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Everything posted by JoninCactuar
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Rightful ownership mod gone?
JoninCactuar replied to Ping827's topic in Mount & Blade II: Bannerlord's Discussion
yeah just looked for updates for my mods, and noticed i got an error message for the mod as it doesn't exist... wonder what happened. didn't notice any toxic comments or anything when i last looked that might have made him leave.. -
scoop de poop
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So my idea for a mod is that whenever you clear a fort or keep that has bandits, mages, or vampires in, you can speak to someone in your sides capital (once you've joined stormcloaks or the imperials), and they will thank you, give you a gold reward, and dispatch a troop of soldiers to hold the fort. The idea behind it is that it adds a bit more depth to the civil war, and lets you feel like you are taking strategic locations for your side. I think in terms of an actual war like that being depicted in game, it would make a lot of sense to want to snatch up every fortification you can, as it gives you more control over the surrounding area. If you see this, tell me what your thoughts are on the idea. If you are a seasoned modder, tell me how difficult you think this would be to do.
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Skyrim SE - Mod Detectives Thread
JoninCactuar replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
You seem to be talking about MCM (Mod Configuration Menu) which is built in to SkyUI -
SSE Missing flowchartx64.dll
JoninCactuar replied to KreinRaan's topic in Skyrim's Creation Kit and Modders
I'm not sure if sending base game files is against the nexus terms of service so I'm afraid I can't just send you my file per se. But on a "completely unrelated matter", could you PM me your email?- 14 replies
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SSE Missing flowchartx64.dll
JoninCactuar replied to KreinRaan's topic in Skyrim's Creation Kit and Modders
you could always verify the installation in steam. that should download any corrupted or missing files for you- 14 replies
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SSE Missing flowchartx64.dll
JoninCactuar replied to KreinRaan's topic in Skyrim's Creation Kit and Modders
i had the same issue with missing dll pop up in creation kit, but regsvr32 worked for me. it seems odd that you cannot find the file on your pc. are you definitely looking in the actual skyrim special edition folder and not the data folder? also the easiest way to do the regsvr32 method, is to first navigate to your skyrim folder in cmd so for me i did this: cd C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition regsvr32 flowchartx64.dll- 14 replies
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I'm working on a super secret mod that adds in a quest line with 2 new voiced npcs. I have gave both npcs their own voicetypes, there own dialogue lines in the quest and have made .wavs with the names ck generates when you make the line, and put them in the locations for each line (data/sound/voice/modname.esp/npcvoicetypename/) All looks like it should be working, but in game the NPC's have no dialogue options, or say anything at all. Also on a seperate issue, I have a quest item that I given an alias and have tried to "put in" to an NPC, but when killed the NPC does not have the item :sad: This is the first quest mod I have ever made, so knowing me the mistake I have made is quite noobish :tongue: If anyone wants the .esp and other required files to have a snoop for themselves just gimme a PM ^^
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The Voice Actors of Skyrim (Nexus)
JoninCactuar replied to Hotemochick1992's topic in Skyrim's Skyrim LE
TyfE Actor Stats Age: 20 Gender: Male Race: White/Caucasian Last Updated: 1/10/2014 (DD/MM/YYYY) Active Member: Yes Playable Races: Imperials and Bretons most naturally. Can also do a fairly convincing Nord accent. Well spoken Elves are also good for me. Experience: Beginner Skills: I am English and can do both regional and posh accents from my country. Can also do a decent Nord accent however. I can do quite gravelly voices, as well as soft voices. About Me: I was initially tempted to do VA work as my friends were impressed by some of my impressions and accents. Voice Samples: https://soundcloud.com/tptyfe/voice-acting-showreel-spriggans -
I'm actually the only person with it. I basically changed one of the horrible face paints texture (the one that's like a starburst I believe) to stripes, then another one (can't remember which) to the inverse. Using the mod RaceMenu you can have multiple paints and have any colour, so I picked the two I replaced and made one red one black. As for the body I did the same, replacing 2 of the body paints you get with RaceMenu.
