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Durza101

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  1. Hello! As the title describes, I am trying to apply a speed boost to the Vampire Lord, but only when floating! I am looking at dlc1vampirechangescript, and the way I figured it would work is add a spell (ability) that is a constant effect modifier (Added the spell via console and verified that the spell itself is not the problem!) So I figured adding the spell when it adds and equips spells when levitating would be the answer! If akEventName == Levitate Debug.Trace("VAMPIRE: Handle LevitateStart") DCL1VampireLevitateStateGlobal.SetValue(2) ; Always equip a Vampire Drain in the right hand. PlayerActor.EquipSpell( LeveledDrainSpell, 1 ) And remove it when it goes to ground: If akEventName == Ground Debug.Trace("VAMPIRE: Handle GroundStart") DCL1VampireLevitateStateGlobal.SetValue(1) ; Save off the spell currently equipped in the left hand. CurrentEquippedLeftSpell = PlayerActor.GetEquippedSpell(0) debug.trace("VAMPIRE: saving equipped left spell " + CurrentEquippedLeftSpell) if ( CurrentEquippedLeftSpell != None ) PlayerActor.UnequipSpell( CurrentEquippedLeftSpell, 0 ) endif But its not adding the spell or removing it if I add it manually, and I am at a bit of a loss. Anyone able to help me with this?
  2. Hey! I have been wanting to make Vampires more like the way they are in Skyrim lore, and a bit more like the classics. There are many aspects of TES vampirism that bugged me, mostly in that the only thing they tend to get close to right is the damage or weakness to sunlight. I was hoping Dawnguard would fix a lot of this, but they gave all the cool stuff I wanted for the vanilla form to the Vampire lord. Mist form, bats, combat bites that actually KILL, and they made vamp seduction only available at rank 2. Easily changed with Vanilla, but it appears Dawnguard's vampirism follows a different script. A script I do not have access to in the Papyrus editor! I do not have access to any of the DLC1 Scripts? Wutdafuq? :facepalm: Anyway, did a little searching and found I just need to unpack them from the Dawnguard BSA file. Alright, did that... aaand they are in a different format! :wallbash: So, I am at a loss. How do I edit these scripts? I know it can be done, people are editing aspects of Danguard left and right. Not entirely sure that they are all script edits, but hey someone needs to know where these are. Please help me out here. As to what I intend to do, I am hoping all of my changes can be done text-wise, as I do not have the software for anything other than that. Short term, I want to buff the player character as a vampire, more than just value edits. Add the PowerBite to the player character. Not sure if this has to be classified as a killcam, as it doesn't behave exactly as one in VampLord form. It will likely have to be triggered while doing unarmed combat, to prevent oddities with weapons (weapon still attached to the hand bone at an odd angle, that sort of thing) Add Mist form outside of vamp lord. Add Bats outside of Vamp lord Change Vamp Seduction to a Stage 1 power (Editing the Vanilla Vamp Quest script had no effect)(Vanilla quest script does not seem to be used at all, since you are no longer feared at Stage 4 and the lines dictating that have not been commented out Once that is accomplished, I intend to make quite a few changes to NPC vampires to make them more challenging, scary, and diverse. General guidelines are to make Non-Volkihar Vampires more similar to the vanilla, at least in terms of armor and appearance. I intend to add various Vamp Lord powers to Volkihar Vampires, and tone the other stats slightly to compensate. I intend to add Dread Cloak to all Vampires. Anyway, very, very little of this is accomplishable without access to the Dawnguard Scripts. So my main question is, how to I gain access to the Dawnguard Scripts? I want to make Vampires awesome...
  3. The only scripts I can find that deal with Auriel's bow, or a projectile related to it, are in the scripts that are not in the CK. For some reason, the CK does not have access to ANY of the Dawnguard scripts... I saw a mod on the Workshop that makes the bow work "for a full daylight cycle"(Perhaps just 24 hours?) so I will ask him how he managed that. Getting it toggleable, or attaching scripts to the Sunhallowed arrows might be a little more difficult, but I will keep ya up to date.
