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digitalmax

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  1. People who are familiar with the mod know that is has been dead for quite some time. For those who do not know me I was one of the texture modders on the project and fixed his textures as well as created new textures for his race. Zazemel didn't die according to the rumors, he just suffered a hardware malfuction which caused him to lose everything relating to the mod and didnt want to start over again. I have screenshots of the Skype conversation for the moderators to verify that this is true. I have been given permission by Zazemel to find someone with experience to take over his mod and recreate it from the ground up. He wants someone who has done this kind of work as he doesn't want his mod to fall into the wrong hands. Whoever wants it must be familiar with 3d editing, texture editing, as well as everything that comes with working on a race. So what does this mean? It means that anyone who wants to take over his project to finish it according to the original design should message me. I will pick someone with the requirements to take over the mod. Only request is that Zazemel gets full credit for its original creation and that I get credit for the textures used in my mod. If this is in the wrong section I apologise and ask that it be moved if possible to the correct forum.
  2. I was wondering if someone has been able to do it and can point me to a tutorial or just list the steps to changing it. I want to create a red flame bound sword for my battlemage. The blue doesn't work with him since he is wearing red glowing armor.
  3. I solved the issue. Since Nord Hero Arrows are not used in the game I just changed its model to the Bound Arrows which allows them to be picked up. Is there a way to change the name of the item when its on the ground? Right now when you pick up Iron Bolts it still says Iron Arrow. Edit: Solved all my issues, but thanks for the reply.
  4. I made a mod that makes more bolts available for Skyrim. I am working on adding a special bound bolt. Problem is that even with "can be picked up" checked I am still not able to pick up the bound arrows. Not really a problem since they are stronger then the dragonbone arrows and they are silent where everything else has a noise level of normal. Crafting them is a pain because it requires 1 grand soul gem and 1 void salt to create 24 of them, so it balances them out. So I am asking how do I make bound arrows so I can pick them up? I have changed the material ID to iron and that didn't work, and checked the box so they can be picked up and nothing. Next I will try to look at the bound bow enchantment to see if there is anything in there that is disabling pick ups.
  5. Saw a mod that removes the start spells, healing and flames, when you start a new character. Want to know if it is possible and how to do that. The mod says he removes it from the main quest at about stage 80 of MQ101 and I cant find any references of where it is giving the player those spells. If possible I want to replace flames with sparks since I am playing an Electromancer or whatever.
  6. Ok I figured it out, was tough moving those around.
  7. I was moving some perks around in the sneak tree and was wondering how I move the related perk to where I want it. For example I switched the perks backstab and deadly aim, but while the requirements are correct the position of the perks are unchanged.
  8. I am working on a mod to make real classes in Skyrim. After character creation you will go through the scenes and enter Helgen Keep. In the main room where you walk in will be a chest labeled "Prisoner Possessions". Inside you will find a set of low quality gear for which ever class you downloaded. A role players dream mod. For instance, if you download the "Starter Necromancer Class", you will find spell tomes, a robe, among other leveled caster gear to get you started based on the class you choose. Nothing in the mod will be over powered but will give you a basis to start your adventure aiming for a single play style. Some classes will even have custom spells that they may not even be able to cast yet due to magicka shortages. So far I have 6 classes planned for initial release if I have enough votes. I won't make this unless people actually think it might be fun to try out. Classes planned so far: 1. Gladiator - Uses dual wielding and inflicts bleeding damage. 2. Assassin - Dual wield daggers to speed up your attacks to unleash a flurry. 3. Hunter - Uses a bow and comes with a special pet to aid you. 4. Death Knight - Uses 2 hand weapons to hurt enemies while conjuring skeletons to swarm your enemies. 5. Necromancer - Raises the dead and can inflict life drain and agony. 6. Paladin - Ultimate undead fighter with the ability to heal himself. These are full starter builds for whatever class you want to be. Of course this is Skyrim so feel free to go whatever route you want. I only give you special custom stuff to start your journey. Vote in the poll and if I have enough votes I will start releasing stuff, also feel free to add suggestions for starter equipment for a class you want to see or even changes to the ones I already worked on.
  9. Thanks for the reply. I figured out a way to have the race use unique animations without editing the .hkx file.
  10. I want to create a custom .hkx for my new race so it uses the new animation replacers so the other races won't use them too and I can't find any info on how to open them. Is there a way to get a race to utilize custom animations without making the npcs use them?
  11. Lack of interest has caused me to abandon this mod. Sorry for the people who were interested. I still have it if anyone wants it in its current stage.
  12. Surprised nobody has any input or at least a thumbs up for doing this...
  13. They already have new animations for weapons and some custom creatures.
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