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About bluesmurph
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OK I got my mod working! http://skyrim.nexusmods.com/mods/27748 So Its no longer a batch file and no command windows appear when you launch it! All you do is: Rename the current 'SkyrimLauncher.exe' to 'Launcher.exe' Drag the Script file and the new 'SkyrimLauncher.exe' into the skyrim directory folder Drag in one of the 3 songs I included (1 is the oblivion launcher theme that was posted in this thread and the other 2 are Skyrim songs I lliked) This mod is fully working with steam so you can just click 'Play' on steam and it will launch the exe which redirects to the real launcher and the song at the same time. This mod will not be compatible with any other mod that needs the 'SkyrimLauncher.exe' to be renamed. You can add your own songs anytime by just naming a .wav file 'launcher_mus.wav' and adding it to the skyrim directory instead of adding one of the pre-given Their are still 2 problems though... My Anti-Virus was freaking out when I first launched the .exe so you made need to add the file as an exception The script file has a path in it that may not be the same on everyone elses computer so you may have to edit the path to point to your skyrim directory (tutorial on Mod page)
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No I got it to work :P thats what took from like 10 this morning to now to figure out XD I'm a total noob at this but a lot of google searches helped me. So what I did: Batch file starts up the launcher Next it waits untill the launcher is started to launch a separate script file I wrote which launches the wav file (taken from the video you posted) in the background so windows media player doesnt start up -.- Then it starts a check system to see if TESV.exe is running and if SkyrimLauncher.exe is running If TESV.exe is running (you hit 'Play') it stops the audio file but if SkyrimLauncher.exe stops running (you hit 'Exit') the audio file stops playing It's just that easy right? XD I bet theirs a simpler way to do this but it works... It has 3 files that you just drop in your main skyrim directory: The wav file The Batch file And the scripts file that runs the wav in the background I'll try to figure out how to get rid of the cmd window but if you guys want the files just let me know, ill post them
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Haha yah I spent this morning writing a batch file. I got it to work and everything but I don't like how it makes the cmd window appear :/ I'll try to fix that... I also tried compiling the batch into a .exe and renaming it SkyrimLauncher and renaming the real Skyrim Launcher something like "Launcher" so when I click play on steam it would launch the audio too... only problem is that my anti-virus believes that its a virus so I would have to disable my antivirus in order to play which wont fly.... aaannnnyyway I have the unprofessional .bat mod if anyone wants it :P
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sorry mr. troll, just clarifying. (Dont deny it, i've seen you trolling around these mod request forums hahaha :biggrin:)
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Wait.. do you want that music as the main menu music (which I can do) or do you want it to be music that is played before you hit play at the launcher screen(which I have no idea how to do)? This one?: http://schend.net/images/games/launchers/elder_scrolls_skyrim_launcher.png
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Because adding HUGE walls of light all over the map won't make it crash either? Anyway I like and hate this idea. It would be cool to be able to see when you enter a new hold but i don't know if i wold want giant walls of light everywhere... maybe just have it so every time you enter a new hold it says on the top of your screen "Now entering Eastmarch" or whatever... idk, my opinion
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I swear I've seen a video of a weeping angels mod a LONG time ago. It want an angel, just some large relic stone thing, but it followed you around the same way the weeping angels do. I cant find the video but I'll look for it... BTW I would never leave my breeze home if their were weeping angels... hell id sit in a corner... and not blink XD Edit: Next time you post something look on the other pages of the forum... on page 2 I found this http://forums.nexusmods.com/index.php?/topic/516971-weeping-angels/ Same exact question...
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I like this idea and it inspired me to do some fiddling around with creation kit but my idea failed.... all i ended up doing was making it possible to zoom in really far with a certain bow... the zoom in function for bows is locked to bows so you'd have to get someone that could write some script or something (basically not a NOOB modder like me :/). But i like the concept and MANY others have posted this on numerous forums but no one seems to make it :/
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LE IN Despert need of Male armor! PLEASE Help
bluesmurph replied to DevilsCurry's topic in Skyrim's Mod Ideas
have you ever seen Immersive Armors? http://skyrim.nexusmods.com/mods/19733 Its quite popular so you probably have seen it. if not check it out, it has a lot of cool armors. Some more cool armors are: Anything by Hothtrooper (the immersive armors guy) http://skyrim.nexusmods.com/users/3656551 Seratic armor is pretty cool http://skyrim.nexusmods.com/mods/19961 ActusReus's armors http://skyrim.nexusmods.com/users/2291532 basically google and check most popular stuff on nexus and steam workshop... it isn't that hard to find cool armors And if none of these fit your fancy and you just want someone else to make you armors then.... good luck with that. their are not that many people that can make really cool looking armors so you'd have to be lucky and it DEFINITELY takes more then 2 hours of waiting to find someone that will make armor for you -.- anyway good luck *edit* Heres some more armors that i think you may or may not like frankdema's armors, he has a few cool ones http://skyrim.nexusmods.com/users/3805873 -
its skyrim... the modders would rather spend more time making werewolf mods or sexy lady mods than adding famous guys into the game... if anything, they would add famous women into the game and make them wear little clothing and make their boobs/butt 3x bigger XD *this is just a joke. please dont kill me* (but you know its true XD)
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I love hunting and i've always wanted to make a better hunting mod and i tried but found out my ideas were to complex for my own skill in modding. Everything you stated is fairly easy to do except: You can not make your own skill tree yet... you can change and rename an old one and add as many perks as you like but the background image stays the same and i think the way you obtain experience points stays mostly the same. Hit boxes.... i don't even know if you can edit those but that would be really cool Creating models and textures for all the new items you want animals to drop (lots of people can do this but personally i have no experience making models and texturing) Making animations for all of the werewolf attacks. making animations is pretty hard (once again... some other people can do it but i cant and its harder to find people that can make animations then people that can model items...) Hicirnes guidance... I actually have had a mod like that in planning for a while and i just recently thought of an idea on how to maybe get that to work... if i get it to work ill let you know :P Most Werewolf spells.... Personally I wouldn't include to much of the werewolf stuff because their are PLENTY of werewolf mods and i don't really see hunters using werewolf to hunt... but that's just my own opinion. I liked the idea of the "in season" things to hunt so maybe you could actually have a hunters bar or guild place that has a bunch of shrines that allows you to pick which creature is in "season". When the creature is "in season" then you get bonus crits on that type. The shrines would be like the other shrines in the game but you may only have 1 hunting blessing at a time and it wont replace your other blessings from normal shrines. This is just an idea to free up some space on that skill tree because it would be pretty cluttered. Unfortunately like i said before, you cant make your own skills so your skill tree would have to share its place with another (archery makes sense) or just completely delete a skill tree you don't plan on using and rebuild it with your new perks (blocking? i NEVER use blocking). You can rename skill trees too so "Archery" can become "Hunting" and so on. Only problem is that if you replace a skill tree with your new one, lets say blocking, then you cant get rid of the giant shield in the background. I hope this helped a little and maybe someone with good modding skills will take up this challange.
