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Avernite

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  1. I would like to know if there was already a mod that can make items more expensive. Otherwise, which forum should I look at for making it myself? Who would take a commission? Where could I go to ask?
  2. I now see the wisdom in those words :dry: Where in the forum should i keep an eye on for updates on this particular topic?
  3. And the floodgates are open! :dance: Thanks guys! Now my next step will be making sense of all this. Im in XComGame.upk and this is gonna be frustratingly fun. :wink: ...Now i just gotta figure out how to edit this stuff effectively.
  4. Thanks guys. I really appreciate the help. Im gonna try this out now and let you know how things go.
  5. I have the extractor/ue viewer but I am confused as to what my command prompt should look like if i want to get into the upk file. :psyduck: I have both the extractor and the file in question on the desktop if that helps any. Is there a link to a step-by-step tutorial by any chance? :confused:
  6. I am currently working on a mod what creates several new ingredients, indigestibles, recipes, crafting materials, aninations, armors and a few ai scripts for certain characters. This will be my first of several mods that I will be working on. I need help. As stated in the title I am a complete noob who comes to this forum with my hands/ears open. I need any reference that you all can throw at me that will help me with what I have just listed. I am also willing to share my ideas with those who DO know what they are doing but have no idea on what to work on. Thanks in advance. :dance:
  7. Actually it would take less work than you think. It would just have to be a process set to certain humanoid characters that gives a behavioral check to whether or not the player is wearing a full set of (custom variable) armor. Ex. 1. Guard sees PC 2. Run Process 3. Is PC wearing #guard :helm, gloves, etc? 4. If "yes" : Run process "One of us" 5. Otherwise (elseif) : Run standard process. Sounds complicated but not so much. The only tedious thing about it its just that code would have to be replicated/altered for every NPC for every faction.
  8. In the beginning of the game, the player is being lead to his/her death in a moving horse-drawn carriage. Afterwards, every time the player hops aboard one for a ride, they magically appear at their destination. I, for sake of immersion, would like to see that removed. It just doesn't seem any better than fast travel. I would do this myself if I could and will actively endorse to see this happen. IF this is already being done, I would like to know. Also, from what I've seen, this sort of mod would not absolutely need the use of the creation kit, not saying it would not help though.
  9. Ok. Did that and guess what? Arniel was there but...he had no golden claw! Your move.
  10. But does it come with a quest, authentic dialogue and a chance to leave with your own dadric companion? And a whole new slew of dadric spells?
  11. Another idea, a simple one if that: There are unlit campfires throughout Skyrim. What if you could simply use a fire spell (or a torch for the muggles) to light said campfires? Also, what if campfires stayed lit for only a certain amount of time before you would have to add new firewood? One step further, upon waking next to a camfire, a chance for a random event (like, for example: Having your valuables stolen by a bandit).
  12. I've played several files on skyrim and for some reason on this playthrough, once the Valerius's finish their argument, there is not dialogue option to start the Golden Claw quest. Help?
  13. Wanna take it a step further? Make a debuff from wearing certain clothing in cold environments for a while. You stay in the arctic zone while wearing nothing but a lady bard get-up, the cold with sap your strength and slowly kill you. Also, make it racially specified; an argonian should be more susceptible to cold than a kajjit (sure I misspelled), a nord less than an imperial and so on.
  14. I think the past 2 post could be incorporated into each other. I'm liking this think-tank.
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