-
Posts
18 -
Joined
-
Last visited
Everything posted by DrucidLeamer
-
Special animations for grabbing objects
DrucidLeamer posted a topic in Fallout New Vegas's Mod Ideas
So I've noticed how in FO3/NV and Oblivion/Skyrim, when you grab objects, third-person view reveals that your character isn't actually grabbing the objects. Now, that's not too severe of an immersion-killer. But I thought it'd be neat to take advantage of the fact that you don't physically use your hand to grab objects. There are all kinds of other futuristic devices in the Fallout universe, such as Stealth Boys. Why not have a purely cosmetic device that emits telekinetic fields around your hands and the object you're grabbing when you grab objects? You would really only be lifting them normally, but it'd give the illusion of using the telekinetic device to lift them. I was also inspired by the wonderful Liara T'soni playermodel mod by DeviantArt user Isquall. I thought it'd be cool to be Liara walking around lifting corpses with her biotic abilities (Mass Effect fans, anyone?). If no one else is interested in taking the reigns on this, could someone share with me some tips on how to start? I'm not much of a modder, so I could use a push in the right direction. But if someone who already has experience with modding decides to carry out the idea, that's great, too. -
Installing sound replacers
DrucidLeamer replied to DrucidLeamer's topic in Fallout New Vegas's Mod Troubleshooting
Problem solved. Turns out, the issue wasn't with my sound replacers, but with the game itself. Apparently, it's possible for the player character's voice to stop functioning, i.e., he/she won't grunt, shout, and so on when hurt or using a power attack or something. If this happens to you, open up the console and enter "player.say yield" (without the quotes, obviously). Your voice should then return to you and you'll be good to go. If it happens again, just repeat the process. Supposedly, stepping in bear traps causes the problem, of all things. -
Hello, all. I've been trying to make a player voice replacer mod. I've renamed the sound files I want to use, I've placed them in what I can only believe is the proper directory, and I've made sure that they're all in the same format and have the same bitrate as the vanilla files. However, when I go to try the new sounds out in-game, the sounds don't play. Even more interestingly, the original sounds don't play, either, which suggests to me that the folder path I'm using is correct, and that the problem lies with the sound files. I really don't know, though, and I'm quite frazzled at this point, so I was hoping maybe somebody could provide some insight as to what in the world my issue is. This is the directory I've placed the new files in: C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\Data\Sound\voice\falloutnv.esm\playervoicefemale Any help, guys? Thanks a lot.
-
If nothing else, the animations used for ice wraiths could be used. They're just about the most snake-like enemy in Skyrim.
-
Yeah, that's what I meant by "green snakes" and such. Realistic snakes would obviously be the only variety necessary. I was just interested in having the tinsel snake as an additional/optional variety. And the puzzle totems are another reason why there should be snakes. Same thing with eagles and whales. The only explanation I can think of for there being no snakes/eagles/whales/whatever else is on the totems is that they could have gone extinct or something. Still, since there's no indication of such an event having taken place (as far as I know, anyway), it wouldn't hurt to include them in the game.
-
Thanks for the reply. I'm glad that GIMP is sufficient since I'm fairly familiar with using it. I figured I'd need textures, but what I'm worried about is if creating custom textures for NPCs is any different from creating textures for weapons/armor/etc. Is it the same general process? Is it necessary to make custom meshes as well?
-
My question is a bit more complicated than the thread title implies, but brevity and all that. So, I know how to make an NPC and choose its race and stats and all that stuff. But, I want to make one whose appearance isn't constructed from the vanilla hair/skin/etc. What I want to do is create an NPC who resembles Sally from The Nightmare Before Christmas, with the pale skin, stitches, and so on. I don't know if there are any mods already in existence that include customization options that could make this a reality, but if there aren't, what tools do I need to make it myself? And obviously, if there is a mod that adds these kinds of things to the character creation menu, I'd appreciate being nudged in the right direction. Thanks.
