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Everything posted by BoneTongue
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Im making a mod that adds carriage stops to skyrim, and its basically done, just needs polishing. One idea that ive had is rather than having the ugly traditional messagebox pop up, i would rather it show something other than that while still having normal messagebox functionality. Is it possible to change the background, and if so, how would i go about doing this?
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[LE] Creation kit ini performance fixes
BoneTongue replied to BoneTongue's topic in Skyrim's Creation Kit and Modders
I actually recall the ship in the bottle, great mod. Didnt get the attention that it deserved. While i've seen some people literally make the main picture on their mod a booty and got tens of thousands of downloads- 9 replies
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- creation kit
- fixes
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[LE] Creation kit ini performance fixes
BoneTongue replied to BoneTongue's topic in Skyrim's Creation Kit and Modders
I've been using most of these fixes for about 2 years in the creation kit, just decided to upload them since there isnt really any support for the CK and they REALLY helped me in the past when i had an old 2000's desktop that couldnt even run skyrim above 15fps All resolutions have already been cut in half in 256 512 1024 increments I've disabled shadows being cast on players, trees, grass, and even made it so the CK wont load grass until you change it The fixes are already finalized, you can find them at the link above, i cant find anything else about the CK that pisses me off or i'd still be updating it aha- 9 replies
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- creation kit
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[LE] Creation kit ini performance fixes
BoneTongue replied to BoneTongue's topic in Skyrim's Creation Kit and Modders
I did the number trick, and i removed, or reduced shadows (very specific shadows in the creation kit will still be cast for decoration purposes) I did reduce the resolution on ALOT of things generated by the CK, such as shadows. I'll have to check to see if the CK has a native res that i can change- 9 replies
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- creation kit
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Hey everybody, i thought this would be a good place to shout out this fix, since the only people using it would be the modders of the skyrim community. Basically I took every common creation kit fix that everybody uses to make the CK operable, then to top it off i added in several dozens of new fixes, many are meant to make the render window smoother and more stable, especially exteriors. Many other fixes get rid of inconvenient bugs that nearly everybody hates. I feel like not many people saw it, or got it confused with previous fixes made by people that only go for the bare minimum of fixes. If you want to check it out, you can find it here IF anybody knows of some extra fixes that i can add, comment down below!!!
- 9 replies
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- creation kit
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https://www.nexusmods.com/skyrim/mods/99796
- 5 replies
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- creation klag
- skyrim
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In response to post #65002786. his mods are hand placed. So conflict is impossible on a "crashing" standpoint. I have experienced though, if you have EVERY one of his mods installed, some towns can feel crowded. he mentions this in his interview, he's run out of space in some areas. I have offered to do an "immersive creatures" style mcm once his creature pack is released so you can toggle certain creatures on and off, but he never did respond most likely due to the massive amounts of messages he gets
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Hey everybody, im lost haha Can anybody tell me if it would be possible to check if a spell is using a specific effect archetype (Summon Creature) I can figure everything else out, but what i need is a way to check if the currently equipped spell is meant for summoning an NPC with or without SKSE scripting would this be possible without a keyword? I would prefer to be able to have this script work on any conjure spell including mod added ones, so a keyword probably wont be an option
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[LE] Simple Script help
BoneTongue replied to BoneTongue's topic in Skyrim's Creation Kit and Modders
Thank you so much, it worked flawlessly and was very "light" compared to another one a friend showed me and didnt involve quests..... I'm leaving this topic up for others to learn from -
Im fairly new to scripting, i've only done a bunch of basic stuff My question is, how do you make it so a script will only fire ONCE? I dont want to do a self.disable on my pullchain What im trying to do is just make a debug message pop up when the pullchain is activated My script is (it is functional, it just repeats itself after every "Activate") Scriptname BTG_PullChainTest extends ObjectReference Actor Property PlayerRef Auto Event OnActivate(ObjectReference akActionRef) Debug.Trace("PlayerRef" + akActionRef)if akActionRef == PlayerRefUtility.Wait(2.5)Debug.Notification("I can feel the ground rumbling")endifEndEvent Thank you,BTG
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dames of skyrim. As for male, no
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Topic rebirth i know. This comment is for anybody whom needs it, and i didnt feel like making a new topic, as this one is the first to pop up on google But under perks, there is "allowshoutingperk" Click it and add your shout via spells
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[LE] Question related to followers
BoneTongue replied to BoneTongue's topic in Skyrim's Creation Kit and Modders
I should have been more specific, TESV Skyrim -
Just like everybody else in the community i am growing tired of not only making cookie cutter followers, but seeing them being made, using the same process as everybody else, the mod community's creative follower "thunder" is just about gone My question here is, what do you look for in a follower that isnt custom voiced? I tend to make average followers with large in game backstories, with houses, loadscreens and music etc, but they arent custom voiced Do you guys really care about all of that when downloading a follower, or would you prefer a standard, follower in skimpy armor, in the sleeping giant inn with no immersive backstory etc. Some people claim that the only thing houses do is conflict with the game This is not true, none of my houses conflict with any other mod (known to me) besides Amber her house changed landscape, so old saves (any save that's been in that area) will have a conflict, as long as you're careful with your hosue placement is it worth it? Voiced followers These are all one of a kind, usually, they come with quest and all sorts of things, i am 75% done with making one named harmony (see my profile pic) Im looking for ideas and/or help with unique global variable stuff (switching combat styles depending on area etc) Sincerely, BoneTongue
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a call once again to support Vidme video links on mod pages
BoneTongue replied to TheWorldofRipX's topic in Site Support
I vote YES, not only because vidme occasionally helps me get my mods seen, but because my friend Ripx and others use it. the entire reason why ripx made this thread is because some guy (Ashes2Asherz) is so bent on attacking him that he found the smallest things in the world (a picture, a pose etc) to get his youtube account shut down Dont believe asherz when he says ripx was in the wrong, Asherz and his friends literally ganged up on Rip's account and got him banned for copyright infringement. Ripx even revoked EVERY video and edited the copyright infringement out of the videos. The true bad guy in this thread is Ashes2Asherz, he claims Rip attacks him but all i've seen is rip being attacked by him, including this thread, theres literally proof on page 2 Ripx was destroyed by this guy and Asherz continues to attack him. I was friends with the both of them, but im starting to see the true colors of the whole situation -
Have you ever seen, or had an armor/weapon, that you wish was included with a follower? Well im making a follower for skyrim, and she needs more accessories! my plan is to give her a good amount of armor/clothes/weapon etc options, but im having troubles finding what i want. if anybody knows of any armor's/weapons you would like to see on a follower, post a link, must be cbbe based, with user friendly permissions. (so i can include it and still post it on the Nexus) I dont care if what you refer is skimpy, immersive etc, i just need suggestions. if you see a Priscilla on the nexus, check her out. Thank you