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capitancrunch

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  1. Those round shields are already in game on the ships and on jorrvaskr. I have no idea how you'd make them usable though.
  2. Hey guys, I was wondering if it were possible (through a mod or a batch creation utility) to create a form of new game+ where you could carry over your status/completion of the guild quests and have an option for skills/stats in the game to a new character. I guess it's possible to find a save game that has the guild quests already completed and get your stats back via console, but I really like the feeling of a fresh start. Does a mod like this already exist?
  3. Can anyone make a mod so that the dual flurry attack affects speed when two daggers are equipped? I just found out about this today and tried to remedy it in the CK, but I couldn't figure out where/how/why the perk is limited in such a fashion, therefore have no idea how to fix it. Currently, dagger speed is only enhanced if there's one in your offhand and your using an axe/mace/sword in your right. Some people might think faster daggers are op, but they don't have to use the mod. :) Can anyone give this a shot? Is there a mod out there that does this already? I searched to no avail. Thanks
  4. Too bad there's no way to make your char grit their teeth in game :) It's amazing to read, but it sucks once you catch up and have to wait for new chapters. Take your time. ;)
  5. This is awesome. Do you have any plans on making his arm fire cannonballs? Berserker armor? :D
  6. Usually, more symmetry = less realistic. But such a thing should be quite easy to do yourself also with one of the many blender, maya or max tutorials out there. Making the hood lose its bump is probably doable by moving around vertexes a bit. removing the ring is likely a texturing issue, bump-mapped onto the model. Even if not, it can probably easily be clone-brushed with a cloth texture, unless it uses a separate section of it's UV map. Even then, removing it or flattening it along in Blender or w/e should be a great first-project to get acquainted with Blender as it's a great example of playing with vertexes on an excisting model, something many tutorials start with. And, it's good practise exporting models out of Skyrim and importing them back in again. :) If not, I'm sure a modder with enough spare time can probably do what you ask in a few hours. Personally, I lack the time to do something like that anytime soon. Asymmetry is ok, I just don't like how it covers one eye and half the face. I'm decent in PS, and could edit the textures/bumpmaps myself, but I have no idea what I'm doing in any 3d app. The ring and the bump are both in the mesh, and the hood has thickness, so it can't be altered with simple alpha masking.
  7. Would someone more talented than I in Blender or another 3d app be willing to make a variation on the monk/necromancer hood that gets rid of the ring/bump on the right shoulder and makes it so the front part of the hood is symmetrical (right now it's lower on the right side and offcenter)? I think it'd be nicer with either a less obvious bulge and better positioned hood. I (and I'm sure others) would really appreciate it.
  8. Glad to see people are interested in this. Hopefully someone takes a stab at it. @happy04, I'd think a court constant would be something better applied to a pricing mod elsewhere. I think a rate based solely on player level (or level in a particular skill set), the quality of the improvement (or difference between the desired and current one), and the materials required should be enough.
  9. I would duplicate the ebony sword and replace the nif w/ the blades sword. You'd have to tweak the damage and remove the enchantment though. It should be pretty simple in the CK. But that might be the roundabout way to do it.
  10. Select the npc in the CK, the hit ctrl+f4. Press ok. Make sure the weight you set in the CK matches the weight in the game (in case you modified it via setnpcweight). You might have to disable/enable the npc.
  11. Open up your skyrim.ini and replace the existing [Archive] section w/ this: [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa That should make any custom mods you have load over top the bethesda HD pack.
  12. I think they are for metal objects or something. Like a metalic reflection.
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