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pickel5857

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Everything posted by pickel5857

  1. I'm working on expanding the Aethernautics mod, but I'm having some trouble since I'm new to modding and am learning as I go. I've got a mod out right now that tweaks the meshes, volume, and damage of the harquebuses (rifles) added by Aethernautics (which are variants of mahty's Dwemer Rifle) At the moment I'm trying to start expanding by adding a few new guns but I'm having trouble importing .obj files of clutter into a rifle .nif. If anyone has any tips or know any tutorials that would be awesome. Anywho, if I can learn the skills / get help, I'd love to start expanding on Aethernautics by continuing the quest with the Pearlescent Cronographers, a faction of fabricants (former servants of Sotha Sil who are part mer, part machine) who patrol time, interfering occasionally to protect the integrity of the time stream. ------------- Once you acquire the Dwarven spaceship, low ranking agents of the Cronographers start pursuing and attacking you. This is because their team sent to recover the ship never reported back and you now have the ship. It is assumed you've assassinated the team and stolen it. On the bodies of those sent after you, you find a scrap of paper detailing their orders, and where to receive supplies in the current Era. This leads you to an ancient Dwemer ruin, where you find a control panel in a room the specified by the note. Upon pressing the button, a strange portal appears, out of which drop a new harquebus and ammo, as well as other essential goodies. One more item drops out, a strange glowing key. A note reveals that it is a key to the front gate of the Cronographer's fortress, in a dimension created by Sotha Sil deep within the Clockwork City, before his death. The key was meant for an incompetent agent who had lost his original key to a Sabrecat. You transport back to your ship and calibrate the navigation to transport you to Sotha Sil. You then use the key to get past the front gate to the Cronographer's fortress and are immediately met by a group of angry fabricants. Since there's no air to breathe in this dimension, that also means no air for sound to travel through, no way to speak. It is clear, though, that they are wondering who it is you are, why you've come, and how you got the spaceship they were searching for. So far you had been able to read the notes their team had left behind, so you hoped they would be able to decipher a note of yours explaining the situation. After doing so, the fabricant in charge at the gate takes you into their fortress (followed by a healthy amount of guards) to speak with their highest ranking Cronographer, the Eternity. After your escort introduces you and briefly explains your situation, the Eternity asks you why you have come to them, and after interrogating you a bit, offers a place with them provided you complete an initiation task. All Cronographers must be implanted with an Aetherial Manipulation Module, which at it's first rank creates an Aetherial link that absorbs a large amount of spell damage for a short time. This is upgradeable, and there are also other implants available that can only be unlocked with enough Aetherium Crystals, which the Cronographers use as currency (gold coins being irrelevant in Eras in which there is no Empire, or generally outside of Tamriel at any time). Once you get the implant, they proceed to show you to their armory, which includes new harquebuses and a prototype model of Dwemer Power Armor (if I could get permission to include it...). This is kind of as far as I've thought out, after this you would presumably be sent on your first mission. Could be to reclaim Masser, could be an Era in the distant future or past, could be another new dimension or plane, perhaps an Aedric realm (do the gods have their own realms? I need to read up on my lore). --------- This WHOLE THING is just a giant brainstorm at the moment, probably getting way ahead of myself since I don't have the tools or knowledge to make quests, do voiceacting, make buildings, retexture, etc etc. bascially 99% of what I would need to complete this project is completely unknown to me. But I like to dream. Especially about designing an expansive universe in Skyrim you can travel around. Probably filled with some plot holes at the moment but this post itself was a brainstorm too.
  2. I'm trying to make a new weapon using meshes from other in-game objects, much the same as the Dragonbone/Deadric Crossbows or the Dwarven Rifles and other variants. Anyone able to explain it real quick or point me to a good tutorial? I know how to move things around in nifskope, and create an .obj file from a .nif file (in this case clutter objects and parts of furniture)
  3. I'm trying to create a few more rifles similar to mahty's dwarven rifle and the harquebuses from Aethernautics. Ive learned how to move the existing parts in Nifskope (the different clutter that makes up the "rifle" part such as the dwarven strut and tubes, etc) but importing new .obj files isn't working as I'd hoped. How do you properly make a .nif (or part of one) into a .obj which you can import into another .nif (existing rifle)? Any tutorials already out there?
  4. Oh wow Ishara, great tutorial. I would have had no clue otherwise. I'm sure there's some other tutorials out there covering this but I'm impressed that you figured it out and posted one yourself, then linked to it when somebody had the same problem. Not sure how often people ask but whatever. Not quite done yet but I've got the Aethernautics ESP set as a master and am currently making my modifications
  5. So I need to find a tutorial to change his ESP to an ESM, and then back once I've modified it? Not quite sure I understand. I mean I understand the reasoning sort-of (to get it as a parent) but not the process, or really what I should be searching for specifically. EDIT: Thank you IsharaMeradin!
  6. So I'm working on a mod to tweak some of the rifle settings with Trainwiz's Aethernautics. What I'm having trouble with right now is creating an ESP that modifies the damage of the rifles and replaces them in-game, to be loaded after the original Aethernautics mod. If I modify only the original ESP, it works fine and the damage adjustments go through no problem. However if I try to edit them in a new ESP (making a new active file as opposed to using Aethernautics as active), save it and reload, it comes up with an error saying the EditorID is not unique, so all of the modified weapons get named (xweapon)DUPLICATE002 with a count of 0. Maybe I need to set the original file as a parent for my new mod, but I'm not sure how to do that either. I'm very new to modding and basically only took this up because Trainwiz said he would not adjust the guns, so I decided to do it myself. I've modified the meshes with nifskope and sounds in CK and seem to have those working, but just can't get the damage adjustment to work right in a new ESP (so I can put it on nexus to share, and not need to manually edit from the CK if he releases new versions). If anyone can tell me what probably-obvious mistake I'm making here, please let me know, I dont know much about the CK and this is driving me nuts. I'll post a screencap of my exact errors/problems if need be
  7. I dont think it'd be too far-fetched to see a musket in Skyrim, especially if it were of dwemer make. I really liked the example from the guy on the first page, about being able to write anything in lore-wise if you're creative about it. Personally I'd like to see a great many of the weapon mods out there to be added this way, into a book with a short backstory and approximate location instead of crafting these epic never-before-seen items out of nowhere.
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