skyrim's Mod Ideas
BlackRampage - a likeminded soul, I see! Thanks for the better pic! HellBiscuit - the Vampiric Grip spell has no kind of choking thing whatsoever; the victim just hangs there, not like it's his throat being gripped telekinetically. :) Thanks though. -
In the game Star Wars Knights of the Old Republic 2, there is a unique darkside Force power which is like Darth Vader on steroids, named Force Crush. http://xboxmedia.ign.com/xbox/image/article/569/569096/star-wars-knights-of-the-old-republic-ii-the-sith-lords-20041203033116046.jpg PC gestures, target rises into air, choking, before collapsing to the ground as a sickening crunch is played :D I'm just curious if someone might be able to make a Skyrim spell or lesser power similar to this. It's occurred to me that perhaps the animation that's played on Vyrthyr (from the Dawnguard DLC, when Serana picks him up) might be suitable for that; otherwise, someone with the proper expertise might be able to create a new custom animation. I've made one attempt to create a spell that plays the Vyrthur animation on a target, which didn't work at all. I'll probably take another stab at it sometime, but it'd be great if someone else wants to give it a go! Thanks! :thumbsup:
-
I don't know if I'm allowed to link this mod in the forums, but if you'll search for mods by JoshNZ (I believe that's the name), he has a script that handles the transition from flaccid to erect for sex.
-
Trust me, this mod has been on the wishlist of most Skyrim gamers and modders since Skyrim came out. The main trouble is that it's a lot of work to pull off. Also, until the relatively recent announcement that Dragonborn was the last DLC, modders had to contend with the fact that there could be new sweeping changes to the game that would throw off any serious modding work they attempted. Now, such a mod is far more viable, but it will still require a lot of work and no small amount of skill and patience. I don't doubt that such a mod will be made eventually, but there's no telling how long it will take.
-
That is disheartening. Don't be discouraged though, things continue to look up! You're doing fantastically, the site is doing fantastically. All this is, is a delay in making it even more amazing! :)
-
LE Fable - Like Good or Bad Boy/Girl (Search for Workmade)
AlCiao replied to Rikushai's topic in Skyrim's Mod Ideas
That is a fantastic idea, but it is also a lot of work. I don't have the skills or energy needed to help you, but I wish you luck! :thumbsup: -
Nested commenting, sticky posts, latest versions, drag n dropping and
AlCiao replied to Dark0ne's topic in Site Updates
I'm looking forward to this too! Thanks again for everything all you great people do! -
With the new forums update, the chat has been changed a bit too. Looks good! However, I'm usually on chat when I'm away from home, using my rather low-end netbook. Chat has a strong tendency to lag or even seize up on this new chat, whereas it did not before. I know the site can't be made to cater to those probably very few people using low-end comps for chat (a very very narrow slice of people), but I was curious if there's a setting or something I can tweak? Perhaps displaying the icons next to everyone's name as they say something is causing the lag for me; I don't know. If that's it, is there some way to toggle the icons? Thanks for any assistance. :)
-
Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
AlCiao replied to Dark0ne's topic in Site Updates
Dark0ne, I fully support you. I don't block ads. I am eventually planning to but a lifetime Premium membership once I have it saved up, but your statement about everyone even just donating $1 being a big deal has galvanized me. I think I shall become a Supporter very very soon! Download speeds are not a big deal to me, but keeping the Nexus up and running is! Thanks again for all your hard work, and that of the staff's! -
I am trying to create a script magic effect for a spell to toggle AI detection in Skyrim. The console command is tdetect; however, I need a way to do it with a Papyrus script/function. I haven't seen a function dealing specifically with AI detection, so now I'm wondering what "Ai Detection" counts as. Is it a Game Setting? An actor value? A global variable? Etc. And if so, which one? If it's something like one of those, then there are functions to change them. I just don't know what setting or global or whatever it would be. Any help is much appreciated! :dance:
-
This is total awesomesauce! Thanks so much! vv 200 cells? My god, lol.
-
I've created a short dungeon with the object in mind being to reward a completionist player who has obtained all 10 dragon claws. It's 4 VERY short cells (I wanted to make sure there was no strain on a person's system, and went overboard, I think) that's probably the total size of maybe a single vanilla dungeon cell, or a bit more. Because I suffer from motivation/laziness, I decided I'd request if someone could finish placing clutter. What's in it so far: 1. The structure of the 4 cells, including names, ambient light, and connected loading doors. 2. All 10 Dragon Claw doors, working. 3. The first cell, completed (including clutter), except for Navmesh. 4. Some clutter in the 2nd cell. 5. A little bit of a story, told through journals and gravestones (already placed). 6. Unique enemies in the 2nd cell. 7. Unique enemy in the 4th cell. 8. An altar in the 3rd cell. 9. An altar, and some clutter in the 4th cell. What still needs to be done 1. Placing enemies in the 2nd-4th cells. 2. Navmeshing. 3. Clutter in the 2nd-4th cells. 4. Lighting. ALL I would ask is for someone to finish placing clutter, and maybe lighting too if you're up for it. I can do navmeshing and enemy placement. We'd share credit, of course. If someone's interested, please PM me. :thumbsup: Thanks!
