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DavideMitra

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Everything posted by DavideMitra

  1. 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.
  2. 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:
  3. 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.
  4. Mortarball has been released for Skyrim Special Edition. Download Link: https://www.nexusmods.com/skyrimspecialedition/mods/54980
  5. 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
  6. 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.
  7. As promised, here's the pre-release footage. I will play for three minutes in Exhibition Mode. https://youtu.be/4CK6FuGkU9U
  8. As promised, here's the pre-release footage. I will play for three minutes in Exhibition Mode. https://www.youtube.com/watch?v=6J8cEq451RM
  9. @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.
  10. 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.
  11. 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.
  12. 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
  13. 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?
  14. 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.
  15. 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.
  16. Like IsharaMeradin said, it should be a SWF file Two weeks ago I tried to alter a SWF file, but without success. Some specific SWF Editing softwares require you to pay some money. A small number of them allow you a free trial with limited functionalities. ...That's not even the problem! The problem is: SWF files were developed to work with Adobe Flash technology...which is very obsolete at the present day. And, of course, you need Flash in order to view SFW files! In the internet, there's an old version of Flash that should work in 2021. In my case, it didn't. Even if that version will work on your pc, I'm warning you: your computer will become vulnerable against malware. Make sure to use a virtual machine instead. That's what I know about SWF files, which isn't that much. You should contact competent modders like the one who created SkyUI. I'm sure they will share with you a deeper knowledge. And - since these modders are the experts - maybe editing SWF files is easier than I think!
  17. Thanks for explaining to me what was wrong About the brackets ... yes I had a suspect about them. I tried to remove the brackets but the script didn't compile. Of course it didn't compile: it was an uncorrect script.
  18. Works like a charm! Thank you very much for your time, you will be credited as soon as the videogame will be released
  19. Hi! I created an invisible activator (it's just a shack wall, not a real lever) and when the player interacts with it, he quits Skyrim and returns to desktop. The invisible activator does have a collision, so, you can interact with it even if it has been painted with the "null texture set". This is my script: Scriptname MortarballCloseGameScript extends ObjectReference {EVENT onActivate (objectReference triggerRef) ;do nothing endEVENT Function() ; immediately quits the game Debug.QuitGame() endFunction}And if you're wondering why should I create a script like that, it's because I created a standalone indie game (it still requires Skyrim to work because it uses some Skyrim resources). So... There's this modern internet browser that acts like an online videogame menu, and you can close the brower by interacting with the traditional X (=close) button When you close the browser, you close everything. Even Skyrim itself. Here's a picture from my Google Drive https://drive.google.com/file/d/1OxXgjv7tvHJIkP1fxAIpEsgnpT_z0t56/view?usp=sharing
  20. Do you still need a mod like this? I own Vanilla Skyrim without DLCs and I don't have the interesting NPCs mod...removing the beard from Vanilla orc followers (only orcs you said...am I correct?) is a very simple task. I might do it for you. PS: The only Vanilla orc followers I did found are Ogol, Lob (he doesn't have a beard), and Ghorbash. Dawnguard adds another orc, but I don't have that DLC and I can't help.
  21. The player needs to speak to a merchant in order to sell goods. I think the more viable way would be to create a follower merchant with lots of money available or - even better - a summoned merchant that depends upon a specific Conjuration spell (is it even possible to accomplish a task like that without scripting? I'm not sure about that). I never use followers, but as I know they are able to carry your burdens. You might use them as an exploit to carry your gear and lower your carry weight. Later, you will travel with them inside of a shop, you will withdraw some of the junk from their inventory and sell it to the merchant. Beware that followers might equip/use part of the gear you were supposed to store inside of their inventory (weapons, armor, potions...). So, that's not a clever idea. A better idea would be to add an invulnerable horse with carry bags (= for instance, an horse doesn't drink the potions you put inside of its inventory: that's why it's a better choice if compared to a follower), just like a modder did in Oblivion. However, even this solution requires a bit of scripting to work. And it will force you to travel with an horse: many people simply go on foot! In my opinion, the best solution is the second one: summonable merchant with lots of money in the inventory. This is the only solution that allows you to travel alone. ______________________________________ I'm sure I can't help with this because scripting is involved, but at least I'm trying to offer solutions to other modders: you would like to sell junk immediately, but you didn't offer creative solutions to accomplish this task. A modding request should contain these kind of details, so that modders know immediately what to do and if they are able to do that. Happy gaming ;-)
  22. I don't know how modding works for the XBox, however, some days ago I uploaded to SkyrimNexus a mod that did contain music replacers along with the rest of the files. There's nothing difficult to do and you don't have to be a modder for such a simple task like that. INSTRUCTIONS Just create in your desktop a new folder called Data Inside of Data, create a sub-folder called Music Inside of Music, create another sub-folder called Special Now copy your music file in the correct audio format (I don't know which audio format the XBox supports...for instance .WAV or .MP3 or .XWM) inside of the "Special" sub-folder and simply rename it mus_maintheme In my mod, I did use the .WAV format and the menu works like a charm. But I have the Skyrim PC version! The last thing to do is to import your Data folder along with its content to your XBox. Here I can't help, because I know nothing about the procedure. It might be easy or even hard.
  23. No, never heard about a mod like that. Which specific outfit would do you like to edit? In most cases, creating a duplicate of an outfit and editing its armor addon link in the CK (quickest way to accomplish your task) is not the solution: the body will remain the male one. If the legs or the arms are visible, they won't look the ones of a female humanoid. You would need to be able to merge meshes with Nifskope: that means you would need to remove the male body parts from the male armor addon mesh, then add the female body parts to the same mesh.
  24. FALLEN - A Civil War poetry about the Darkwater Crossing Ambush Extracted from "TES V: Time Traveler Stories" modification Ulfric and his rebels were returning from the Rift ; "We must reach Windhelm, soldiers: let's be swift!" He was in a hurry; "Soldiers don't worry!". By now, the border crossing was behind them; It was the time to sing their anthem. Moral was up, everything seemed quiet; But soon the blood became the arrow's diet. Hundreds of birds made up of wood and steel did suddently appear; Behind enemies' wooden shields...they would quickly disappear. Sunlight was taken down; The carriage driver's outfit became red, but I swear, it was brown. Dozens of blue bodies did hit the ground; That was the Death and its terrible sound. A small group of rebels shared an unique name: "The Survivor"; "General! It could be enough!", said an Imperial advisor. The ambush was over; Everyone became sober. "Ulfric! Open up!"; "If I'll do it, my time in this world will be up!". "You are surrounded, your horses are dead; Today the spirit of the Stormcloak rebellion has been eaten like bread". This is the poetry's end; All hail the Empire! The Evil we will rend!
  25. UPLOADED https://www.nexusmods.com/skyrim/mods/102533/ Have fun!
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