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StevieTurtle37

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Everything posted by StevieTurtle37

  1. Aweso First step is to make sure you have permission to use those assets. Otherwise all the work you do will be for yourself only. After that, you need to download the mod that has the assets you wish to use. If they are loose files, that makes things easier. Otherwise, extract the contents of the BSA file (preferably outside of the game's data folder). Locate the desired meshes (NIF files) and / or textures (DDS files). Copy them to your mod workspace within the game's data folder. Create the records needed to utilize those assets. This method uses the assets without others needing to download the source mod. Great! One clarification though. Where is the mod workspace? Like in Creation Kit or what? Is there a folder in data for creation kit and what records would I create?
  2. So, in my case- I'm making a couple cities from TES Arena into Skyrim. I want to use textures from other mods, but I don't want anyone downloading my mod to require them to get the desired effect. I know other modders use other modding assets to make their mods- but I don't need to download them. They're included. A good example is I want to use the Sexy Whiterun retexture in Creation Kit so I can use the blue-roofed buildings to build my city. However, I don't want the mod active because I don't want Whiterun changed- I just want to use those assets. How do I do that?
  3. I need a little help on a project I'm working on in creation kit. I'm rebuilding Helgen with custom voice acting, new NPCs, and a new questline with help from friends and family for voices (If you can voice act for free, please mention it- I could use all the help I can get) and I need a little feedback on how exactly to go about this. So, first off, here's the mod: The slimeball Jarl of Falkreath has made drugs legal in Falkreath hold so a rush of previously illegal drugs like Skooma have emerged in the hands of Falkreath's residents. Helgen has been bought out by an untouchable and dangerous Altmer drug lord who's turned Helgen into a slummy ghetto town full of unsavory folk. This drug lord lives in his manor while the rest of the city is in disarray and disgust. I really am going to make this new version of Helgen as unsavory as possible. I want a true medieval aspect with literal s#*! in the streets and the entire town be filthy and disgusting. The NPCs will not be friendly, but will tell you to f*#@ off and they may even just flat out attack you. A questline (Which would be developed after NPCs and the city itself) will include the player having to stop a convoy of undercover caravans full of drugs heading out to Riften. So, now, here's my issue. I have no idea how to have this new location spring up a certain amount of time after the start of the game. I was thinking maybe an in-game week after Helgen's destruction the location would appear, but all I know how to do is build a new location on top of what's there. Does anyone have any feedback on how exactly to make a location only show up after a certain bit of time?
  4. Post this on a lego forum. Discussing custom lego Skyrim figures is not something that can be tolerated on a site for modding video games. Go post this elsewhere or post an actual mod suggestion someone can actually produce something with.
  5. Same problem. I'm using CBBE never nude for a reason, and its function is rendered pointless when I kill female bandits or such and have to have my precious immersion crushed.
  6. I use essentialy a different city mod for every city I play with. I don't think any one mod author has made a series of city and town overhauls that are the best for each respective locale. For example, Holds: Falkreath is one of the best city overhauls of all time but Holds: Dawnstar is hideous in my opinion. So here's my dilema. Each mod I've picked for the minor capitals (Morthal, Falkreath, Dawnstar, and Winterhold) really needs to meet one critera: Make the Jarl's residence unique. Morthal, I wasn't worried about because I think the vanilla longhouse fits Highmoon Hall just fine. I'm using Holds for Falkreath for obvious reasons (It's incredible) but I have an issue with Dawnstar and Winterhold. For Dawnstar, I'm torn between two mods: ClefJ's Dawnstar and Great City of Dawnstar. ClefJ's new textures stray too far from vanilla and not enough of the layout is changed for me to use his mod. Great City of Dawnstar's new walls and class divisions with the central wall add just what I want to Dawnstar. But here's the issue. Great City's White Hall doesn't look very nice from the outside, and the interior layout isn't great either. So, in similar terms- I think the White Hall provided isn't anything to write home about. However, ClefJ's Viking-style longhouse is unique, fits the location and theme extremly well, and the interior is perfect as well. So here's my first mod request: Make a patch for Great City of Dawnstar that replaces the White Hall with the longhouse from ClefJ's Dawnstar. Don't change the exterior or interior of the longhouse, just delete the Great City one and put this one in its place. For Winterhold, I used JK's Winterhold because the ruins spilling off the edge of the ice was not only stunning- it allowed a fun way to go down the mountain. However, everything else was pretty close to vanilla. I liked Great City of Winterhold- but the Jarl's longhouse was not great on the outside so I went with Holds: Winterhold. I liked the new building style and the new castle for the Jarl, but the ruins are pretty rubbish. So here's my second request: replace ALL the ruins present in Holds with the ruins from JK's Winterhold- including those spilling over the edge. These requests, I think combine the best of both worlds. The good longhouse with the good layout for Dawnstar. The good ruins with the good buildings for Winterhold. If this is anything anyone could tackle, I'd be so happy. Just remember, for Winterhold, Holds: Winterhold file from the modular install would be what you'd use. DO NOT USE THE COMPLETE HOLDS OVERHAUL FILE BECAUSE THEN I CANT USE IT. USE MODULAR.
