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Posts
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Everything posted by capitancrunch
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Those round shields are already in game on the ships and on jorrvaskr. I have no idea how you'd make them usable though.
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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?
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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
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LE Request: Actual smithing services
capitancrunch replied to capitancrunch's topic in Skyrim's Mod Ideas
Bump. -
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. ;)
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This is awesome. Do you have any plans on making his arm fire cannonballs? Berserker armor? :D
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LE monk/necromancer hood mesh alteration request
capitancrunch replied to capitancrunch's topic in Skyrim's Mod Ideas
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. -
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.
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LE Request: Actual smithing services
capitancrunch replied to capitancrunch's topic in Skyrim's Mod Ideas
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LE Request: Actual smithing services
capitancrunch replied to capitancrunch's topic in Skyrim's Mod Ideas
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. -
Change a one handed sword into two handed.
capitancrunch replied to aBaDmAn91's topic in Skyrim's Skyrim LE
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. -
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.
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LE Request: Actual smithing services
capitancrunch replied to capitancrunch's topic in Skyrim's Mod Ideas
bump. -
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.
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Description of Texture Maps in Skyrim?
capitancrunch replied to malibu35072's topic in Skyrim's Skyrim LE
I think they are for metal objects or something. Like a metalic reflection. -
It's ctrl + F4. Also make sure your in game body weight and the body weight of your edited npc (in the CK) are the same. If you change the weight via "setnpcweight" in the console that will happen. Match them and then disable/enable to fix it.
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I was wondering if anyone was interested in going through each of the daggers in the game (to include special daggers) and shrinking them down a bit (blade and handle length). Some of them might as well be full swords. Only the iron and steel daggers really look like daggers. I was fooling around with the files in nifscope and thought about changing them all but I really have no knowledge of scale (to make them a relatively consistent size) and the resizing options in nifscope are pretty limited. The worst offenders are the ebony dagger, daedric dagger, blade of woe, and dragon priest dagger, as I could live with the rest of them, but all daggers (except iron) look larger on the hip than they do in the hand due to huge scabbards. I I just think it's kinda silly to call such a large blade a dagger. I swear some of them look like they can be held w/ two hands.
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I suppose since studded only has one item, you could move that to leather and free up one category for renaming. I wish you could just add a bunch of new ones.
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I would really love to see a mod where there would be for a means in which you can give a blacksmith your generic sword and have them upgrade it (for a fee and based upon your weapon/armor level) to fine/superior/epic/legendary status. Smithing skills are fine and all, but I really hate having to invest time and money into grinding my way up in the tree/skill. I'd much rather be able to pay a professional (not a Dohvahkiin) to do that for me. It really just seems like wasted effort and an unnecessary increase in player level. So that this mod does not completely remove the need for a smithing tree, you could limit the improvements to just at bare minimum of each upgrade level. Honestly, what good is an npc smith beyond buying/selling materials or the occasionally enchanted item anyways? Hopefully this will remedy that problem. An enthusiastic modder could potentially add this for enchanting as well :)
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LE Anyway to remove the absorb health/stamina on hit effects?
capitancrunch replied to Kalt's topic in Skyrim's Mod Ideas
type sisme 0 in the console. That will, unfortunately, disable a lot of effects though (like word walls and night eye). -
LE Unlocked Enchantment Recognition
capitancrunch replied to KillerSkark1978's topic in Skyrim's Mod Ideas
This would be a very helpful feature. Similarly, it would be nice to have an "enchantment" section in your magic list, listing all the enchantments you've learned. You could suggest this to the SkyUI guys and see if they are willing to try and implement it. -
You can do this in the console with the 'player.placeatme <NPC ID CODE> 1' command and selecting them and hitting 'tai' (toggle ai) and 'tcai' (toggle cai) to freeze them in place. You can look up ID codes here: http://www.skyrimsearch.com/npcs.php
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This is already available: http://skyrim.nexusmods.com/downloads/file.php?id=8987
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Fallout NV (and Fallout 3 iirc) had a great feature where if you wore faction armor, members of that faction would assume you were friendly, allowing you to sneak into camps/bases/etc without being attacked. Sadly, Skyrim has no such feature, despite being able to loot and wear full sets of faction armor. So, my request is to implement this feature some how. Thalmor Robes = Thalmor faction, Forsworn = Forsworn, Guard armor = Guards (or at least the town faction), etc etc. Seems like it would be easy to implement through scripts (add to faction when wearing armor, remove from faction when not), but I have no idea how to script in skyrim. Any takers?