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badooga

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Everything posted by badooga

  1. There are various mods to increase performance of your game, although I do not have a link here (there is a category for them on Nexus, IIRC). You can try to clean your game with TES5Edit (LOOT will tell you which files to clean), and you can try to use Wrye Bash or Merge Plugins to possibly merge all of your compatibility patch .esps into one big patch, to optimize your performance (I've only heard of merging patches, I've never done it before). I also suggest using SkyTweak if you don't already use it, as it can replace a decent amount of mods and so will decrease the amount of plugins you have in your data folder. Lastly, try checking this list to make sure that you don't have any of the listed mods installed, as they may cause save bloat or other performance decreasing phenomenon.
  2. http://www.creationkit.com/ If you want a guide, this is the closest you are going to get. After you download the Creation Kit, you can click the "Tutorials" link on that page. I personally think that Papyrus scripting is your best bet if you want to do this mod yourself.
  3. So, a quest mod involving drugs? Meh.
  4. http://www.nexusmods.com/skyrim/mods/34917/? Isn't this what you are essentially looking for?
  5. I agree, having all of these shitty standalone waifu follower mods is getting pretty annoying. As a mod maker, I was thinking about a radiant mercenary system, in which random mercenaries would appear within cities or towns that have randomized races, appearances, and classes (i.e. 2-H warrior, light armored spellsword, pure mage, etc). One could potentially hire them, and then... well, have them as a follower. They wouldn't be the most interesting mercenaries, nor the most unique (but it would mean they wouldn't break any lore), but it could potentially work out. As far as I could tell, no one has made a mod with that specific idea in mind (unless I'm being an oblivious idiot, which you should tell me if I am). After I'm finished with my current projects, would any of you be interested in that idea?
  6. I would honestly think that using dice or some kind of random number generator system to determine if, say, an attack hits, or if you know about a specific topic, then a lot of the issues could be resolved. It would be kind of similar to the DnD method of randomness with d20s stuff.
  7. Thank you very much, I'll look into trying this when I get a chance.
  8. The epilogue quest has an ID of MQ306. I added it in as a fragment afterwards, but it keeps giving me this error: Starting 1 compile threads for 1 files...Compiling "QF_MQ306_00046EF3"...C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_MQ306_00046EF3.psc(101,6): no viable alternative at input 'property'C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_MQ306_00046EF3.psc(102,4): no viable alternative at input '.'No output generated for QF_MQ306_00046EF3, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on QF_MQ306_00046EF3 BTW, this is the code: Spell property Mod_Blessing_of_Shor autoPlayer.addspell(Mod_Blessing_of_Shor)Debug.notification("Blessing of Shor added")
  9. Hi, So, I've been trying to add an ability to the player during the Epilogue quest, specifically right when they get back to the Throat of the Word from Sovngarde. However, I have had complete bad luck in adding a script (I tried adding it to the scene with the dragons - bad idea), and I need some help. I made the ability already, and I've looked up countless guides and stuff, but I still can't get it: how can I add an ability to the player during this quest? EDIT: I know what the Player.addspell() function in Papyrus is, but I can't seem to get the stuff to work.
  10. No, I'm not talking about a mod for ending the quest once and for all, as those already exist. The Dark Brotherhood Forever quest is painfully repetitious, dull and boring. You are told to meet with a contractor (who is a generic NPC), who tells you "go kill this person at this location", in which you go and do that. Quite simple, but lacks any kind of immersion. To start, none of the target NPCs for this quest ever go to sleep, nor do they really walk around and live like a normal person. In this requested mod, they would actually sleep and live, possibly going to the market and looking around or going to the inn to drink and sleep. Secondly, some non-generic NPCs could potentially be added in as contractors, taking advantage of shared voice types. For example, imagine Hemming Black-Briar hiring you to kill the Poor Fishwife at the docks, or Kjeld the Younger in Kynesgrove hiring you to kill the Coldhearted Gravedigger in Windhelm. See what I mean? Of course, this mod would only add them as potential clients, and would not remove any of the generic NPCs as options. Lastly, they could add some unique elements to each NPC. For example, what if the Visiting Noble in Dragonsreach had 2 bodyguards? Or maybe one of the targets was a vampire in disguse? Whatever the element, it would most likely be up to the author who would make it. Lastly, it would probably be possible to stop the quest from repeating with this mod as something extra. You would still be able to start it again by going to the Dawnstar Sanctuary, but it won't automatically start as soon as you kill the previous target. This link here has all of the NPCs involved in the quest, and at the bottom of each NPC's page, you can find their voice type. http://en.uesp.net/wiki/Skyrim:The_Dark_Brotherhood_Forever
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