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phenderix

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Everything posted by phenderix

  1. Please can someone help? Basically this is what happens made easier. In the esp version of the city many objects disappear and do not show up. In the esm version all of the objects show up perfectly fine. However in the esm version all of the ground is gone. I am guessing something else is overwriting the land changes or something like this. Any help?
  2. Hi! (I guess I should move this thread here - is a better location) I am currently creating a city but there is a huge problem.... The entire terrain/ground the city is on disappears. (I basically have a huge mountain base that is above the terrain in Skyrim to avoid lod issues) When it was an esp the mod had to loaded last for the ground to show up. I just converted it to an esm and now the ground is not showing up at all. It is past the boundaries of Skyrim so I doubt another mod is doing this. Thanks for the help! phenderix
  3. Hi! I am currently creating a city but there is a huge problem.... The entire terrain/ground the city is on disappears. (I basically have a huge mountain base that is above the terrain in Skyrim to avoid lod issues) When it was an esp the mod had to loaded last for the ground to show up. I just converted it to an esm and now the ground is not showing up at all. It is past the boundaries of Skyrim so I doubt another mod is doing this. Thanks for the help! phenderix
  4. I just laughed so hard at the troll picture, so good.
  5. The new teleportation spells are - Teleport - Pull: Places the target where you currently are. Teleport - Blink Strike - Teleports the user to a target. Teleport - Mark - Marks a position Teleport - Recall - Teleports user to the marked position Teleport - Whiterun Teleport - Windhelm Teleport - Riften Teleport - Solitude Teleport - Markarth (I thought about doing a menu system for the city teleports but that would be highly unrealistic and break game pace if used in the middle of a battle)
  6. Haha...uh no. Update 3.40 is out! 9 new teleportation spells and 4 new perks for the spells added by this mod!
  7. Wow!!! Thanks you so much!!! I just hit auto-fill on the properties and the spells work perfectly now! Thanks! Have already given you kudos so nothing more I can do :(
  8. Hey! I am having trouble with global variables on some Mark and Recall spells I am working on - I have never used them before - and I can't seem to get there values to save any help? Code for Mark Spell Scriptname PhenderixTeleportMarkScript extends ActiveMagicEffect ObjectReference caster Event OnEffectStart(Actor akTarget, Actor akCaster) caster = Game.getPlayer() ZZMarkLocationX.setValue(caster.getPositionX()) ZZMarkLocationY.setValue(caster.getPositionY()) ZZMarkLocationZ.setValue(caster.getPositionZ()) Debug.notification("Mark position updated. ") Debug.notification("Mark X Value: " + ZZMarkLocationX.getValue() + " Player X Value " + caster.getPositionX() ) EndEvent GlobalVariable Property ZZMarkLocationX Auto GlobalVariable Property ZZMarkLocationY Auto GlobalVariable Property ZZMarkLocationZ Auto Code for Recall Spell Scriptname PhenderixTeleportRecallScript extends ActiveMagicEffect ObjectReference caster Event OnEffectStart(Actor akTarget, Actor akCaster) if(ZZMarkLocationX.getValue() == 0) Debug.notification("You have not marked a location yet.") endIf if(ZZMarkLocationX.getValue() != 0) caster = Game.getPlayer() caster.setPosition(ZZMarkLocationX.GetValue(), ZZMarkLocationY.GetValue(), ZZMarkLocationZ.getValue()) endIf EndEvent GlobalVariable Property ZZMarkLocationX Auto GlobalVariable Property ZZMarkLocationY Auto GlobalVariable Property ZZMarkLocationZ Auto In the recall spell when those notifications come up it always says that ZZMarkLocationX is 0...any suggestions?
