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Everything posted by Xenavire
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Psst, you can achieve your desires with THIS mod here! https://www.nexusmods.com/baldursgate3/mods/1646 This is way too hacky and seems likely to break the game - it'd be a lot simpler if we could just change the appearance and names of hirelings.
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This logic is flawed, since it also prevents those same people who wanted non-binary characters from having a full party of non-binary characters. Max two, without using multiplayer to bypass the limit (Tav and hireling.) Plus, there are a number of mods that are pretty disgusting out there, like whitewashing out people of colour. So this should be a mod so that people have choice, and if disgusting people want to erase identities, that's only going to be in their own games. Everyone else can make what they want then, which is a bigger benefit.
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As title says, my skyrim is launched by steam without me clicking anything, and I have no idea why. It has only happened since patch 1.9 yesterday, and its a really wierd bug that I cannot find ANY info on anywhere. Before anyone asks the obvious - I can't post on the steam forums, I just made an account which hasnt been authorised to post yet, so this is the only logical place I can ask - I have verified all my files multiple times, scanned for viruses, and everything came up clean. I do use SKSE with a launcher re-route (using an ini file) but that shouldnt be doing it as far as I am aware. And lastly, as long as my steam is open, once it starts bugging out (its not a constant from startup thing, it seems to happen when skyrim updates, as there was another small update today) it self-opens around every 1-2 minutes. So I want to ask, has ANYONE else had this issue, and short of removing steam completely, or skyrim, are there measure I could try to fix the issue? Any help would be appreciated, as it is annoying as hell to be in the middle of broswing or playing another game only to have skyrim open and cause my whole PC to act wierd. Oh, and another steam issue caused by this bug, my steam account remains active even if I shut steam off, and it refuses to open again once closed unless I restart the whole system. Making even more problems for me as my contacts try to talk to me, and I am not even online.
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I just saw another mod using the same idea to try and make the player NOT get disarmed by shouts etc, so I figured it would be an interesting and balanced idea to make it into an enchantment via the enchanting tables (it also might be easier to do than said mod.) So I propose adding a new effect that doesnt add damage or any other effects, but stops you getting disarmed (the shouts annoying enough, and I am sure modders will find other ways to disarm players in the future) so this enchant could be a great tool. Considering you would have to give up damage or other utility to get it, I hardly see it as overpowered. If anyone has any ideas on this, and can help me and/or the other guy here: http://forums.nexusmods.com/index.php?/topic/865581-soulbound-weapons/ just post in either thread, I am sure both threads could use the info.
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LE Enchanting percentage selection mod for Armors
Xenavire replied to Dweedle's topic in Skyrim's Mod Ideas
I have to agree, 1000%. It makes me want to pre-craft a whole set of gear in the CK just to have nice clean numbers, 62% mana regen? Dafuq Bethesda? I want to be able to more or less replicate the same enchantments found on random gear drops - but with my own flavours. It sucks that certain robes/armors are better than what you can self enchant, yet still be shittier than a full enchanted set of gear etc... So if this is possible ingame, it would be fantastic - failing a actual toggle, I would be satisfied with rounding to the nearest 5% (5/10/15 etc). Please help make skyrim slightly more bearable? (Well it is one of my main pet peeves, so it would go from mildly unbearable to more or less perfect.) -
With all the custom mods that add new recipes, this would only work for vanilla - that said, I have seen a mod (whetstones) that brings up the grinding menu wherever you are, which makes me wonder if thats possible to do from a book, WITHOUT letting you craft (essentially letting you see the recipes - all of them - but not giving you a portable forge/leather rack etc). Definately a fantastic idea though, especially for the Hearthfire DLC (the amount of recipes for your house can be a little overwhelming).
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I would like to request a small edit to the basic UNP body texture, to add handprints as paint/warpaint/tattoo over the breasts (effectively " hiding them" like a bra might, but still showing the full breast/nipple). Specifics up to modder obviously, but prefer forsworn warpaint colours (browns and blood like colours and tones). Can be semi-transparent too, doesn't bother me really. Only requirements are (of course) UNP and handprint shapes over the breasts (or even partial handprints, just imagine about how much attention to detail forsworn actually have, they go running around half naked and in furs with dirt all over etc.) Please can some nice modder help a guy out? Trying for an immersion mod that might even end up on the Nexus as a fully implemented mod.
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I am having a go at it, testing it etc, but I am still sketchy on the levelled list side. Will try it and see how I go, but it would be great if someone would give this a go for me. I doubt it matters for the most part, but I personally use UNP with BBP, so if someone sees compatible or semi compatible mods and want to give this a go for me, it would be greatly appresciated. EDIT: OK, got stuff to not only show up in game, but be randomly assigned to all forsworn! Big step right there, now all it needs is polishing and tweaking, and for my specific idea I need to go request a body texture... But at least I am getting there! Holding off on bandits for now, but I made decent progress and did what I didnt think I could do. (It is impossible to find a coherent guide, I had to spend a long few hours cobbling bits and pieces of information together. Not fun.)
