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Posts
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Everything posted by galelyan
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Well, this is kind of odd... anyways If you really want to delete mannequins... try this, go into your creation kit and find the mannequin base in the actors list. edit that actor, and then try changing the character model to something more appealing to you... liiiiike. a naked j'zargo =D no guarantees though, im not a pro or anything.
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OK so you linked the merchant to the chest, the chest has an inventory, and the merchant greets you but either doesnt allow you to open a show me your wares thing, or has no items to sell. I had that same problem, and i found that adding items to the merchant's character inventory for some reason activated the chest inventory on him too. as for the opening a buy/sell tab, i'm not positive how i got that to work, but if your factions are set and everything, you can try just using a copy of an already existing merchant, i used belethor, and change the model and voice. honestly this creation kit is a pain in the ass to use, if something doesn't work i recommend trying an alternate way to do it or just restart what you were doing before.
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Dragon Riders of Skyrim - An Eragon/Inheritance Based Mod
galelyan replied to tomhughes's topic in Skyrim's Skyrim LE
This would be amazing, BUT it would need to stay away from Paolini's existing storyline, which was so incredibly bad I don't even look at those books anymore. the lore and idea of dragon riders, minus the cliched dark king driven to insanity by loss. shout based aerial combat would be sweet, bows too, but swords like in the books would be stupid, dragons are so big that a sword fight would literally be impossible. and oh please do not implement eldunari like the previous post suggested >.> oh, and maybe you would be building up your own legion of riders, while the BLADES are using some kind of flying mounts of their own to fight against you and the dragons they hate so much. if anything i said was posted already, please forgive me, but 18 pages was too much material for me to go through -
It should be possible to create a new weapon, give it the 1 handed weapon type, apply the 2 hander stats, and then you can just switch out the item mesh info for a 2 handed item that you like the look of.
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Ahh there we go, thanks a bunch.
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Help with Mannequins in the Creation Kit
galelyan replied to eagledude4's topic in Skyrim's Skyrim LE
Umm, anyone have a problem with their mannequins being alive? -.-' once i activate them they act like normal mannequins, but until then they just stand in place and stare at me... with those sightless eyes.... and im scared to gear them in case resetting the cell does something weird. -
So i've been building a house and one of my larger rooms has multiple floors, but when i changed cells and came back, everything that was suspended in the air had turned invisible, it's still there, i can select it, but i cant see it which makes placing things like weapons a pain in the ass, anyone know the problem and/or have a fix? Im using the Dwemer sets if that makes a difference
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You would need a huge team for this, and some good meshers for armor. to be honest, laying it out in a huge cohesive storyline makes this project a bit implausible, cause of the sheer size of the job. But little sections of the story, instances, sieges and so forth are totally be doable In response to your Wrath of the Lich King idea, I'm planning on collaborating with my friend to recreate Naxxramas sometime in the future.
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is there a way to use spell effects as decoration? such as a fountain that continually spews dragon flames? or lightning bolts converging onto an altar?
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so i have a question about this. what is navmesh required for? because i've been able to move around my custom build house just fine without it.
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Can someone make a mod or some kind of quest that makes them actually pertain to the game? at the moment they kind of just sit around and talk about how much they hate monsters. the vigilants are like paladins, except they're kind of pointless seeing as none of them actually meet things like draugr, werewolves, and vampires. maybe spawn/respawn monsters inversely proportional to the number of vigilants?
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actually if you check Lydia's actor edit settings (find her in the actor list, then right click, then hit edit), i believe there's something about being protected in the upper left region of it, it's possible that your script isn't working because it's conflicting with a preexisting set of orders. if you already did that then sorry for stating what might have seemed an obvious thing to try :sweat:
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when you create a teleport type door, you're able to set what cell they go to. but in addition to picking the cell, you're able to select a reference (another door) within that cell. so unless you actually want a single door that randomly teleports you to one of multiple locations, then you can just add multiple doors to your custom built room and then make them reference doors you add yourself to other pre-existing areas.