  9. Thanks! Well if you tell me all the spells that do that I can fix them.
  10. http://www.youtube.com/watch?v=a3B4jCW9_yc I am just making this post to remind you all to check out my mod that has been out for a few months now. If you have not heard of it or have been wary or waiting to check it out now is the time! New features are added almost on a weekly basis and there are now 254 balanced spells for you to choose from! This is an immense amount of spells that add to the fun you will have playing Skyrim and the amount of strategies you will have at your disposal. This is the largest and most comprehensive spell mod available for the Elder Scrolls V: Skyrim. New Magic Types: Phoenix, Glacial, Static, Gale, Phantom, Terra, Holy, Acidic, Blood, Oceanic, Spirit, Skeletal, Host, Familiars, Rune Repeaters, Naruto Imports, Harry Potter imports and so much more! Tons of new conjurations available with notifications when they die and the option to dismiss them whenever you want! The mod is now standardized to be lore friendly with an optional esp that makes it not lore friendly. Version 3.30 has just been released. Now is the time for you to try Phenderix's Magic Evolved. If you have not tried it - then you are indeed missing out on quite a lot of fun. Download it here! http://skyrim.nexusmods.com/downloads/file.php?id=5898 Thanks, phenderix
  11. All of the changes you do not like are there for balancing reasons. Before those spells were very OP if you could just instantly blast back a bunch of giants with zero charging time. If you want your game to remain unbalanced and do not care about the new spells - download version 2.21. (Also why did you post this here instead of the comment section?)
  12. Any updates on this? I am building a large city mod and am having issues with buildings disappearing sometimes in the CK and in-game. If I reload the area then the building is there sometimes it is not.
  13. You should definitely try out and use Phenderix Magic Evolved....
  14. Probably - it would require a few simple lines of scripting though. You would have to find the obtain time of day function and just do a few if and else statements to compare the times. http://www.creationkit.com/Function_for_Time_of_Day
  15. Looks interesting and like you put a lot of work into it. Will definitely try it out when it is released :) I think that as long as people differentiate between magic mods then the more magic mods the merrier. This seems like an assortment of spells whereas most of mine are in archetypes now so they are not similar at all. Did you use scripting to create every spell almost? I have just now begun adding scripting to my mod - will slowly be making better spells.
  16. Haha wow that is awesome! Would be cool if an entire plant was made similar to this.
  17. Thanks a lot! Will give you credit once I incorporate it :)
  18. Hey any way you can help me create a script that simply when a magic effect is used the player loses a variable amount of health? It would run via a script attached to a magic effect. Thanks! phenderix
  19. I just want to state that the OP of this thread needs to remain humble and actually explore first before posting a thread like this. He is acting as if there are no other good magic mods besides Midas when this is completely false. There are many good magic mods and modders out there that have made and implemented many ideas into spells. Many of these modders are continuing their work and adding more and more spells. It is easy to get a bunch of ideas but much harder to actually implement them. There are many spell mods besides Midas Magic, simply search for them on the nexus and you will find them.
  20. I don't understand why he would have removed the file. All he would have had to of done is leave the file as it was and allow for others to continue to edit it and/or lock the comments and leave it as is. It seems a lot of people are quitting and/or becoming inactive. To prevent this, Leave positive comments on mod pages you enjoy. Do so regularly, these serve as encouragement to the mod author. If you enjoy a mod, endorse it. Final. If you leave criticism do so in a nice way with encouraging comments. Some people are becoming bored, however, this is not the only issue. Another main issue is many people here (primarily the ones with < 50 posts) act like they are entitled to any mod. People are acting like they are paying for your mod or that they deserve to have certain things and that they can ridicule you. Modding is free and the only benefit derived from it is the satifsfaction of the mod author they are not a corporation that you can demand changes from because you paid for a item or service. Please be nice to modders.
  21. I am currently working on: Further expanding Phenderix Magic Evolved. Creating the city of magic, Manantis.
  22. Yes you can Dovacin
  23. It is possible, make sure the target selection in the magic effect editor reads "self"
  24. This looks awesome, I think this would be a great way to play the game in short bursts to avoid it getting boring.
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