-
Make a new crafting station is rather easy. Making new smithing categories is NOT. For an example of a new crafting station, search for DisenchantmentFont under Furniture. It's an unfinished crafting station that never got used. You can pick any mesh look for a crafting station, select it as a Smelter, Workbench, Grindstone, Forge, Enchanter, or Alchemy Lab, and then make a new crafting keyword and add it to your crafting station. Then, to create recipes, go to Constructible Objects and make recipes attached to new crafting keyword.
-
LE Merging Several Meshes into One Static
AlCiao replied to AlCiao's topic in Skyrim's Creation Kit and Modders
Alright, then. That doesn't surprise me, but thanks for the clarification. I'd like it all one static, not just so the player can't take them, but so it doesn't take so long to render. ^^ I assume there's no easy way to move them about in Nifskope, other than typing in different locations on the three axes? Thx for your reply! :thumbsup: -
LE Merging Several Meshes into One Static
AlCiao posted a topic in Skyrim's Creation Kit and Modders
In the CK, it is possible for me to create a chest full of gems by placing an open chest and placing several gemstones in the air above it, then using Havok simulation to drop them all into the chest in a realistic manner. In NifSkope, I would have to open the open chest mesh (saving it as a new mesh of course), copy the gemstone meshes over, copy them again multiple times, and rearrange them via Block Details in an arduous, tedious process. However, I DO want to make them all one static/mesh. How can I do this, with less time and a LOT less tedium than this Nifskope method would require? Is there a way to click on the placement of several items in the CK (i.e. the open chest and gemstones) and export that or whatever into a Nifskope file to save as a mesh? I doubt it, but I hope you see what I'm asking. Any thoughts are appreciated. Thanks! ^^ -
I think I finished all major quests, now what?
AlCiao replied to ufodisko's topic in Skyrim's Skyrim LE
Hello there. Just a tip, you might want to remove that piece of info about who you kill; tis a spoiler. There are 15 Daedric quests to do. There are also 24 Stones of Barenziah to collect, 10 Dragon Claws (a lot of which you have probably gotten), 10 Dragon Priest masks, 5 captured critters, and 11 Treasure Maps (as well as the treasures they lead to). In addition, there are 5 player houses to buy (8 if you have Hearthfire), as well as upgrading them all fully. In Dawnguard, there is also the Lost to the Ages side quest, and... 5? collectable paragons in the Forgotten Vale. Also, you can max out the perks tree for Vampire Lord. Trust me, there is still a crapton of stuff to do. I also like to achieve my personal goals of having 1 million gold on my person at one time, and maxing out all my skills. :) EDIT: Oh yeah, and there's finding all the words to all the shouts, and unlocking them all. -
I was wondering if someone could make a weapon that looks like the sword in the top left picture of this mod page: http://tes.nexusmods.com/downloads/file.php?id=35234 (Jedi Lightsabers Converted to Magic Swords, a mod for Oblivion) I would port it myself for personal use, except I know nothing about porting weapons to Skyrim. If someone is not willing to make a model similar to the weapon in question, I would appreciate being directed to a porting tutorial, please. Haven't found one so far. Thanks!
-
Hello, I have also had this idea. It can certainly be done, but would be a *lot* of work. First there's the issue of making the structures inside the gate look Daedric. You could use vanilla structures already in the game, but it wouldn't feel very Daedric. Making one's one would be time consuming though. Second, there's making enough different world spaces. Unless you want it to be the same place every time you go there, someone will have to construct multiple worldspaces, to be randomly selected from everytime you go through the gate. So it can be done but would be *very* time consuming. However, Daemonjax is slowly working on this: http://skyrim.nexusmods.com/downloads/file.php?id=13276 which would, among other things, make generating those alternating worldspaces much *much* easier. I'm following it, as I would like to make such an Oblivion Gate mod, or at least something similar. Short answer: it's doable, but not now, unless you have a million hours to spare.
-
I actually have pondered this idea, too, although more as a fanfiction story than anything else. It would be *far* too ambitious to actually do. However, Drakescale's idea, to have a limited and well-defined scope, is an excellent one. Plus his particular ideas are quite awesome too! (As I read his post, I kept hearing the X Files theme and thinking of Fallout vaults.) :D
-
Proof that a player can fly in Skyrim well may be more like swimming
AlCiao replied to hex_ratt's topic in Skyrim's Skyrim LE
The race-swapping trick, as I understand, was also used by JoshNZ in his AP mod. The default features thing applies there, too, but there's *got* to be a way to keep that from happening. After all, when a PC turns into a vampire (a new race), they don't switch to default features. -
Weird: it works if I duplicate an existing quest and modify it to my specifications. What I'd been doing was creating a "New" quest from scratch. Congrats, CK, on befuddling yet another shmuck. ;)