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About DavideMitra
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Hi! I wanted to start a new game with this build (stacking potion glitch will NOT be allowed), but I don't know if it would be boring or not I'll start the game as a Breton "common citizen" who hides from danger, not as a confident hero who engages everyone. First of all, I will marry a woman: if you sleep at her place, you will gain +15% in skill increases for some hours (lover's comfort). Second step. I'll need to become very competent about enchanting & alchemy (mage stone) and smithing (warrior stone). Once I'll have these things mastered, I will: - Create specific enchanted clothing sets for specific mansions like a full fortify alchemy outfit. My fortify enchanting potions will be of help too! - I will create some useful poisons like very strong damage health linger that will be used occasionally, with tougher enemies. - I will create and upgrade my warrior equipment thanks to a specific fortify smithing outfit and to fortify smithing potions. - I will start adventuring around with base health (100) and I will set difficulty to legendary level level. If too overpowered, I will set health to 50 or even 10 with console.
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Mortarball: Developer's Edition is a special version of Mortarball: the first basketball videogame for Skyrim physics. (= an indie game available for both Skyrim SE and LE...not a Skyrim mod but a standalone game that uses some Skyrim assets). Now, you can create a DVD+DVD label+DVD covers for this indie game (check pics below), you can download every Mortarball video in HD (a beta video is included), you can download every promotional picture + some beta-related pictures and you can install Mortarball thanks to an .exe file. Well...there are two exes in the 7zip archive: it doesn't matter if you download the Developer's Edition from the Skyrim section or from the Skyrim Special Edition section...you will always download an .exe for LE AND an .exe for SE...both versions are included! Download links: Mortarball LE skyrimnexus page: https://www.nexusmods.com/skyrim/mods/108933 Mortarball SE skyrimnexus page: https://www.nexusmods.com/skyrimspecialedition/mods/54980 Here's the digital videogame cover:
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In some of my mods, I did add new music to my cells via Sound Descriptor+Sound Marker CK categories. In order to change the music volume, I did touch the "Static Attenuation" slide in the "Sound Descriptor" CK category. The more the slide is on the left, the noisier the music will be. I just did a lot of in-game testing until I did find the perfect slide position. However, I'm not sure if adding music like this could be ok in your case. My cells/worldspaces didn't feature a music track (I did set "music type: none"). And my specific track would play forever. There wasn't a combat track and an explore track. I guess these kind of things work properly only with the Music Track/Music Type CK categories...aka the categories you are trying to edit.
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Mortarball: a standalone indie game for Creation Engine
DavideMitra replied to DavideMitra's topic in Skyrim's Skyrim LE
Mortarball has been released for Skyrim Special Edition. Download Link: https://www.nexusmods.com/skyrimspecialedition/mods/54980 -
Mortarball: a standalone indie game for Creation Engine
DavideMitra replied to DavideMitra's topic in Skyrim's Skyrim LE
The mod has been uploaded to SkyrimNexus. Category: "Locations - New" DIRECT LINK TO DOWNLOAD PAGE: https://www.nexusmods.com/skyrim/mods/108933 Coming soon: Mortarball for Skyrim Special Edition -
Hi! I already had previous experiences with grey face bug. But I was always able to fix it. This time, I edited the default Skyrim character (the blonde guy you control when you coc from main menu). The grey face sadly appeared. I did try to fix it several times by exporting the facegen data with ctrl+f4. Of course, I did select the specific actor (Player) from Actors-->Actors sub-section. During the first tries, I managed to export facegen data, but the grey face would still persist. Now, after some tries, facegen data will not be exported anymore. I even tried to delete the related folder with previous facegen data, but nothing did change. The CK says that it exported the data, but it's not true at all. I can't even find it in other folders. Can you help me? You will be credited PS: I'm NOT using custom hair or face parts, just vanilla resources. I just did set dreadlocks to be available to every human race.