  7. I'm at a loss. Whenever I load my most recent save, I get stuck on an infinite loading screen- almost always on the alchemy lab screen. And when I reload to a previous save- I'm fine. However, if I go through any loading screen- there's like a 50-50 chance it will be infinite. When I open Steam overlay, I can't do anything and can't exit it. Ctl-alt-del won't work in this stage and I have to hard reset my entire computer roughly every 5 minutes. When I get lucky enough to actually move through the game, my game will randomly CTD or will freeze and force me to hard reset my computer. These problems arose when I installed the following mods in one big cluster: Another Morthal, Holds City Overhaul Falkreath, Snowy AF Windhelm, Gerheard Karthwasten, Heldenloft, and Bogmort. I've tried every combination of these mods and not even having them and the problem persists. Here's my load order: *Dawnguard.esm *Hearthfires.esm *Dragonborn.esm *Unofficial Skyrim Legendary Edition Patch.esm *Climates of Tamriel.esm *RSkyrimChildren.esm *GeneralDisplays.esm *General Stores.esm *aAStaticItems.esm *AppachiHairMales.esm *AppachiHairFemales.esm *HoldsResources.esm *Dark Dungeons.esp *SkyUI.esp *Dark Forests.esp *HoldsCityFalkreath.esp *SoundsofSkyrim.esp *The Great City of Whiterun.esp *ARaven's Breezehome.esp *The Great City of Dawnstar.esp *GerheardtKarthwasten.esp *Snowy AF Windhelm.esp *DawnofWindhelm.esp *marraigemod.esp *Windhelm Bridge Overhaul.esp *The Great City of Solitude.esp *TharashDol.esp *InconsequentalNPCs.esp *SMIM Merged all in one.esp *Belathor'sGoodStore.esp *JK's Riften.esp *The Honored Dead.esp *DawnofWhiterun.esp *The Great City of Rorrikstead.esp *Whiterun Expansion.esp *JK's Markarth.esp *TacticalValtheim.esp *Heldenloft.esp *The Great City of Dragonbridge.esp *Civil War- Destroyed Villages.esp *morthal.esp *Hunterborn.esp *JK's Ivarstead.esp *Temple of Dibella.esp *Religion.esp *Shor'sMeadHall.esp *Nakahara.esp *AesirArmor.esp *ClimatesofTamrielV.esp *SupremeFog.esp *DaggerCraft.esp *Enhanced Blood Textures.esp *Caliente'sVanillaArmorsForCBBE.esp *iHUD.esp *Scoped Bows.esp *DeadlySpellImpacts.esp *Sounds of Skyrim.esp *GallowsofSkyrim.esp *RSChildren.esp *My Little Kitty.esp *VHVP.esp *ogBogmort.esp *Aymarandfriends.esp *Medusa and Drakul Armor.esp *EvilMasterMindArmor.esp *ContractorArmor.esp *GeneralStoresForHeathfires.esp *VioLens.esp *OrcishSabre.esp *BLEED.esp *PvtlRoyalArmory.esp *FantasySoundtrackProject.esp *LrsamwaysExpandedWeaponry.esp *HorkerWeapons.esp *DeadlyMutilation.esp *TrueOrcs.esp *Skyrim Flora Overhaul Summer Edition II.esp *No Spinning Death Animation.esp *ADS.esp *ImprovedClosefacedHelmets.esp *GirlHeavyArmor.esp *NB SCARS.esp *BjinnWives.esp *BjinnWarmadians.esp *Mavari Armor.esp *(A Mod I created to change the clothes of the replacement jarls to jarl clothes and armor) *BijinnNPCs.esp *Facelight.esp *RaceMenu.esp *Brows.esp *Beards.esp *WarmongerArmory.esp *SimpleOutfitManager.esp *Real Clouds.esp *TheEyesofBeauty.esp *ESO Altmer Armor.esp *ESO Breton Knight Armor.esp Other mods I have installed that don't appear in the load order are RealVision ENB, Green Tudnra Transplant, HD Orc Tusks, HD Akaviri Katana, Main Menu Randomizer, Noble Skyrim, Proper Length Arrows, Safety Load, Realistic Water Two, ShowRaceMenuPreCascheKiller, Skeletons and Drauger, SkySight Skins, CBBE, and Legend of the Eagle's Nest. That's my load order as organized by