Jump to content

cumbrianlad

Premium Member
  • Posts

    1222
  • Joined

  • Last visited

Everything posted by cumbrianlad

  1. Thanks. I opened everything I could see available in Creation Kit, but couldn't find either 'DraugrWarhammer' or 'DraugrMace'. Guess I'll have to have another look. I do have the fishing mod, for some reason, even though I never activated the Anniversary Edition. One file caused CK to crash: hope it's not that one! I tried filtering for 'Warhammer', 'Mace', 'Draugr' and Even 'AncientNord' in the Weapons tab... zilch, nada, nothing. Thanks for the help. If I eventually track it down, I'll let you know. Edit: It is indeed in that CC master. That must've been theone that crashed CK at the first attempt... don't know why because CK loaded it fine just now. Probably just the good ole Cration Kit having one of its bad moods! Anyway, thanks again (: I also noticed 2 new Skyforge weapons, so adjusted them at the same time. All is now well, other than tracking down the new fish ingredients to add to my complete handbook of alchemy that I have in another mod: it contains every type of potion with all possible ingredients, so I'll need to add any new potions plus these ingredients if they are also used for existing potions. I can now smite enemies using Ancient Nord maces, safe in the knowledge that my little mage would have the strength to swing them! Hurray!* *Anyone who remembers me on the forum will attest to the fact that I'm a bit... err... eccentric. Just ignore my lunacy. The thanks are heart-felt.
  2. I just started playing for the first time in years and got attacked by draugr wielding maces and warhammers. I looted everything as usual, and was surprised how quickly I became overburdened: it was down to 'Ancient Nord Maces' and 'Ancient Nord Warhammers'. I have a personal mod that adjusts (among other things) the weights of all weapons and armour in the game to reflect the actual weight of such items, so my warhammers weigh 5 or 6 pounds max... these were 26 pounds, the maces went from 3 pounds to 16 pounds or so. (Stupid weights. Nobody could wield them in battle. If you've ever swung a 7 pound sledgehammer, you'll know why I made the mod) Anyway, I opened up CK in confusion, with my mod active and couldn't find the weapons anywhere. I believe they came with the anniversary edition, but I can't find the esm/esp/esl that they're bundled into. Does anyone know where to find these 2 weapons? It's bugging me. If I ever decide to release this as a mod, I'll need to know and may have to offer 2 versions.
  3. ... "to access the modding channels you must be part of this server for a period of time. It should happen automatically after some time. There are additional modding channels available once you obtain specific roles." Elitism and paranoia. I'm a Discord member. I've used it for Skyrim SE mods, mainly. I had an invite to join the HZD forum, which I've just seen. I've joined and can access the forums. I've posted asking for basic guides. I don't consider myself to be 'elite'. I've published a mod on Nexus, but that wasn't at all required to join and post on Discord. Recalling how I got an invite to Discord, it was through a Swedish modder that I was collaborating with for their Skyrim SE mod. We were struggling to work together and merge our work due to limitations in file size transfer on other platforms. Debating which elements we wanted to keep, merge or discard was painfully slow. He invited me onto Discord and when we could chat live, things went much better. I think you have to establish yourself as a modder. The Nexus community is great, free for all and all levels are welcome. You do need to have some talent, though. I had some ability when I started my own personal mods but needed a lot of help at first. Help that was freely given. Thanks to this and hundreds (maybe thousands) of hours of personal work, I improved to the point I could release a polished mod. Call me a snob, but there are times that I don't want to trawl through 50 requests for ridiculous mods by people who simply can't be bothered to learn the mechanics of the game they're playing. Otherwise, I always try to keep an open mind and look for things that are reasonable for other people. I've not yet found either Nexus or Discord to be snobbish. I don't get daft requests on Discord, mostly. In that sense it's elitist. It has to be done, though. Just thought I'd say this. It's certainly not paranoia. If I find otherwise about the Discord HZD forum, I'll tell it straight. I'll also object on the Discord HZD forum... that's fair.
  4. For my honest opinion of your question, I'd say... never. It takes so much work and Greedfall is just not popular enough. Some mod authors have found a few files like face tattoos but that's it. Getting into nude mods requires much more work. I can't see it. Nobody's cracked the game that wide open yet and fewer people have the desire to do so, from what I've seen. Btw, who'd you like to see nude? (not that it'll ever happen) Also, out of interest, what's an 'H-E_double hockeystick' btw? I know about hockey, but don't know the finer points.