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Mortarball: a standalone indie game for Creation Engine
DavideMitra replied to DavideMitra's topic in Skyrim's Skyrim LE
As promised, here's the pre-release footage. I will play for three minutes in Exhibition Mode. https://youtu.be/4CK6FuGkU9U -
Mortarball: a standalone indie game for Creation Engine
DavideMitra replied to DavideMitra's topic in Skyrim's Skyrim LE
As promised, here's the pre-release footage. I will play for three minutes in Exhibition Mode. https://www.youtube.com/watch?v=6J8cEq451RM -
Mortarball: a standalone indie game for Creation Engine
DavideMitra replied to DavideMitra's topic in Skyrim's Skyrim LE
@Zorkaz I'm glad you did like the game concept! What I'm doing in these days: I'm writing an "how to play" manual. It's not a readme. It's a sequential collection of jpg and gif images with graphic elements like arrows. When the how to play will be done, I will merge everything and convert it to video format. A voice will read the written part, graphic elements will become animated (like blinking arrows) and a low-volume music will play in the background. Here's a sample. I will pick up a gif because it's already animated. The gif content is an exclusive preview of the standard Mortarball shooting method. There are three methods. This method is all about skills and luck is not involved, because something will drastically boost your accuracy and an aiming reticle will spawn in the sky for a very short amount of time. -
A CONVERSION FOR SKYRIM S.E. WILL BE AVAILABLE TOO A small videogame that has nothing to do with warriors, mages, nordic explorations, ancient Eras and fantasy adventures. Since it uses a little number of Skyrim resources, it will need to be booted via SkyrimLauncher. From the Skyrim main menu, people will be able to access to the Mortarball main menu. Mortarball will train your intuition, spatial intelligence, precision, quickness and - as a rookie - your patience. Oh...and it's gonna be free to play! VIDEO FOOTAGE COMING SOON TO THIS TOPIC! Make sure to subscribe to the feed.
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IN POOR WORDS A small videogame that has nothing to do with warriors, mages, nordic explorations, ancient Eras and fantasy adventures. Since it uses a little number of Skyrim resources, it will need to be booted via SkyrimLauncher. From the Skyrim main menu, people will be able to access to the Mortarball main menu. Mortarball will train your intuition, spatial intelligence, precision, quickness and - as a rookie - your patience. Oh...and it's gonna be free to play! VIDEO FOOTAGE COMING SOON TO THIS TOPIC! Make sure to subscribe to the feed.
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Very good news: In the meantime, I successfully deleted the whole total conversion's content. It required some hours of work, but TES5Edit was a way easier tool than I thought. Now I do have an esp only related to my indie videogame. And everything in Skyrim returned to vanilla. Now, someone could even leave my esp always active, because it virtually poses no threats to his savegames...except for the autosave feature, but I figured out how to force people to disable it. The only remaining problem are some suspicious navmeshes around Tamriel. My total conversion did contain a new-small worldspace...navmeshed, of course. But I've also found navmesh dirty edits around the TAMRIEL worldspace. And it wasn't me, because I didn't touch navmeshes outside of my custom worldspace. Should I delete these records? ______________________ There is no progress at all in my minigame. It's a modern basketball game based on Creation Engine's physics (a single player game set in an unknown US city suburb). When you leave and re-enter the cells, the only thing that changes is the ball's location (it stays where you did left it). But the basketball court is not that big and you can't lose your ball because of invisible barriers that wrap the arena borders. There are even invisible barriers in the sky. You can move around the court, but the bleachers are off limits...to you and to the ball. There is a single bug that rarely happens (and the game manual explains how to 100% avoid it...very simple thing). In that case, a game reset works like this: return to the Skyrim main menu, then go back to the indie game's main menu (coc launchgame). Or exit from both games and reboot everything from the Skyrim Launcher. It's a very quick emergency operation that shouldn't be required at all