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LE New kind of tracking mod for hunting?
bluesmurph replied to bluesmurph's topic in Skyrim's Mod Ideas
:o Looks interesting. I like this one but to bad it only works in snow :/ It probably would only look good in the snow too... Yah, I wanted to make this mod a long time ago and thought of that but didn't want to do that so i gave up on ideas. recently i came up with this idea when playing Monster Hunter and I had Paintballs that I could stick to my target monsters and they would show up on the mini-map. The idea is almost the same being that you aply a poison that once you have hit the creature it allows you to use a spell to create a highlighted path to the creature if it runs away. -
I think a game that pulls off siege mechanics well is Mount and Blade: Warband, that would be an excellent game to base the mechanics off of. For the siege you could go to the city and activate the siege. Once activated you have the options to attack instantly, build catapults/ladders that take X number of days to build, or wait X number of days. All of these choices have different effects: Attack Instantly - Your army begins the siege instantly but the defending army is at its full potential and will have full strength. Build Catapults - It takes X number of days to build them but once completed the defending army will be a little weaker. The amount of days waited to build the catapults PLUS the catapults themselves effect the strength of the enemy army. Wait - Waiting lets you wait a certain number of days. The longer you wait the weaker the enemy becomes until after a set number of days they surrender... BUT the longer you wait the more likely an enemy army will come in for support and attack you. If this happens then a large battle takes place outside the city and you must kill everyone and kill or capture their general in order to continue with the siege. If you loose troops during the battle then it will effect the number of troops you have to fight in the city. Maybe also add some other things to do while sieging that take a couple of days to effect the strength of your army and the enemies army... (call in for support for extra troops, raid enemy farms or merchants to cause havoc on them and improve your stregth, ect) But if you get bored of sitting you can attack the city whenever you want and have the battle separated by waves: 1. First battle is outside the city as you fight to get through the gates. Many archers in parapets and soldiers on foot outside the gate 2. Second battle is after you defeat the people outside and get inside the gate. Lots of foot soldiers and archers on rooftops. 3. Third battle would be inside the Jarl's Palace with butt loads of special "Jarl Guards" and maybe some court wizards and such. Like you said, once the guards are defeated the Jarl Surrenders. These are just some ideas and if you really like them then go play Mount and Blade: Warband... I stole all the ideas from them. This is pretty much how the sieging works and its really fun and i could see it being fun in skyrim too. Of course you don't have to follow this but i like the system and by adding a bunch of more options on improving armies and such this mod could turn out very well. Now the only problem is someone needs to make it XD. its always easier said then done correct? Well post what you guys think and try M&B out for yourselves if you haven't. Its extremely fun PLUS theirs a free demo version that lets you play up to level 7... but you probably cant siege at level 7 unless you get cheats to buy more troops. Download the demo HERE
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So i was thinking about making a mod that would let you track animals you are hunting. Before i go fumbling through the Creation kit I decided i would ask more experienced modders it is even possible or if they could take up the project (i'm lazy and not a great modder). So the idea is that you should be able to track an animal you are hunting with a trail like Clairvoyance. So my thought is to make a poison called "tracking potion" or whatever and when you apply the poison to your weapon then the next animal/npc you attack will be "marked". In order to see the trail you just create a copy of the Clairvoyance spell but point it towards that last "marked" creature so every time you use the spell it shows a trail leading to them. Idk if this is possible. The iffy parts for me are: 1. Giving the poison the ability to put a "mark" on the target 2. Making the Clairvoyance spell copy have the power to point towards that "mark" If you cant have the spell dynamically follow the target then maybe have it set to the last spot the creature was at each time you cast the spell? I don't know but maybe someone out their knows how to do this. If anyone knows how to do this could you explain it please?
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Whiterun Merchant district Mod? I cant remember the mod name!
bluesmurph replied to bluesmurph's topic in Skyrim's Skyrim LE
Oh my god thank you!!!! It was the Better Whiterun: under construction mod! I saw it a while ago and when i finally decided to get back on skyrim i was like "s*** what the hell was that mods name??" anyway i kinda find it funny how every mod that enhances skyrim its called "Better ________". they always use "better" -.- hahaha