-
LE Mod Request to Burry Dead NPC's
DrucidLeamer replied to ADragonCalledGeorge's topic in Skyrim's Mod Ideas
http://skyrim.nexusmods.com/mods/23974/?'>Bury the Dead is the closest I've found. It's a spell that you cast on a corpse and it replaces it with a gravestone. -
@Shadowknight: Thanks. It doesn't need to be anything too spectacular. It can behave like a bear or something, i.e., it won't attack you unless you get too close to it. Maybe its attack (like a lunge/bite, I think that'd be sufficient for its repetoire of attacks) could cause a poison effect like that of frostbite spiders. As far as how the snake looks, though, if it wouldn't be too much trouble, do you think that you could make a variety that looks somewhat like this? This is the tinsel snake from Runescape that I mentioned. A default green/black/whatever snake is the only thing that'd really be necessary, but if white-gray variety isn't too much trouble, it'd be neat if you could include that in addition to the default snake. The Santa hat would be a nice touch, too, but that might be a bit complicated, so if nothing else, just a snake with these colors would be cool. If you only want to do a single variety, though, that's fine, too. I can set aside the time to make the white-gray texture on my own using your model. http://images1.wikia.nocookie.net/__cb20130914233029/runescape/images/3/37/Tinsel_snake.png
-
I scanned the Steam Workshop and Skyrim Nexus and couldn't find something to the effect of what I wanted. I think it'd be neat to have a mod that adds snakes to Skyrim as wild creatures and maybe even as followers. I'm not sure if an existing mesh would be sufficient or if a new mesh would have to be created, but I imagine a decently experienced modder would be able to figure out something effective. There are mods that let you tame creatures and make them followers, so if a mod simply added snakes as creatures that exist in the game world, that would cover both the wild creature and the follower criteria. I think what inspired me to think of this idea was a tinsel snake familiar that could be obtained from a Christmas event in the MMO Runescape (yes, I know a lot of people hate Runescape nowadays; you can refrain from giving me flak for liking it). I'd have the snake follow me around everywhere I went, from dragon-slaying to quest-doing to coal mining. It'd be neat to achieve something similar in Skyrim. So, would any modder out there be up for approaching this kind of project?
-
LE Mod to make decapitated heads separate from bodies
DrucidLeamer posted a topic in Skyrim's Mod Ideas
When you decapitate someone, their head flies off and lands somewhere, sure. But it remains "attached" to the body nonetheless. If you attempt to use the "disable" or "markfordelete" command on the body (so as to leave only the head), the head disappears as well. I'd love to see a mod that makes the head adhere to its own mesh or something. Such a mod would be really nifty in the case of something like Clean Up Your Corpses, which lets you place corpses into your inventory, because you could put only the head into your inventory and drop it at any time without having the body flop out as well. Is this kind of thing possible? -
Changing object type while in-game
DrucidLeamer replied to DrucidLeamer's topic in Skyrim's Skyrim LE
As it happens, this mod pack contains a mod that achieves the end goal, presumably by the same method you described, Ishara. In any case, if anyone else is interested in it, there you go. The mod you want is "Clean Up Your Corpses" in the download section. -
Hey, everyone. Let me just preface this thread with a couple things. First of all, I am not experienced with making mods, by ANY stretch of the imagination. I've used mods for the Elder Scrolls series for years, and I certainly know how mods "work," so to speak, at least more so than a newcomer would. But when it comes to creating anything more complicated than a sound/texture/etc. replacer, I'm not of much use to anyone. Second of all, rather than posting a thread here, I could be posting a slightly different thread in the Mod Requests section that would specifically request the mod I'm wanting to see created, but it's been requested before, and I figure that if nothing else, I can try and make the mod myself, so I figured that this subforum would be a better place to start. So now that all that is out of the way, here we go. I'm interested in a mod that essentially allows the player to kill an NPC, activate the corpse like a container (as corpses usually are) so as to loot it, but then be able to take the corpse and place it in said player's inventory as an item that can be manipulated just like any other item (e.g., dropping, putting in a container, etc.) but that, when dropped and thus released back into the worldspace, will resume its original state as a manipulatable/moveable/etc. corpse of the "container" type. I know that Vile Art of Necromancy lets you "dissect" a corpse and place non-unique "body parts" into your inventory, but ideally, I'd like to be able to place the full corpse into the player's inventory (and if possible, have it retain its identity if it's a unique NPC; that is, if you