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Thank you, but it didn't work: everything in the tab window gets ported successfully and objects in the preview window show up correctly (meshes/texture paths are correct). But in the duplicated cells, only vanilla objects get ported. The other references get deleted and I can't avoid that. I guess this is my only chance to save people from my old total conversion content: 1) Force a crash to desktop when clicking on "continue", "load game", "new game". First of all, does a savegame become corrupted when game crashes while loading? I guess it doesn't. My idea was to delete every original static object in the CK (only the minigame's static objects won't be deleted). I guess this should crash your game when you try to play Skyrim with my esp set as an active file.The problem, as you said, is save on travel and similar things. It could ruin the Skyrim savegames of people who is used to use the autosave feature. Hours and hours of adventure progresses...wasted by my videogame!!! :-( Possible solutions: - I could try to ask help to someone to create a script that will disable autosave when visiting my three minigame cells. - I could just write anywhere "don't play the videogame without disabling autosave first"...but that would be risky - I could write in the game's manual - installation section - to permanently disable autosave in the related ini...but nobody reads install instructions! - EDIT: I could pack the SkyrimNexus archive and protect it with a password. When players download the archive, they will only be able to read a text file called PASSWORD. Inside there, I will write the password on bottom, but, first of all, I will warn people about autosaves But - before doing that - I want to test by myself if a crash during game load could corrupt savegames. I guess it won't. Other ideas?
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Thank you for your point of view: I never use the autosave or save on load/travel etc features. So, I completely forgot about them. They are another problem that must not be underestimated. They would be also a pointless feature, because my videogame doesn't require the user to save his progresses. Yours is a very good idea, but creating traditional menus is something that goes far behind my knowledge. My videogame main menu has been created with Skyrim invisible activators and doors, static objects, fx effects and custom music markers. This is the handcrafted menu https://drive.google.com/file/d/1OxXgjv7tvHJIkP1fxAIpEsgnpT_z0t56/view?usp=sharing Yes, my game's content is separated from original Skyrim: it includes 3 NEW cells. The problem is that the content that interferes with Skyrim was part of a Skyrim total conversion. It's not my indie game itself who causes the problem. Today, I tried to split up my game from the old total conversion. I moved the 3 cells and the other generic content to a new esp file. It didn't work. The CK didn't recognize lots of things, even if they were successfully ported. So, half of my references were deleted by the CK when it was loading.
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I'm going to release an independent minigame for Creation Engine, but it will still require Skyrim to launch because it uses some Skyrim resources. Once you're in the main menu, you must type "coc launchgame" and the minigame's main menu will appear. So, you don't need to use "load game", "new game", "continue"... You will say: "so? what's the problem?" The minigame was originally created inside of a Skyrim conversion pack (everything was packed as a single esp). I tried to delete some content of the old conversion, but I can't delete everything because I altered lots of things. The point is....you can't save your game in Skyrim when my esp is active: it does contain some undesired content and it did even alter some parts of Tamriel. What should I do in order to force the player to avoid playing Skyrim when the minigame's esp is set as an active file? MY POSSIBLE SOLUTIONS (the best is the first one): 1) Force a crash to desktop when clicking on "continue", "load game", "new game". First of all, does a savegame become corrupted when game crashes while loading? I guess it doesn't. My idea was to delete every original static object in the CK (only the minigame's static objects won't be deleted). I guess this should crash your game when you try to play Skyrim with my esp set as an active file. 2) Creating a script that will run once the Skyrim main menu does pop up. A script concept: if the minigame's esp has been set as an active file, the main menu buttons will be disabled, otherwise, they will not. ...I don't have the knowledge to do that! 3) Creating a script that will spawn a messagebox when loading/starting a new Skyrima adventure "danger! that specific esp has been set as an active file...please don't save your game" ...I don't have the knowledge to do that! 4) Editing the SWF file that controls the Skyrim menu buttons: worst solution, because each time you want to play Skyrim again, you must manually delete the altered SWF file from its specific folder. Also, SWF files work only with Adobe Flash, which is obsolete and very vulnerable technology. I wasn't able to edit them because of this reason.