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Not enough people visit these forums. It's such a shame. If I could make anything more than a basic sword in Cinema4d, I'd love to give it a go. I too have wanted a good viking armour for ages. I'd also like something like this: I'd love to finish my Turisas character hehe. Here he is so far btw :3
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LE Runes appear on screen when shouting
JoninCactuar replied to Avastgard's topic in Skyrim's Mod Ideas
Yep. Tbh though many of the stuff put on here gets seen by modders with the appropriate knowledge. I'd say 1-in-10 posts on here get made. Problem is most modders already know what they want to mod, or are adding features or fixing their own mods, and don't have time to make requests. -
LE Runes appear on screen when shouting
JoninCactuar replied to Avastgard's topic in Skyrim's Mod Ideas
Yeah maybe a sort of enchantment type overlay/glow could be added that is similar to the shouts effect like you said earlier. -
LE Runes appear on screen when shouting
JoninCactuar replied to Avastgard's topic in Skyrim's Mod Ideas
I was just thinking it might be cool if each word of the full shout glowed blue as you said it, kinda like a charge bar. Any words you don't know of the full shout could just be greyed out. So if you only knew Su and Grah of Elemental Fury, it would be like this: As you say Su: Su Grah Dun As you say Grah: Su Grah Dun -
LE Runes appear on screen when shouting
JoninCactuar replied to Avastgard's topic in Skyrim's Mod Ideas
Yeah I was just thinking it would make the most sense in relation to the cooldown meter, but yeah your idea would be much simpler and probably much nicer. -
LE Runes appear on screen when shouting
JoninCactuar replied to Avastgard's topic in Skyrim's Mod Ideas
I'd quite like the compass marks to become less prominent and the runes to flash onto it with a blue aura, then fade and of course you then get the cooldown blue glow as normal. A bit like this quick mockup I've thrown together http://i.imgur.com/jMyPrUx.png I didn't add the cooldown effect in the screenshots. Everyone knows what it looks like! -
So my thought was this, instead of mages just wearing robes or enchanted armour, they can wear both. Archers, Theives, Warriors should all have their own type of robe too, that can also go over armour. Here's my thoughts: MAGE (Can be worn over light armour, looks like full robes like already in game) - Master Robes of Alteration 0 armour rating Increased Mana +50, Mana regen +80%, and Alteration +20% - Master Robes of Conjuration 0 armour rating Increased Mana +50, Mana regen +80%, and Conjuration +20% - Master Robes of Destruction 0 armour rating Increased Mana +50, Mana regen +80%, and Destruction +20% - Master Robes of Illusion 0 armour rating Increased Mana +50, Mana regen +80%, and Illusion +20% - Master Robes of Restoration 0 armour rating Increased Mana +50, Mana regen +80%, and Restoration +20% THIEF (Can be worn over light armour, looks like a cowl, arm and leg wraps) - Master Thief's Shroud 0 armour rating Increased Sneak +30%, Lockpicking +30%, and Pickpocket +30% - Master Assassin's Shroud 0 armour rating Increased Sneak +30%, Lockpicking +30%, and One handed +30% - Master Hunter's Shroud 0 armour rating Increased Sneak +30%, Lockpicking +30%, and Archery +30% Warrior - (Can be worn over both light and heavy armour, looks like the tabards from WoW) - Master Tabard of the Swordsman 0 armour rating Increased 1 Handed +40%, Block +30%, and Light Armour +20% - Master Tabard of the Guardian 0 armour rating Increased 2 Handed +40%, Carry Weight +50, and Heavy Armour +20% - Master Tabard of Fortitude 0 armour rating Increased Health and Stamina +50, and respective regens +80% There of course would be Novice, Adept, Apprentice, and Expert variations scaled accordingly.
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So I'm sick of going to mount a horse and getting either instantly popped onto it, or teleported to the side of it and then getting on. I'd much rather a GTA style system be used where you auto-walk over to the side of the horse, and then get on. Anyone want to see if such a thing would be possible? I can't imagine why not!
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It would be cool to have a fully modelled, animated and "voiced" Chester from Don't Starve! Perhaps the eye-bone used to summon him could be placed at a random ruin and that's how you get him to appear and follow you? Obviously he should also be able to store gear like a normal companion, he would not be able to attack, however he does have a lot of health so is a good tank. http://www.dont-starve-wiki.com/wp-content/uploads/2013/01/Chester.png
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This sounds like it would be a really great (though difficult to make) mod! Wouldn't it be strange though that you're children are aging yet the normal npc children remain the same age though? In fact that kind of goes for all the characters in the game!
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I would absolutely love it if someone could make a model and texture for this and turn it into a standalone blade. For those who do not know what the sword looks like, here's a pic: http://images1.wikia.nocookie.net/__cb20130421234547/finalfantasy/images/9/9a/FFX_Weapon_-_Brotherhood.png The red at the end is just ribbon attached to the end, and wouldn't really be needed to be on the model. As in the game the sword does water damage, ice damage would be a good enchantment for the sword, though many would probably just prefer a sword they can enchant themselves. Damage should be around 18 as default, and the sword should be one handed. I think this would be great to go with the other Final Fantasy Sword mods on here. Maybe one day we could get some of the outfits as armour! It would be sweet to walk round as Sephiroth!
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I fully support this concept. Making it so you can mount them on the wall plaques would be sweet
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LE Skyrim's Ultimate Unoffical DLC Mod
JoninCactuar replied to XDeadWalkerX's topic in Skyrim's Mod Ideas
You said you can find a way to do anything so heres a few ideas: -------------------------------------- PIRATES OF SKYRIM! 1) grenades. old style cannon ball type grenades that you can throw 2) portable cannon weapon. a new long range weapon that fires cannon balls - a new projectile 3) buyable and sailable boats. maybe editting skyrim so it has larger seas and a few port towns. 4) pirate outfit 5) parrot companion -------------------------------------- MOUNT MOD! 1) makes horses storable at stables 2) buyable stable slots (1 slot stores 1 horse) -------------------------------------- CHOCOBOS! 1) adds Chocobos (of Final Fantasy fame) to the game as mounts. they can be bought at a Chocobo farm north of the Giants near Whiterun appear in these colours: Yellow - Very common Blue - Common Green - Common Pink - Fairly rare Red - Fairly rare Purple - Fairly rare White - Very rare Black - Very rare Gold - Ultra rare (the rarer the chocobo the faster and stronger it is) 2) randomly roaming Chocobos that can be fought, and then instead of dying, turn into rideable creatures -------------------------------------- WARMER WHITERUN HOLD! 1) brighter whiterun hold 2) more lush and higher contrasted grass in the whiterun hold (except in the mountainous areas) --------------------------------------