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I've talked to a friend about it, and we might actually take a shot at making this ourselves, so keep your fingers crossed that we can learn how to script things semi-adeptly
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yeah i personally loved throwing weapons in morrowind, they made me feel so boss. and it's definitely possible to mod new weapons into the game, but it would be tedious because unless it's a weapon with a similar animation to one that already exists, making the movements work would really suck. getting the animation for throwing weapons might not be too bad, you could probably mod up the punching action. something like a spear or staff though would be a lot of work.
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I think we all know what we want the most... CLIFF RACERS!!!!!http://http//elderscrolls.wikia.com/wiki/Cliff_Racers some kind of monster with a short chameleon/invisibility effect Alits- morrowind ogres- morrowind Kwamas- morrowind Winged Twilights- morrowind demon hounds things that spit poison, shoot barbs, etc. shadow lurkers
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ahh ok, thanks for clearing up the confusion over the pale blade Sunnie, guess i would need to start totally from scratch then. Thanks for the link expired6978, i guess my scripting plans will have to wait until i find time to study everything then.
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http://www.uesp.net/wiki/Skyrim:The_Pale_Lady the very last point in the notes section confirms that you can, so i assumed there was a script, but I've had trouble locating where the script might be hidden. Also, I noticed that you can't view already existing scripts line by line except through wordpad. Reverse engineering the code did occur to me, but wordpad makes it tricky because when i open scripts using that they're formatted strangely, some lines are offset from other lines and im not sure how that would affect things.
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or jump into someone else post =P I was thinking that Skyrim's lore and base units would combine awesomely with that of Warcraft's. Draugr, Skeletons, Dragons, etc. A mod that ports in something like Naxxramas or Icecrown Citadel would be a sweet addition to the game. Naxxramas would probably work best cause it's a flying fortress that wouldn't require ground space to make. A single player dungeon crawl featuring legions of undead and some of warcraft's iconic boss battles would make for a pretty epic mod especially if we threw in some elder scrolls flavor to it. links for anyone who might want to take up this project and needs references Map of dungeon: http://images4.wikia...TacticalMap.png Dungeon exterior: http://images2.wikia...lackCitadel.png Bosses with abilities from the game: http://wow.zuggaming...oss-strategies/ General background with Loot info: http://www.wowhead.c...=3456/naxxramas warcraft gets a pretty bad rap sometimes, but Blizzard had some sweet fights and villains that would mesh in great with the creation kit's abilities.
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yeah, skyrim's creation kit uses the papyrus system, it has its own language and you can pick up the basics from http://www.creationkit.com/Category:Papyrus the nice thing about the creation kit is that you don't need always to be fluent in Papyrus to make mods depending on what you're trying to do, because a lot of things are premade and you can just modify or use what already exists.
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Anyone know where I could learn some of the more complicated scripting stuff? for example i've wanted to script a pedestal that charges your enchanted weapons when you activate it, just like the pedestal for the pale blade. The Bethesda tutorials only take me so far.
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I was thinking that Skyrim's lore and base units would combine awesomely with that of Warcraft's. Draugr, Skeletons, Dragons, etc. A mod that ports in something like Naxxramas or Icecrown Citadel would be a sweet addition to the game. Naxxramas would probably work best cause it's a flying fortress that wouldn't require ground space to make. A single player dungeon crawl featuring legions of undead and some of warcraft's iconic boss battles would make for a pretty epic mod especially if we threw in some elder scrolls flavor to it. links for anyone who might want to take up this project and needs references Map of dungeon: http://images4.wikia.nocookie.net/__cb20060918161660/wowwiki/images/thumb/0/0b/NaxxramasTacticalMap.png/426px-NaxxramasTacticalMap.png Dungeon exterior: http://images2.wikia.nocookie.net/__cb20051213021203/wowwiki/images/b/b2/BlackCitadel.png Bosses with abilities from the game: http://wow.zuggaming.com/2008/11/24/naxxramas-10-man-instance-guide-boss-strategies/ General background with Loot info: http://www.wowhead.com/zone=3456/naxxramas