  5. Firstly, magic is far from broken in this game... but, but, I get where you're coming from! Magic gets extremely powerful as you progress through the game... but... I found it tough going at first. The files for modding Greedfall are not at all easy to negotiate, but I can certainly tell you how to do this. I can think of a couple of ways to do what you're asking that wouldn't take too much work. I originally wrote here that I intend the mod I'm making to be for personal use only. After a little thought about your post, I've changed my mind. In the spoiler text below, I tell you how to mod things yourself to make magic easier. I'm working on a mod that includes all weapons and armour including rings and necklaces. I'll bear in mind what you said and my own experiences as a mage and try to make magic easier at the start. Read the spoiler text if you want to see a couple of ways to make magic more powerful yourself.
  6. I came onto the forum looking for tips as to how to mod the game. With Skyrim/Skyrim SE there's the Creation Kit for modders to use and well established apps and tutorials for virtually anything you could want to do as a modder. With HZD, there's almost nothing. I can mod Greedfall just using Notepad++, although it takes a bit of getting your head around the source code. I've published a mod for Skyrim SE. With HZD, I've so far failed to open any of the relevant files. All I wanted to do was modify the merchant recipes for the Frozen Wilds armour and weapons to offer a reduction of 2, 4 or 8 'Bluegleam' on each item. It was primarily for personal use since I'd started NG+ on a high difficulty and couldn't be bothered doing all the Hunting Trials to get the full set. If it worked I'd offer it up as a downloadable mod on Nexus. I'll keep trying, but hopefully someone will see this and point me in the right direction.
  7. All I'll say is that I do all navmesh by hand, interior and exterior... ... I know... laborious... but it's best. The exterior navmesh, I just nudge and pull each vertex until it's yellow. Sweet navmesh every time. Probably just me, but I hate the auto gen stuff... it's probably why followers get stuck halfway down a gentle slope and try to run to Markarth via Riften and Whiterun!
  8. Adventurer 111, I agree... two words? maybe my maths is wrong. I like the list. That's sound for the OP. I'd only reinforce SSEedit... essential for cleaning any mod! As for the brawl, never had anyone brawl. I'd suggest looking at vanilla quests like the Markarth quest that results in a brawl at the warrens. That should clue you up as to how it's started. It may be a standard script. After that, choose how to do it in dialogue. If the player says one thing... brawl. Ifthe player chooses another response... no brawl. Do all that in a quest.
  9. No I didn't reply to it. The PM was asking me to get in touch via Discord, which I did not want to do. I reported it thinking that the moderators may be able to check if this user has sent multiple similar or identical messages to different Nexus members in a short space of time. Maybe I'm paranoid but lately I've had quite a few attempted telephone scams so perhaps I over-reacted. I'll wholeheartedly apologise to this user if I am wrong. If I'm out of order for doing this then the thread can be removed. I didn't do it to be malicious, though, only out of concern for other forum users.
  10. Perhaps, Reneer, in which case I apologised to the user. What are they asking for help for? What aspect of Skyrim modding... that they've never posted about? Ever. Think about it. It's suspicious. As I said, this is a warning. It's not an allegation. HvvkBaitt, reply and sort this out. I know that you won't.
  11. Hi. Potential Scam! This concerned me and I've reported to the moderators but got no response as yet. I'm adding this post in case it is a scam and I wouldn't want any of you to fall foul of it. I recently got a very suspicious PM. Authour of PM: HvvkBait PM to me: Yo man i need help can you connect me in disord?? \ my discord ---- HvvkBait#5780 This user joined Nexus in the last couple of months, has made no posts, offers nothing of merit in their profile. As you can see, it's far from a normal PM. I typically get polite requests to help with a matter pertinent to SSE modding... this doesn't. Nor does it stem from a thread that I can search. The user has no credentials... you know how this works... ... this was out of the blue. Suspicious. I've also heard rumours of a scam that if you confirm a friend request on Discord to someone who is sus, they can suspend your internet connection. That is just a rumour, but it did little to allay my doubts. All I'm saying is watch out for PMs from this user. The moderators don't seem quick to step in, so I am, on your behalf. If you are HvvkBait and your innocent, reply here... I'll apolgise... why do I think that this won't happen?
  12. No probs. The area I was thinking of is in the Thieves' Guild quests at the temple (to get the skeleton key). If you look at it, all Beth did was to place 2 collision cubes inside each other. The first does less damage, the smaller inside cube does more damage. That's why health drops slowly for a time and then the drop suddenly increases... the player has entered the inside collision cube. Not Ideal, I know. If you are like me you want the health drop to progressively increase with each step the player makes... I'm afraid I don't know how to do that. Anyway, hope it's going OK for you.