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I am already using Complete crafting overhaul, this isn't about ME having access to the armor - its about seeing the forsworn in all sorts of different furs and pelts, and bandits in mostly leather gear. Not that the suggestion is a bad one, I would suggest the same in your position. As for immersive armors, I keep looking and find next to no info on the level list and see no mention of forsworn getting new armor. I left a post there, but as I said he hasn't posted today, and as far as I saw his only post in the last few days was the one about the shooting. I know a lot of people on the nexus love to help out, but I have no idea how often they come back to check an amor mod like this, and how many would have the answer I need. Still, from the info I have gleaned so far, it seems forsworn aren't touched, or at the least have nothing worth mentioning added to them. I would even settle for info on adding them to the levelled list myself - I know enough from modding my own game to have basic knowledge of the CK, I can easily find the base forsworn armor and clone it a few times, point the new copies to the new directories for nifs/meshes, and so forth. But editing the levelled lists is something I have no experience with, and I feel it would be far too easy to screw it up and miss a few entries (not to mention I already use a mod that modifies levelled lists, and am putting off getting the Skyrim wyre bash). I know the theory up the point you change the levelled lists - after that I am like a lost lamb. Helpless and confused. I dont even mind making it for personal use, I have no idea if I would be allowed to release it on nexus (my only upload ever was for Oblivion, a mod I worked on with WarRatsG, great guy, he gave me full permissions etc, even though he did 90% of the work.). And as I am not much of a modder yet, I have no idea how to make meshes/textures of my own, despite having good ideas for forsworn - if I was to make this mod myself I would end up requesting tons of new sets. Any advice? Kinda at a loss here.
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I have to say, I do keep looking at that mod, and dont have any problem with what they are doing per se, but I am actually satisfied for now with the vanilla armors, barring a few instances, hence the request. I know the resources already exist, it's mainly a matter of compiling them. Something I am not exactly sure about with immersive armors by the way, are they giving all NPC's random levelled list loot? I see talk of the levelled lists, but nothing specific enough for me to know for sure. (A huge downside of popular mods is not being able to quickly check comments for such a specific thing, you get the search terms wrong and you come up with nothing.) I mean specifically if certain factions get specific loot (I.E bandits getting bandit armor) of if every enemy has a chance of any armor. (I dont think forsworn should go walking in metal armors or mage robes, they have thier own specific style and I want to keep it that way.) I would ask, but I see his last post was about something terrible that has happened (something about another school shooting, the news in my country has not covered it so I dont know details) and I think he might not be replying too quickly. I might just ask anyway, but if you know the answer already it would save a ton of time.
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I love arcane looking gear, but can never find any that looks good. It's either too skimpy, or too bland, or far too flashy to seem natural. So my request is nice mage robes (black as for now, retextures could be nice) with glowing runes similar to this mod - http://skyrim.nexusmods.com/mods/26963/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D26963 My issues with this mod is it's runed leather (I love the robe look) and the runes are less than arcane looking (it looks like a geometry exam vomited on some armor), not to mention the runes are very large and intrusive. So for now the request is a simple black (vanilla is OK, but a more stylised robe would be great) robe with glowing orange (my personal favorite colour) runes (small in size) around the hem and wrists, and I would love it if it could include a matching hood with runes alone the edge of the hood. The actual look of the runes doesnt matter, but would prefer something that looks genuinely arcane. I can't stress enough that I want the runes to glow though (like the arcane enchanters table) as I sometimes like to sneak around in dark places - glowing runes will just add some epic to that. Male and female if possible (I use UNP for female body, and Sundracon for male IIRC, although I find for robes it only matters for females about bodyshape. BBP welcome but not exactly a requirement.) Aesthetically I dont mind small additions, I am a pretty relaxed guy, if it looks nice I am not too picky. More advanced request - Modders preference (In other words, this is completely optional and will take a lot more work than the original request, ignore it if you dont like doing extra work). I would love some of the same as above, with a few major changes. First I want them to have armored versions, so if thats not something you are interested in, move along, nothing for you here. Now my vision for armored versions include light and heavy, so be warned, this isnt something achievable in the CK, I am asking for legit armor mesh and texture work. For light I imagine a slightly open robe with light armor showing underneath. Still hooded, but with a chainmail cowl underneath the hood. As I see it I think it would be easiest to leave the top of the robes (the chest area) closed, and have armored legs (also chainmail, or possibly studded leather etc) showing through an open area in the robe (something similar to this http://th08.deviantart.net/fs71/200H/f/2012/255/d/5/time_mage_robes_by_neonblacklightth-d5eiz2p.png although I prefer a slightly longer robe, and just with armor underneath.) Again, runed in the style mentioned above. For the heavy variant, I just think that robes similar to the Psijics robes with nice plate underneath (type really doesnt bother me, as long as it fits aesthetically, so darker is probably better in terms of colour.) For reference I have the robes here http://oi43.tinypic.com/2nv72gn.jpg - I could see them covering a darker elven or glass chestpieces, ebony could work too. NOTE: I love creativity etc, but I want these to look as authentic as possible. By authentic I want them to look as though they have always been a part of skyrim, rather than one of those tank top and miniskirt clothing mods, or one of the over-the-top armor mods/conversions (for example the TERA armors are popular.) I dont want it to be immersion breaking - just imagine it on several NPC's as a faction gear for example, if it seems like it could fit, then you are on the right track. Examples of what I mean are the Guard armors, or the Psijic robes, or the Archmages robes, etc. If it looks natural, it's going to make me one happy camper.
