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Everything posted by grasscid
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your best bet to keep things lightweight would probably be a Start Game Enabled quest with an attached script that has the "OnMagicEffectApply" Event; have it check for all the alchemy magic effects, and boost alchemy experience slightly when it detects that such an effect has been applied. this would probably end up giving you a few false positives though when other spells and magic things have alchemy effects attached.
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part of a mod I'm working on involves giving the player a Constant Effect debuff that's supposed to lower the player's maximum magicka by 50 points. However, it seems any "Detrimental" MGEF that has "Magicka" as its associated item treats the magnitude as a per second drain rather than a flat decrease. In other words, when I cast the spell on the player with a magnitude of 50, it takes away 50 points of magicka per second instead of decreasing the player's maximum magicka by 50. It does this regardless of whether I set the effect archetype to "Value Modifier" or "Peak Value Modifier". Anyone have any workaround suggestions? the only thing I can think of is creating a script that stores the player's magicka as a variable and adjusts it accordingly while the effect is active, but I hope there's a simpler way because this would probably cause all sorts of problems with enchantments and leveling up and whatnot.
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I'm trying to make a magic effect script that applies a constant effect to the player if they enter a specific cell type, like a draugr lair for example GetKeywordDataForCurrentLocation would be the perfect condition to accomplish this... if it actually worked According to the Creation Kit website, the condition is non-functional outside of perhaps the story manager. I tested it extensively myself applying it to a magic effect, and it does indeed seem to have no effect (or rather, it always comes back negative, except if I set to == 0 in which case it essentially does nothing) So does anyone know any alternatives I could use? Either to get this condition to function, or if there's any other methods for checking location keywords?
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[LE] New to modding would love some help
grasscid replied to juffatoot's topic in Skyrim's Creation Kit and Modders
go through this creation kit questing tutorial, it has the answer to all three of your questions. https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Planning_the_Quest -
I'm working on a little quest mod to bring the Konahrik dragon priest into the world of Skyrim. I've got the mod pretty much completed at this point, but there's one rather annoying bug I can't seem to figure out that still stands in my way. As part of the mod, I've given the Konahrik dragon priest the Konahrik mask to wear. I know next to nothing about 3D programs or modeling but I've nonetheless somehow managed to get the mask to actually show up on the priest's face in-game (I used the dragonhelm_ultra_0.nif mesh as the base, for the record). The problem now though is that the mask seems to react very strangely whenever a shader effect is applied to the priest, and I have no idea how to fix it. For example, if Konahrik casts the flame cloak spell the mask starts glowing bright orange. Some other spell he casts (ebonyflesh I think) makes it glow dark blue. If I hit him with an electricity spell, the mask gets covered in miniature lightning sparks of its own. When I open the mask in Nifskope it just looks pure white with no shading present whatsoever, so I think this might be related to the aforementioned issue. So yeah, anyone with some modeling knowledge know what's wrong with it, and what I can do to fix it? This whole thing is way out of my forte. here's some screenshots of what I mean. When there's no shader being applied, the mask looks completely normal in-game, as you can see in the last screenshot. https://imgur.com/a/QSBjk UPDATE: I figured it out, the problem was that the mesh didn't export with normals (even though the normal map still appeared in the texture list in Nifskope) because that option is disabled by default. I re-imported it back into 3DSMax, then re-exported it exactly as it was but this time I ticked the "normals" checkbox on the window that popped up and sure enough it's working exactly as intended now.
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Basically this mod but for the full body, and for male DD soldiers too I hate the player blood textures in this game, it looks like Snake tripped and landed on a jam sandwich or two whenever he gets shot Another benefit of this would be removing the blood from Demon Mode, so you can bypass mods that remove Demon altogether and you get to keep the kickass full-length shrapnel horn
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Valve/Bethesda announce paid modding for Skyrim, more games to follow
grasscid replied to Dark0ne's topic in Site Updates
It's hardly even supporting the modder; Valve takes 75% of the earnings from selling the mods. We'd be better off with a donate button that gives the author every penny we think they deserve instead of having to pay for user created content. This is going to set a bad precedent for future modders. -
Anyone will to partner on a Mod?
grasscid replied to Chemist18's topic in Fallout New Vegas's GECK and Modders
So what exactly do you need help with? Like, what would you be able to do on your own and what would the partner need to do? -
LE Corprus the divine disease from Morrowind
grasscid replied to Zayn968's topic in Skyrim's Mod Ideas
Hm, this sounds like an interesting idea. I've actually been thinking of making something like this myself after playing Morrowind recently. -
I've made some dragon textures that I'd like to implement in an "automatic variants" type file. However, I have no idea how to make one, as the instructions are far from clear and I keep getting errors that crash the .jar whenever I try to do it. Basically, would anyone care to explain the steps to me, or do it for me? I can give you the textures and everything. if you want.
