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Myrphak

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  1. Hi Shawk,

    Sorry to disturbing you but I saw on yours screenshots that you built your own house : did you try to place a target for it on the map (like for towns or windmills) ? And if yes, how you did that ? Is there any mod available ?

    Tx for answers .

  2. Hey, nice ! Do you still have the ID of the map you put against the wall ? @ the others : Did anyone build a house outside a town ? I wanted to know if it's possible to add a target (like the ones for cottages or windmills) in order to directly teleport myself at it.
  3. Hi all, After creating my own house in the middle of nowhere, I was wondering if it's possible to add a kind of tag on my map so I can tp directly in my place ? Tx in advance
  4. Have you tick the skyrim file at the start windows of FNVedit ? Anf before that have you load the good file in TESsnip ?
  5. Quite strange : what kind of error message have you ?
  6. Ha yes ! sure :] Nice Work. Haven't they planned to release a kind of tool in January to completely customises Skyrim ?
  7. Apply that precisely (not from me) and it will works : If you lack the registration key do this: 1) Start -> Run 2) regedit 3) HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\ 4) Create a new key(right click bethesda softworks, new->key) named 'FalloutNV' 5) Create a string within FalloutNV folder named 'Installed Path' 6) For the value, put wherever you wish to work on skyrim mods. For example, I used: D:\My Documents\My Games\FalloutNV\ Now close regedit and launch fnvedit again. This time it will spew an error or 2 or 3. But they will be useful errors like "could not find file fallout.exe at D:\My Documents\My Games\FalloutNV\" Now just follow the directions of the errors and fix them as necessary. Eventually it will launch just fine, but it will not load any of your mods. Create a folder called 'Data' within the folder you used at step #6. Ie: D:\My Documents\My Games\FalloutNV\Data\ Inside add Skyrim.esm(the main file used for skyrim). Relaunch fnvedit.
  8. Well, almost all, yes : I've just tried on urns, jars, walls, weapons, etc and... it works ! Simply like that. My next step is to stole the Wintherhold's magic wells with their light. Easy with the wells (I've already find their ids on http://fusromod.com), but I don't know if it manages as well the light references (the blue one with a ray) Welcome to my club then ;) I've find the dwemer's astrolab ID and I wonder how it fit at the top of my tower Mage's academy.... :D
  9. Yeah, I can imagine that : I spend days trying to find specific dwemer's structures in order to customise "my" Archimage's apartments. All right, I understand. Tx for the explanations, I hope putting some screenshots when I'll finished the reconstruction ;] A last thing before going back to my "duty", I saw that kind of number on fusromod.com : 7.10E+62, unfortunately I haven't understand how you'd convert that. Is it always with FNVedit ? tx for all
  10. Hi all, First of all, thank you very much for this awesome post ! I've quite the same question as POMPF2K, especially this one : Correct me if I'm wrong but Sk8on replies saying that If I use the fnvedit function, I could obtain from that local number : http://data.imagup.com/11/1138371152.jpg its equivalent generic IDs ? If yes, I guess it's a mod to install (from this link : http://www.thenexusforums.com/index.php?/topic/475361-tutorial-adding-objects-in-cells-for-skyrim/page__st__30), am I right ?
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