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I have seen plenty of armor replacers specifically made for Forsworn and Bandits, but I can imagine all of those outfits being in a single camp. Forsworn especially dont have some kind of dress code, they all look wild and fearsome - so why should they all wear the same thing? I have no skill in altering levelled lists etc, so what I am looking for is probably going to be simple for anyone who does have experience. I simply want the forsworn armors and bandit armors that are on the nexus turned into stand alone versions and intergrated into the levelled lists. This will mean asking permissions, and possibly making a few minor modifications, but from what I already know of the CK it should be a breeze for an experienced modder. This is an immersion mod request, so if all the armors had the same base stats (or very very close to the base stats) of the existing armors it would be great. I can't really think of any other vital info, barring I personally dont mind which armors make it in (as long as there is variety) and I am fairly sure I could end up tinkering with the nifs/textures to replace existing versions according to my tastes anyway (assuming its not a lonely .esp, would prefer meshes/textures seperate.) Would love for some nice modder to make this, and love any other ideas to add to this.
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I am currently making my own shout, and have figured out how to make it work etc, added it through the console and tested it etc, however I want to add it naturally into the game. I would love some kind of book etc to activate, unlocking the shout (it uses vanilla words, so players will likely already have the words or be able to find them naturally). So how would I go about making a book that adds said shout to the players shout list? And I am not sure, but it seems like it shares souls for unlocking, if theres a workaround for that it would be nice. Lastly the shout has no voice, is this a bug caused by using words from other shouts? Its a little immersion breaking, but not game breaking. Any help would be greatly appreciated.
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Full Controller Support and Xbox 360 UI Mod for Oblivion PC
Xenavire replied to Gamelander's topic in Oblivion's Mod Ideas
Nephenee13 does have a point there (not taking sides) which is much like my own point, you probably will only have some luck if you find people with the know-how and ask them. I mean a few ideas I have had and posted as request got a couple of polite comments and nothing more. I wouldnt have any advice where to start though, I have no idea how many modders active here have the know-how. -
If you think you would enjoy doing it, and it would enhance your own game, or even if you just like the challenge, I say go for it. If its a quality mod, more likely than not a ton of players will adopt it, regardless of other games out there. I myself have had a few goes at minor modding, and its challenging, but I was mainly doing it for myself. If I knew how, I would probably break the game down and rebuild it from scratch - just because I want to add a personal touch. Thats how you should go into modding I think - find something you think you need for yourself, or would like to have inside your own game, and make it yourself (or find someone more skilled than you to put it together, which I had to do once or twice.) Then the mod forms, and if it turns out the way you want, you post it here on the nexus for people to share. Thats how most of the mods here came about as far as I am aware.