kill, say, Nazeem and place his corpse into your inventory, the "itemized" corpse will specifically retain any information necessary to make it uniquely "Nazeem," and will be, once dropped back into the worldspace, restored as closely as possible to the state it was in when the player added it to his/her inventory, having the same "remaining" loot that it had once the player took what he/she wanted and then placed the body into his/her inventory). My first thought is that in order to accomplish this, the corpse's object type (container, actor, static, etc.) would, upon being put into the player's inventory, need to change on the fly from "container" to some item type (such as potion, armor, miscellaneous, or whatever), and then be able to change back to "container" when dropped back into the worldspace. I believe that this kind of feat is possible because I've seen other mods do it. For example, LtMattmoo's Camping here on the Nexus has items called "storage sacks" that are miscellaneous items when in the inventory, but that turn into moveable, physics-enabled containers when dropped into the world (and that can even be picked back up and converted back to the item type upon entering the player's inventory). JustinOther's Bag of Holding (as well as Vidani's attempt at the same concept) do the same thing, except rather than being misc. items that function by being dropped, they exist in the player's inventory as clothing/armor and grant access to their own container "inventory" upon being equipped (and can then be dropped into the world, moved around, and picked back up). So, assuming that my reasoning is sound, and this approach to making this corpse-to-inventory mod would actually work, I'd like some guidance on how to make the object type switch actually (and smoothly) occur in-game when the player adds the corpse to their inventory. Of course, if this approach is a good one, I could consult the authors of the mods I linked as examples, but I thought I could get extra insight here, and more than that, if this approach to making the mod simply isn't a practical one, then perhaps you guys could guide me in the right direction. Forgive me if I've said anything ignorant or negligent about the process of mod-making. As I stated initially, I'm no expert with this kind of thing. I just have an "apprentice" understanding of how TES mods work. In any case, any guidance you guys could offer would be great. Thanks a lot.
-
Yeah, I was thinking about that, but I just thought it'd be a pain to go and do it for every appropriate NPC in every town that I want to terrorize. Is it possible to use the console to target multiple people at once? If so, I'll just do that and then restore the confidence stat of the NPCs who I still want to fight. The combat-oriented NPCs are likely less in number than those who are not, so that would be easier.
-
Hey everyone! I've been looking for a mod that causes non-combat-oriented NPCs to flee when danger arises. I know there are mods to cause NPCs to flee when vampires and dragons attack, but I'm looking for one that causes them to flee when any threat appears, even the player (in the event that the player attacks an innocent person). Obviously, NPCs such as guards and Companions won't flee, but an average citizen shouldn't be as confrontational as they are already. I've had no luck finding a mod that does this kind of thing, and I have searched far and wide, including here on these very forums. Does anyone know of a mod that does this, and if there isn't one, would it be possible to make? It would be great if this existed. Thanks a lot!
-
Hello, everyone. I've recently downloaded the Scenic Carriages mod by Sollar. It worked fine at first, until I tried to bring a follower along. The mod does have follower support, but I happened to have a problem. Upon trying to bring a follower with me on scenic (rather than vanilla) travel, the cart would start and then stop a mere few feet away from where it started, and then I would be kicked out. Then, for some reason, the same thing happened even when I tried to take scenic carriage rides by myself. I tried all the troubleshooting tips that Sollar suggested in the mod description, and one of them finally worked. I had to set my graphics settings to the Low preset. When I tried it then, scenic travel worked seamlessly, both with and without a follower. So, I love this mod, and if having low graphics for eternity is what it takes to make it work properly, so be it. Nonetheless, I would prefer to have high graphics rather than low graphics. So, my new problem is this: Though I've discovered that the solution to my problem is to set the graphics to low, I don't know what to do in order to get the mod to work on higher graphics. If there's not a way to do this, then so be it. But if anyone has an idea, I would REALLY appreciate it. Edit: Simple solution. I just bumped the graphics up bit by bit until the mod stopped working properly, at which point I knocked the graphics down just a bit lower, right below the point at which the mod stopped working. So the current settings are the best the graphics can be on my computer with this mod enabled. Problem solved, though! Thanks a lot!