LOOT. I also use Mod Organizer and Creation Kit for the simple NPC mod I made and I also have FNIS updated for my load order. I honestly don't know what triggered this. None of the mods I installed have anything to do with what I would assume could cause my problems. I would guess ENB and high-demanding texture mods would be at fault- but my ENB, water mod, flora mod, and cloud mod have been installed for months with no issues or performance loss. I previously had mods like Skyrim Radioactive, Blackthorn, and Bathing in Skyrim, but after this problem arose I uninstalled those mods because of their size to hopefully fix the issue. It didn't.
  8. Now, I already am aware that there are Akavir colony mods that already exist- but none are finished or have been abandoned. I think a new island based off an Akaviri colonoy would be great. A questline would be awesome, but honestly the area existing with functioning NPCs is WAY more important to me. I was looking at the mod Tropical Skyrim and was absolutely blown away by how gorgeous it is. However, it's not lore friendly but gave me this idea when I saw the bears reskinned into f*cking pandas. If anyone can make an island mod- with no real questline-, with similar environment to Tropical Skyrim, pandas, other Asian-region animals, a new Asian Akaviri race for all the NPCs, and some Asian-style cities (Using Blade temple assets) and maybe some dungeons I think it could be a game changer. I don't think new world space mods always need a main questline. I think just a well-made world space with cities, new NPCs, and new animals is enough to make an incredible mod. Below I'll list what I'd consider "Must-haves" and if anyone has any ideas for this project just comment below. *Mod should begin with a courier delivering a letter about how the Emperor's armada from Cyrodill has discovered a still-functioning Akaviri colony. A new ship captain in Solitude could take you to the island. *The island's size should be around half the size of Solthsheim or larger. *The island's environment should be as similar to Tropical Skyrim as possible. *The island's NPCs should use existing voice lines or new modded ones and everyone on the island should use a new Asian race except for Imperials who live in the coastal makeshift city outposts and harbors. *New animals should be a reskinned bear as a panda as the most common animal. Asian elephants could be added and maybe even ridden like horses can be in vanilla Skyrim. Japanese snow monkeys could act like Reiklings as devolved Tang Mo who use spears and are illiterate. Red pandas could be reskinned foxes, yaks, and tigers could be added as modified sabre cats models. *There should be a few good sized Asian cities using the assets from Sky Haven Temple. Also, the only weapons should be katanas, wakizashis, naginatas, nunchaku, kunai, and other Japanese and Chinese weaponry that could be borrowed from Blades assets or added. Imperials would wield Imperial swords of course. New armor should be added to fit samurai and maybe instead of a city Jarl there's a samurai Emperor in a giant Japanese palace with pink trees surrounding koi ponds. Pink trees and bamboo forests could also serve as the island flora. I'm really bad at all mods not relating to NPCs so if you have any questions or other ideas for this project someone might want to take on just ask. Thanks.
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