  4. There has got to be a script dictating the sun's movement. I think looking at the scripts for the final quest (assuming that they are organized that way) is a good place to start. Scripting a power to do it is likely beyond my noobish ability (only touched the CK for more than 10 minutes today) but I might get around to it. I will post info here once I find what can be changed, in the meantime I iwll be tweaking the basic vampirism script... replicating mods that people have been doing for months :psyduck:
  5. They made it, but it is not anywhere near what Bethesda intended the Falmer to be. He based it off of the Dunmer, red eyes, and light-blue skin. I posted this comment on the mod's page on the Steam Workshop as well.
  6. With the TES Online "Trailer", all we saw were a few characters, supposedly representing the three different factions in the game. When I saw it, I only saw how cool their armors looked. The Aldmeri Dominion had more like what I imagined Elven armor to be, those archers looked awesome, and the Nords really looked like vikings! I was wondering if there was someone on here that could make these. I am starting to learn the CK myself, sticking with Vampirism mods and other scriptwork for the time being. Once I get that somewhat down, I may look into making these armors myself (Or try to, at least.) But as it stands I know next to nothing about how modding this game works, no experience whatsoever at modeling or texture editing, so I was hoping someone here with the skills thought these 3 armors would work well with Skyrim. Well, cheers! I'll probably shamelessly self-bump this until I find someone who is willing and able to do it! The armor in Skyrim fell a little short of my expectations... Link: http://elderscrollsonline.com/en/ Look at the trailer for a somewhat better view.... no good views of the archer armor, though. And apparently the Elves seem to be going back to the LOTR Archetype... humanlike, with similar taste in armor.
  7. They seem to have used a different voice actress for Serana. It was easy to do with other NPC's because there is at least one marriable NPC per voice actor/actress with a few exceptions. A marriage mod would be awkward and out of character, since Serana has a unique VA and a much more well-developed character.
  8. Hey! I have been trying to install the Construction Set for quite some time now, and it simply will not install. Installshield seems to encounter a fatal error every time I try! "An error (-5006: 0x8000ffff) has occurred while running the setup Please make sure you have finished any previous setup and closed other applications (I have done so). If the error still occurs, please contact your vendor: Bethesda Softworks (I have, and they just told me that they don't support the construction set) (##ID_STRING1## I open up "Detail" and this is what I find: Error Code: -5006 : 0x8000ffff Error Information: >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\ObjectHolder.cpp (442) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kernel\ServiceProvider.cpp (87) >Kernel\FileGroup.cpp (520) >Kernel\ServiceProvider.cpp (109) >Kerne>SetupDLL\SetupDLL.cpp (1284) PAPP:Oblivion - Construction Set PVENDOR:Bethesda Softworks (##ID_STRING1##) PGUID:23D683DD-93C6-48E6-B84E-78B57778F126 $11.0.0.28844PAK @Windows XP (7600) BT_OTHER 13331.30658 (I have it running in compatability mode with Windows XP SP3, and running as admin. Running Windows 7 Ultimate. I have searched this, and found nothing referring to -5006. Sure there is -5004, -5007, -5009, just no 6. Please help me out here
  9. I cannot install Oblivion Construction Set. I get this no matter what I do. An error (-5006 : 0x8000ffff) has ocurred while running the setup Please make sure you have finished any previous setup and closed other applications. If the error still occurs, please contact your vendor: Bethesda Softworks (##ID_STRING1##). I have run it in compatability mode, as administrator, and all that. I do not have CTFMON.exe running. (its not showing up on processes or services). I have no idea what I need to do. I have Windows 7 Ultimate, an AMD Athlon X4 processor (2.8Ghz.), NVIDIA GeForce GTS 250 video card, so I don't think hardware is the problem. I have no idea where to start to fix this. Thanks in advance
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