  13. If it's a static object, you can just add a trigger box or even a primitive (collision cube or collision sphere), add a script to it such as BWClightDamageScript, set your properties, size the box and if the player enters it their health will start dropping. A collision sphere would be nice for this. Centre the box/primitive at the same place as your object in CK. I don't know how to assign proximity damage to an object without using the method I've stated, but it's dead simple to do it this way in CK and it's how Beth did all the light and lave damage. If it's an interactible object (activator), it will need a script. I.e. if it damages the player until they reach it and 'turn it off'. That's pretty simple too. Just do what I said before and add a script to the activator to disable the collision object that's doing the damage. Hope that helps.
  14. Just a thought... or a couple of thoughts... Do you want a static sphere? Or is it to be animated? When I read your post, i thought of the sigil stone... then read thumbincubation's reply... doh! From what I recall, the globe on the enchanting table is several meshes and quite complex. It is probably crashing to desktop because you've deleted parts that are intrinsically linked. I don't know for certain without trying it myself. Thumbincubation's advice sounds good to me. How did you get on?
  15. Interesting question. You could try adding the alias to the 'Player Faction' aswell. That way anything in the 'Player Enemy Factions' will also be their enemy. You'll need to set up the aggression, as you stated as well. Carlotta is unaggressive, helps allies, confidence average. Set her to aggressive or very aggressive... not 'Frenzied'! Unaggressive should still work if the player is her ally and the enemies aren't. Set her confidence to 'Brave' or 'Foolhardy'. As things stand, Carlotta will try to avoid combat if she is outmatched because she is only 'average' confidence. Any guard in Whiterun is likely to 'outmatch' her, as will many other NPCs. As a result, she'll not attack them, even if she is your ally. It may be complicated for Carlotta too, because she's in the 'Town Whiterun Faction'. Where have you tested her? I'm unsure how she will react if you are attacking anyone else in that faction... that's basically the whole of Whiterun. I think you're right to avoid editing vanilla NPCs... that's a big no-no in my book. You could also try Alias_MyAliasName.SetRelationshipRank(PlayerRef, 3) in a stage papyrus fragment to make sure they are an ally. Setting it to 3 will make them an ally of the PlayerRef*. None of this will work unless the NPC helps 'Friends And Allies'. Carlotta does, though. If the NPC is 'Helps Nobody' in their assistance value they may still refuse to fight. This shouldn't be what's stopping Carlotta, though, but even if you get Carlotta to fight for you, other NPCs may not do so, unless their assistance value is set in the quest too. I don't know the script to alter this AI value. Factions can be tricky. So can AI data. * Game.GetPlayer() will also work but it's slow, especially if you are calling it on several NPCs at a time. Set up a property in the quest Actor Property PlayerRef Auto. It will automatically fill and is much quicker for the game.
  16. I've just seen this and can't really advise. I don't use Creation Club and never would. It's a bit of a taboo topic for me. I'm guessing this is why you didn't get a reply. Creation Club is probably not a favourite for most Nexus users. I think you hit it with your first sentence... probably not best to ask for help with Creation Club on Nexus. Having said that, each to their own and I hope you succeed with what you're doing.
  17. I've played this game countless times. Sometimes I've played to test for TW3 modders, mostly I've played because I love it. I'm an emotional character... I cry listening to Racmaninov's 2nd piano concerto... a game can't get me emotional, can it? It can. At times in the game I can't help it but I feel empty, hollow, gutted: like something's been torn out of me. There are 2 moments that do leave me a bit distraught. I'll list them. 1. After the main game ends and you are plonked in an empty Kaer Morhen. Damn, but that's soul-destroying.No Lambert, Eskel and of course Vesemir. Ghost town. I hate it and want to get out ASAP. The place holds too many memories. What I loved about the place when I first got there I now hate, because it reminds me of what I've lost. Just when you get to understand Eskel and especially Lambert, you lose them... gutting! 2. Leaving Corvo Bianco. Having made the place beautiful, if you want to do NG+, you have to pack all your grand master gear into the stash. Paintings you can take down to save cash in NG+. Basically, you end up stripping the place bare, whilst Triss or Yen (if you've not messed up the wooing) is lounging outside... ... it's just awful... ... you then have to go back to wearing rags, albeit better rags, in terms of stats, but they look like rags nonetheless. Legendary rags, but still... ... this isn't nice. It's not that which upsets me about leaving Toussaint. I love Toussaint. Velen is dreary, White Orchand isn't much better. I like Skellige, but that's a long way off in NG+! C'est la vie! I'm saying this about one aspect of TW3 that gets to me. What gets to you? P.S. well done CDPR for making me feel this unhappy at times?
  18. All I'll say at this point is that I've played TW3 both vanilla and modded since the game's release. I've never had an issue with the quests you mention... they work every time. Have you got mods and if so, have you used 'Script Merger' ?