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Just a simple question: Can you ride Paarthurnax using the bend will shout like you can with Odahviing? That would be cool :D
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I've been trying to figure this one out for a while: What happens if someone performs the black sacrament on a Dark Brotherhood member? On an unrelated note, if Nords go to Sovngarde after they die, where do the other races go?
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I agree. Skyrim being my first TES game, I think the elves look fine.
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Love that last one, lol.
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A few questions for you: How many Skyrim characters do you have? Do they have their own unique playstyle, e.g one is a vampire pure mage, and another is an assassin? What race are they? (If it's a custom race, a link would be nice :P) How many of them do you actively play\ how many are "retired"? What is there alignment? I've personally got five, and I play them all actively. 1. Heavy armor, one-handed Wood Elf. Generally a good guy. 2. No armor, warmage Vampire Dark elf. Uses Dragonhide, wards, healing, and bound sword to be nearly invincible. usually a bad guy. 3. Khajit assassin. Uses daggers and ancient DB armor. Evil alignment, that's why he's an assassin :3 4. Snow Elf archer. Light armor. Doesn't really have any alignment. 5. Redguard viking badass. Fists only, heavy armor. kills everyone and has a drinking problem.
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I'm pretty sure you can simply unbind the console key, preventing you from opening it.
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All these "sexy" mods are getting annoying
grasscid replied to grasscid's topic in Skyrim's Skyrim LE
I didn't say my opinion was more important. Nor was I dictating how the community should be. I was simply venting and you need not take it for any more than that. -
They're freaking everywhere. Sexy armor, sexy followers, sexy characters, sex toys, revealing clothes, redone existing characters e.g e.g. It's really getting on my nerves that there is such a sheer quantity of these mods. Even things that are unrelated to anything "sexy", like say, a new weapon, get front page and 200+ endorsements as long as the screenshots are in ENB with a half naked chick holding your new "weapon". It's ridiculous and annoying. Just take the Sporty Sexy Sweat mod, for example. You know what it really is? It's sweat. For your "favorite character." But somehow, it's ammased 700 endorsements and almost 40,000 DL's. It's just sweat, guys. for your character. But because it has the word "sexy" in it, and it has half naked chicks with ENB in every single damn screenshot, it becomes so popular as to be featured for an entire week on front page. Last I checked, this was a game for fighting dragons, doing quests, and slaying bandits. Not a pleasure tool for jacking off to every 5 minutes. This is Skyrim, not sky rim. I'm definately okay with some of the simpler stuff. Nude mods are fine, and hell, maybe even some of the "prostitution mods". At least those are somewhat immersive, even if it's just a little. But when you have all these Temptress Races, and sexy revealing armors, that's entirely unnecessary and doesn't belong in Skyrim. In a game about combat, you don't expect someone to wear a tight dress that reveals their breasts and offers no protection whatsoever. What's even sadder is that these mods aren't even targeted at girls. They're made for lonely teenage nerds who can't possibly hope to "score" in real life. Or maybe I'm way off. That's my best guess at who they're targeted at. I'm not even a female, nor a feminist. I simply think the quantitiy of these mods is too damn high. I want some actual useful mods. Things like the USKP, or gameplay balancers, or something like HothTroopers immersive armors. Those things add to the game, and really flesh it out and make it all that it can be. But things likethis have absolutely no purpose in Skyrim, WHATSOEVER. We need more people like Hothtrooper and Arthmoor; people who contribute real things to this community and really strive to ensure that people get the best out of their game. And fapping to it doesn't count. As always, feel free to disagree, trash on me, agree, or whatever.
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I've been hard at work on my latest mod and I've nearly finished, but there is a problem: I tried to set a script property for the dragonpriestdagger so that it could be added to the players inventory upon completion of a portion of the quest. Something strange happened and now when I try to compile ANYTHING, I get the following: Starting 1 compile threads for 1 files... Compiling "QF_Paarthurnaxpriestquest_01000D65"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(65,16): script property DragonPriestDagger already defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(65,16): script variable ::DragonPriestDagger_var already defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(65,16): script property DragonPriestDagger already has a get function defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(65,16): script property DragonPriestDagger already has a set function defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(67,16): script property DragonPriestDagger already defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(67,16): script variable ::DragonPriestDagger_var already defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(67,16): script property DragonPriestDagger already has a get function defined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_Paarthurnaxpriestquest_01000D65.psc(67,16): script property DragonPriestDagger already has a set function defined No output generated for QF_Paarthurnaxpriestquest_01000D65, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_Paarthurnaxpriestquest_01000D65 Anyone know what to do?
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Firstly, I believe the mod said I needed the sources. Secondly, I installed the files I was missing from the scripts folder, and Skyrim still crashed on startup.
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The files I'm looking for are in scripts AND scripts\source. I found the ones in scripts, but I still need the ones in source. :\
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Right, I'll try that. I couldn't find the all important .pex files because I couldn't find the source folder. :(
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Right, I'll try that.