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Full Controller Support and Xbox 360 UI Mod for Oblivion PC
Xenavire replied to Gamelander's topic in Oblivion's Mod Ideas
Ouch. I have lived like that a few times, I understand its not fun. I hope someone will pick it up, but the sad fact is Nephenee13 is probably right. Then again, some of the modders here are freaking awesome people with major skills in modding, so it might happen. It might help if you approach people who already work on these kinds of conversion mods? -
Full Controller Support and Xbox 360 UI Mod for Oblivion PC
Xenavire replied to Gamelander's topic in Oblivion's Mod Ideas
I dont want to poke the "angry bear"so to speak, but I am not sure this is even possible. The PC version of Oblivion was made for PC, and as stupid as it sounds, thats just how it is. They did port it to consoles, so at some level it is possible, but it depends a lot on how it was done in the first place. It is entirely possible that the framework for the PC version cannot be converted to controller use. But that said, I could have sworn you could map buttons to a gamepad... But I can't say for sure. I do have to ask though, is there something about playing with a keyboard and mouse you don't like? Or is it more a convenience thing? (For example, a friend of mine only has a laptop, and he used an Xbox controller to play Skyrim, as it was a great deal easier.) -
I am going to put this as simply as possible. I have seen several mods that have proc effects for random things (usually contracting new diseases, breaking random items, and more.) - To anyone not sure what a Proc effect is, its basically something passive that is activated by pure luck. Now I have SEEN a bunch of uses for these mods, but barely ever has it been something that benifits the player, or otherwise enhancing gameplay, barring immersion. Now what I propose is making a bunch of proc based effects that can be attached to various things, first and most obvious being Birthsigns. The core of the idea I have now, is instead of having all those "balanced" birthsigns mods, we recreate the birthsigns with these luck based effects that are always active, and then add the appropriate stats, lesser abilities and greater abilites to make them actual choices that matter for the whole game. An example of this could be for the Atronarch - It already has a Magicka theme, so it could have a proc that gives you bonus magicka, or have it restore your magicka. The proc could be actovated by hitting a creature with a melee weapon, or some other common occurance. Or you could make the proc effect completely different. The point behind it is mainly to give a lasting impact to how you play without being overly intrusive. (Some birthsigns in vanilla were worthless choices, and often the mods that claim to fix it have one stand-out choice. On the technical side, I dont actually think it would be that hard to create, just time consuming. It is a little beyond me to think up and balance all the effects, balance all the birthsigns, and code it all from scratch... I am not even sure how the script should look, though I know depending on what the effect is it would probably have onhit or similar functions. TL;DR version: I am looking for 2 things. Someone willing to code this, and people willing to give ideas. Then we can rebalance all the birthsigns with scripted effects based on luck. Anyone interested?
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I have a small note to make here, the Paladin mod (can link if needed, but it is pretty much the only one on the whole nexus) has a similar idea put into motion, making a count of certain deeds as good and empowering a certain ability. It has certain flaws and is mostly based off stats/skills/quest line to give new abilities, but I think if you used some of the code as a base for something more in depth, I think it would be pretty much perfect. The main issue is that you would have to place every ability seperately into your script, meaning other mods would mess up your balance (new mods could introduce new evil acts that you cannot track unless you specifically update for each one). As a concept though, it doesn't sound incredibly hard to do, I am sure a more experienced modder than me could put together the core of this script in hours, depending on the finer points.
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Haha, talk about pushing me in the deep end! I will have to see about trying some of this later today, or in the weekend if time becomes an issue. I just hope this endeavour is worth it, this sounds like it's going to be a lot of work. Then again, my wierder idea has a few D/L's and it's still in beta, so this should fare pretty well.
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Ugh, my brain has gone on vacation. I can't wrap my head around this right this second, so I think I will try and tackle it later this week. Still unsure how I am meant to modify NPC speed, and scripting bleeds should be interesting to do alongside that. When I can focus better, I will give this a shot, for now though anyone can freely take a shot at this themselves. Although, mechanics side, I am personally going to go by ability skill (blade/hand to hand/blunt/marksman) to set up how much each slow/bleed is worth. Only undecided on how often I should break those up (every 25 like vanilla, every 20, every 15? What is too little, what is overkill?)
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That is a large part of the puzzle indeed, but is there a modifier for NPC speed? (Although, this might be acceptable on it's own... You apply a slightly heavier bleed to an enemy than you would to the player, but the player gets a slow along with thier damage, while the NPC doesn't... Making for challenging but rewarding combat.) My only concern, if from the description it LOOKS like it only accepts positive integers, making reducing speed by a set % impossible, right? Because how it looks like this, it looks like it is no movement (a value of 0), normal movement (value of 1) and accelerated movement (anything above 1). If I misunderstand how it works though, then it could well be a big chunk of the code on it's own... Just setting a value for each weapon type/duration of the slow would be the hard part for this section of code.
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This actually sounds quite clever, if done right it would be much like a lot of Final Fantasy games (with the characters looking the same no matter what is equipped to them.) Could be very handy for certain race mods too, where wearing armor is an issue or has horrible clipping.
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I don't think anyone should be offended, because the good modders are still modding, it just might not be on oblivion right now. And while I don't dare say the clothing mods are made by bad modders (hell, they are quite talented), they are the most released mods of late, with very few being content/gameplay mods. I think the OP hit the nail on the head, but this late in oblivions life, most of the good mod ideas have already been thought up! So I say bring on any mods, even if it's clothing, because every mod is a piece of the greater puzzle for each player. It might be one small tweak here, one huge quest there, or that fancy set of shiny new shoes added by that clothing mod over there - they all add up to the goal of modding oblivion to each players personal taste. I would love more gameplay tweaks and quest mods though, so anyone working on those don't be discouraged, people still play and love those mods!