  19. Hi. Just thought I'd post about loot I've just found in this quest after playing TW3 many times. In Avallach's quest, in the poison gas area, there are weird little carvings in some of the rock faces. They look a bit like skulls. I found half a dozen or more of them. There are 4 in one little group, but they are not on route to the place of power or exit, so they are very easy to miss. Approach them and you can loot them. They either contain 'crystallized essence' or, more commonly lesser runestones. I've read every quest guide and seen no reference to them. They only mention the place of power. In one video, the guy can be seen walking past one on the way to the place of power, but he clearly doesn't know about them either. There are urns that can be looted in the underwater area, too, but I found them on my very first playthrough. I ran around quite a lot and found nothing else*, but I just thought it may be of interest. I came out of the quest with a nice little collection of runestones. * died a few times in my quest to find more of the things!
  20. SEQ? If the OP is editing vanilla files in the opening quest, it will already be set to 'Start Game Enabled'. I think we need more info... OP... fair play to you for doing this. I wonder about how you did Ralof's lines, though.... your own voice acting? If so, I hope you aren't neglecting the fact that Ralof has dialogue elsewhere, if the Dragonborn sides with the Stormcloaks. Gongrats for doing it this way, but it'll seem really weird unless you can mimic him well, if his voice changes later. Maybe you edited/spliced voice files? That would work.
  21. If you have something you need to know, ask me. I'll try to send a logical guide... written, of course! Brave, btw to admit you are autistic. I have problems with anxiety and depression and social phobia. Mentioning this can give me grief! I'll help out any way I can if you are stuck. I'm keeping this simple, not out of prejudice, but that too much information can overwhelm me... not sure if autism acts that way, but still... PM me any time!
  22. Maxarturo is correct. However, if I was just starting modding, I may still be confused. If you've not already done so, download and set up SSE Edit, according to their instructions. Open it, right click and select 'None' to clear the list of all your esp files. Find this esp for your Solitude mod and check the box. Load it. Right at the bottom is the 'Worldspace' stuff. Expand it and you'll see all of the cells edited for landscape and navmesh. Find and delete all the dodgy navmesh here. Just Right-click and select 'Remove'. It will warn you, but it's fine, honest. You're going to back this up anyway in SSEedit and you can always revert to the save before you did this. Once you've trashed all the modded navmeshes that you're worried about, exit SSEedit. Make sure you set it to back up your esp. Job done. What this does is to force the game to load the vanilla meshes for those cells*. If another mod edits these meshes, your game may still load the edits made by those mods, but not the Solitude overhaul. Now you may have a tough task ahead! I don't know what this mod does, so I can't comment on what, if any alterations need to be made to the vanilla mesh. In CK, once you've got rid of the original mod's meshes, open Solitude world and show the navmesh. Scan around for navmesh running underneath statics, or not leading to any new load doors. If you see some you now have the joy of re-navmeshing any cell where these clashes occur, or adding collision cubes/planes with their 'Primitive' set to 'L_Navcut'.*2 If there are only minor tweaks that you can correct by dragging individual points around, that should be OK. Personally, if masses of triangles need to be deleted or moved, I'd rather start from scratch. It works every time and causes no AI issues. To redo the navmesh in any cell (Hint: in CK, use the 'B' hotkey to show dotted yellow lines around the borders of each cell), select one triangle, hit 'F' for Floodfill to green-highlight all connected triangles. Look for islands (triangles not connected to the rest of the cell navmesh... they'll still be shown as red), CTRL click in all island triangles untill all the triangles in the cell are highlighted green... drag them way down, I mean way down hundreds of yards/metres. Now follow tutorials for navmeshing and re-do the entire cell! Don't forget to path-test and finalize! *SSEedit removing records *2: L_Navcut
  23. Congrats! Just checked out the page. The only comment I'll make is that my eyesight isn't the best and the font size on the description was almost unreadable for me... I suppose I only whack those draugr, dragons etc because they're big enough for me to see! Apart from that, rock on! You must be proud and deserve to be. Well done.
  24. I'm no good with scripts other than basics. Personally I can't help. I'm replying to bump it back up because I see that you have put loads of effort into sorting this yourself... and so deserve a "leg-up", as we'd say in the UK! I hate posts that aren't replied to, let alone posts that appear to be as genuine as this. Hope you find a Papyrus Guru! I'm pretty sure someone will be able to help, if the right person visits the site before your thread disappears off the end into the void/oblivion that is page 2!
  25. I can see that you're in good hands with dylbill, already. I'd just like to say that you have a really interesting idea going there and wish you all the best with it! that you're using the Khajiit is great... this sort of thing fits their character superbly. good luck!
×
×
  • Create New...