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Brandon007

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Everything posted by Brandon007

  1. Have you guys heard about the new MASS Builder game that is on Kickstarter? https://www.kickstarter.com/projects/sekaiproject/mass-builder-a-fully-customizable-mecha-action-gam Its a pretty neat 3rd person mech game, that is more customization then multiple halo games put together. Since Mod Support is planned (Eventually if theres demand for it), maybe there will even be a Nexus section for it eventually <3 Heres hoping the Kickstarter is very successful for it <3 It looks to be very close to a major stretch goal atm. What do you guys think? What kinda stuff would you want for the game if it was modifiable? And YES, there is console versions in the works when the core game is polished <3
  2. Heck yeah Ill enter this :D Good luck everyone!
  3. I think I will give this thread another bump now. SKSE64 has had some updates, and the PapyrusUtil Mod has been updated recently as well :D Maybe the mod might work again afterall? :D
  4. To believe so much that a game is bug free after cleaning it, just means your delusional. Theres a reason why people call teh company Bugthesda sometimes. lol
  5. Um....what? Clearly, your information is very misleading. Bethesda games are NEVER Bug free.
  6. As the title says, Im trying to make some textures to work with FO4's palette system, but there are parts of the armours I dont want to be touched by the palette colour system, and I want them to stay their natural textures. In other words, I just want some parts of my armour to get coloured by the palette, and some parts left 'alone'. Anyone know how this is done? If possible.
  7. Mastara, Im glad someone else also wants this mod to be successfully ported over to SSE. I know quite a few people would want this beautiful mod in SSE. I know I sure do <3
  8. Been about a month since I posted this request. Has no one been able to look into this mod yet?
  9. Ive looked into the mod a bit and tried it out. The Attribute system works, but the item distribution for enchanted items and tempered items does not. Could it be that the code has to be altered to work with SKSE64? Anyone with SKSE knowledge want to try to get it working in SSE?
  10. To any who would like to give this a go. This is my request for someone to convert this mod to Skyrim SE. Worlds Dawn - Enchanted loot and RPG attributes in Skyrim by 3jiou Right in the Permissions and Credits, it says the following "You are allowed to modify this file or release a patch as long as you credit the original author and/or people whose assets I've been using, and don't upload your modification elsewhere but Nexus." This means that someone, if they wanted to, can make a full Skyrim SE Conversion <3
  11. Yup. The main model, and 1st person model are assigned properly.
  12. For my first problem, the inventory view of some items I am trying to port/mod into the game appear so small and far away, yet the model itself works perfectly fine when equipped and the character is using it. Any idea on how to fix that? My 2nd issue is, that some of the items just vanish when they are dropped.A sword of mine is dropped fine and I can pick it up, but a bow Im working on just vanishes when its dropped. Any ideas there?
  13. As the title says, I was wondering if people have looked at Skyrim -Community- Uncapper by Elys, and tested it with SKSE64? https://www.nexusmods.com/skyrim/mods/1175/? Its an oldrim mod, but there is currently no Skyrim SE version yet. There have been reports of it working with SKSE64, but I want to hear it from other people who have tried it :D
  14. I cant wait to see where they go with SKSE64. And I hope a all new SkyUI SE comes out soon to <3
  15. Does anyone have an alternate download location for this mod? The Russian site doesnt work for me, and the other link is dead :(
  16. Fingers crossed for SkyUI64 soon :D
  17. Hello everyone. Working on a really neat weapon for FO4, and Im having the smallest cosmetic issue with my script. The projectile and everything works so far, but the projectiles of the weapons using this script still remain after the explosion has been spawned. ScriptName Spartan_Plasma_TimedExplosion extends activemagiceffect ;-- Properties -------------------------------------- Explosion Property PlasmaExpl Auto Const Sound Property SoundEffect Auto ;-- Variables --------------------------------------- ;-- Functions --------------------------------------- Event OnEffectStart(Actor akTarget, Actor akCaster) Actor Target = akTarget Utility.Wait(3) SoundEffect.Play(akTarget) Utility.Wait(0.5) Target.PlaceAtMe(PlasmaExpl as Form, 1, False, False, True) Dispel() EndEvent Anyone know how to have the script remove the projectile after the Target.PlaceAtMe line? The script has to work for multiple different projectiles >-<
  18. I also hear that its pending approval to be posted on the Nexus to :P
  19. No where. It doesnt exist, nor does the software to support it.
  20. Did anyone figure out how to change the ambient glow colour yet? Couldnt find anything yet, and Im trying to figure this out myself.
  21. Hellos. Ive been trying to find good tutorials on how to add in custom modelled weapons to the game, but I am unable to find any sort of tutorial. ANy one know how to add in new custom models into the game, and with their own inventory card?
  22. 1 . That is fan made. 2. Thanks for sharing that, you have been reported. Enjoy being banned.
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