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Posts posted by osdiaus
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Got it!
It was "xx023f82"DLC2AbFXHMDaedraSpell
Goddamn.
I am bloody ecstatic right now -
UPDATE:
The Smoke on my character is the same smoke that Seekers use; I'm still unable to find the effect that is causing it however =/
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Heya,
Can someone please identify this effect:http://oi46.tinypic.com/ejvqyp.jpg (First person, more visible on right hand side)
http://oi47.tinypic.com/zin4tf.jpg (Third person)
It's sort of like a dark green smoke all over my character, 99% sure it has to do with dragonborn, and it seemed to occur after using some black books and fighting some lurkers (Although, after which event I can't be sure). There are little swirly patterns in the smoke (which aren't clear on the screenshots) if that helps to identify it.
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Hi there,
I've encountered an...annoying bug in Skyrim, after using one of "Captain Tentacle's Books" (changed name because it could be counted as a spoiler). Basically there is a smoke effect constantly coming from my character; it's quite easy to fix, but the problem is that you need to know the ID of the effect in order to remove it.
Therein lies my problem, I can't figure out what the effect is and therefore cannot find the ID for it.
So, to my question:
I've linked screenshots of the effect, in first and third person, and I'm wondering if anyone can help identify what the effect is and/or what creature/thing causes it. I'm sure I didn't have it on me before using the book (and being attacked briefly "within" by a lurker), so it has to be something related to Dragonborn.
Hopefully someone can identify it, because I don't have a previous save that I can load =/
Screenshots:
http://oi46.tinypic.com/ejvqyp.jpg (First person, more visible on right hand side)http://oi47.tinypic.com/zin4tf.jpg (Third person)
EDIT: Resolved. -
Well.
This was a rather short lived topic.
Erm...i'll post another, to try and keep it alive.
III: Thou shalt not edit worldspaces not relevant to your mod and "play" around with things and THEN make your mod proper, without undoing the results of your uncontrolled experimentation.
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When I'm looking at mods, either on the nexus on on the steam workshop; I often think to myself: "Gee, it would be really nice if there were a set of rules that everyone followed when modding, it would solve a lot of problems". Of course, I know that would be ridiculous, mods are made for all sorts of people after all and having uniform rules would just unfairly restrict that; BUT, if theoretically there were a set of rules for modding (a set of commandments, if you will), I thought it would be interesting to get people's opinions on what those rules should be. This can be anything from "something that you wish people wouldn't do" to "A rule that you personally restrict yourself with when modding".
Please, in keeping with the theme, place a Roman Numeral such as "I", "IV", etc (in sequence, clearly) before your "commandment", and only add one new "commandment" per post.
I shall give us a starting point:
I. Thou shalt not define "difficulty" as having 50 insanely buffed Deathlords attack the player as soon as they enter a building.
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Bump
There has finally been a breakthrough according this problem: Followers and Follower Faction Unprotected
Several mods had tried to make followers unprotected via remove the "protected" flags from Npcs (like those by Smuppet and FireMaster). But it seemed not work very well (at least for me), for the followers still act as been protected after they join the player. So I try to find out what happened in ck.It turn out that there is another "protected" flag, which locates at:
object window->dialoguefollower->Quest Aliases->Follower->protected
A Npc become a follower will become a "follower alias"(I think the script say so), thus get the protected trait again. So I remove this flag to make sure it will not happen. (PS: You can also remove the follower default bow and arrows in the same window if you do not like them).
I have tested this mod on two housecarls, Feandal, Uthgerd and a hireling for a night. It worked. I also tried several non-vanilla followers (add via console command), it worked as well if the Npc is not essential or protected by game.
Removing the "protected" flag from the LoveInterest (Quest Alias) found in all the Quest<RelationshipMarriage options makes your spouse (follower) killable.I have tested this and it works like a charm. I hope that all the follower overhaul mods make this an option soon.
Sorry If I sound like a retard but how do I do that? I'm using the UFO follower mod but can't make them die instantely. As I'm leading many stormcloak soldiers, I want them to die without dropping to their feet first. What mod are you talking about?
Heya,
It isn't a "mod" as such, you MAKE a modification but you don't download a "mod". To make it work with UFO (i've done this) you just follow the same procedure in the CK that has been stated and change the setting for each of the 12 (i think it's twelve) entries in UFO.
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Bump
Unflagging "Protected" just changes their status when they aren't your follower, as soon as you "recruit" them, it becomes flagged again =/
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Hi all,
May seem a weird request, but could someone please make a light armour version of the orcish helmet and make it so that it's colour scheme and such goes with the default glass armour set?
the orcish helm is really the only helm that looks good on khajiit, but it doesn't go with my glass armour. I'd make it myself, but I'm useless with texture mods, so yeah.
Would be much appreciated =D
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Thank you!
64 worked perfectly, can't believe i forgot those numbers from oblivion modding, lol
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Hey all,
Just wondering what a good "Snap to Grid" and "Snap to Angle" value would be for constructing a dwemer ruin in the creation kit (So that the set pieces can "lock"). I know that 128,45 works well for nordic ruins, but is a little off in dwemer.

Dragon Quest - Erdrick/Erdwin/Roto's Sword
in Mod Ideas
Posted
Heyo!
I'm wondering if anyone knows of any projects in the works for dragon quest related weaponry?
I've found this mod: https://www.nexusmods.com/skyrim/mods/58270/?
And what i'm looking for is basically exactly that (the model is fine) but with appropriate colours and ported to SE; the mod author seems to be gone to the wind, and i never worked with textures myself otherwise i'd just make it.
I've attached some reference images if anyone wants to give it a shot