Jump to content
ℹ️ Download History temporarily unavailable ×

ArcturusFyr

Members
  • Posts

    112
  • Joined

  • Last visited

Posts posted by ArcturusFyr

  1. Currently i'm using the Divine Crusader Edition version of this file;

     

    Dovahkiin Vs The Champion of Cyrodiil by Jbum26

    http://www.nexusmods.com/skyrim/mods/47939/?tab

     

    and it need this particular file;

    Knights of the Nine by Maty743

    http://www.nexusmods.com/skyrim/mods/18114/?tab

     

    to create the results I'm looking for.

     

    However, another mod that i'm using, this;

    Legacy of the Dragonborn (Dragonborn Gallery) by icecreamassassin

    http://www.nexusmods.com/skyrim/mods/52248/?

     

    already has Maty's mod integrated within it, and any other instance used at the same time with the assimilated mod will cause conflicts.

     

    Is it possible for me to use the Dragonborn vs Champion of Cyrodill Kotn Edition mod, with the version of Maty's file that's latent within the Legacy of the Dragonborn plug-in, or am I stuck with just one, over the other?

     

    If anyone can help, please respond.

     

     

  2. Recently I came upon "trollfs' junkyard" with it's separate and individual plugin(s) that are mutually exclusive on his respective mod page. I found the weapons appealing in that I wanted to download them, but due their piecemeal esp set-up I find myself hesitant to do so in regards to the potential esp limit of the list of the many mods I already have installed. What i'm requesting is a workaround for this issue, the creation of a single esp file that can merge/link all the mods together and have them work all on this singular esp file, as opposed to each of the ones that are already packaged with each the plugins.

     

    If anyone can fulfill this request, that'd be great.

     

    Here's a reference link to the mod page.

    http://www.nexusmods.com/oblivion/mods/25642/?

     

  3. As the title states, i'm looking for someone to fulfill the request of "fixing" the Warrior Priest equipment plugin by Sykez. The set seems to be plagued with issues ranging from the armor not showing up properly in the part of the world space it appears in, or with parts of it being invisible when worn. A user sometime ago had posted pictorial examples of whatever processes they'd used to re-mediate some, if not all the problems found within the mod, allowing anyone knowledgeable and familiar enough with the means to do so in applying the aforementioned fix's for themselves.

     

    That being said, I do not have a sufficient understanding in utilizing these methods myself to create a solution on my end. If anyone can help with this, that'd be great.

     

    Here's a reference link: http://www.nexusmods.com/oblivion/mods/36901/?

  4. well... I knew this is a risky one,

    that 'liberty' is limited :smile:

    before we NOT try to ask permission from two original authors aren't we ? So....

    since you gave me feedback just now. Then I assumed this file is delivered safely to you, fyr

    I've removed the file in that link

    in small scale use, this case can be labeled as personal use.

     

    the pleasure is mine, don't mind. Actually I have this skill is because of certain someone, Master Forli (author of Vampire Revolution)

    I am just try to share or tribute what this Nexus community has given to me

    Again, thank you. This made my day. :D

  5.  

    EDIT : @cfh85 ahhh you're right, my mistake. while I am tinkering and building new mod for this 3 stones, I realize that Khettienna use activator and hide the original to the edge of the cell. so If the NPCs activate the fake Varla or Welkynd, they will do nothing to it. I recall there is mod that make NPC will pick up or harvest nearby object, I think the mod is MMM. but we are talking about activator here
    well .... since this is direct request and I have free time
    here you go, this is for you fyr >>> https://www.mediafire.com/?ro4ch8o5rvicx27
    I revise the code and streamlined it, and copied the red welkynd location from original author
    all the stones is respawn. and you NOT need to be afraid if the stones is picked up by the wrong hand (NPCs)
    you think wait 28 and 14 days is too harsh ?? I've already prepared file INI for you to customize :smile:
    tell me if it is working or not
    any nice feedback would be great, would be happy to receive any appreciation too
    also I prefer you should just call me L

     

    Ha ha ha ha! Yes, finally! Thank you so much! I really appreciate this, because despite the calynd stone mod being small and otherwise unknown it was just one of those things that definitely would've made my game experience click together and be all the more better for it. Furthermore, I love the fact that you took the liberty in adding the extra effort to make the mod more utilitarian and full-proof against issues that it may have had before.

     

    Oh and L, have an endorsement, you certainly deserve it. :D

  6. "for Calynd stone and red welkynd ... you could just attach the same script that Khettienna used for varla & green welkynd."

     

    @LubronBrons That is beyond my ability to as I've never done any sort of script modding, or mod altering in general. I've a good feeling that i'll end up more than likely breaking things than actually being able to accommodate my request with any degree of success. Although if you aren't too busy, can you create the files for me? I'd really appreciate it if you could.

  7. Recently I've come across a mod that adds red welkynd stones that serve to restore health as opposed to magicka. Now I know that there is a mod that allows for the re-spawning of the default stones, however there isn't one for these modded ones in particular.

     

    Here's a reference link: http://www.nexusmods.com/oblivion/mods/39549/?

     

    My request is for someone to create a mod that allows for the re-spawning of welkynd, varla and calynd stones. Any help on this would be great.

  8. Wow, that's awesome! Thanks, I'll look into this!

    No problem! Be sure to also check out gamespots showcasing of the mod, as it provides an excellent and less spartan detailing and explanation of the mods (enchanted arsenal) features, then in comparison to mine.

  9. You're a'little vague on this. Did you mean custom named high level NPC's with little backstories hinging on the dialogue system that you can find out about by utilizing said dialogue system, if not otherwise being able to attack them outright if the former option is not something you choose to commit too? Or did you mean something like the vanilla adventurers your character would randomly encounter in which you would be able to talk down from a fight, or goad them into hostilities?

     

    The closest thing I could find to your initial request is this: Adventurer and Travelers

    http://www.nexusmods.com/skyrim/mods/10527/?

     

    The mod adds wandering bands of fighters, wayfarers, fortune seekers, desperados, and other Dovahkiin's scattered throughout Skyrim that you may encounter that react with each other dynamically in their own respective ways, as well to that of your character. All of their stats however are randomized, so some have high levels, while some do not.

     

    If you wanted more vanilla adventurers in your game, their levels scale a little better with yours I believe, try these: DFB - Random Encounters - MCM & Extra Encounters Reborn

     

    http://www.nexusmods.com/skyrim/mods/32394/?

     

    http://www.nexusmods.com/skyrim/mods/58613/?

     

    If you wanted other mods of a similar nature, just missing some aspects of your request, try these.

     

    The Sinister Seven

    http://www.nexusmods.com/skyrim/mods/63240/?

     

    Adds seventeen (yes seventeen) new npc's who are either twice, or quadruple the characters level that relentlessly hound the player throughout the game in the attempt to eliminate them. Includes a side-quest too.

     

    There are these too. Despite their main feature in adding new weapons and armor, they also come included with new npc's that you can find and fight within the confines of the default game world.

     

    Insanity's Umbra Sword

    http://www.nexusmods.com/skyrim/mods/15422/?

     

    Add's Umbra NPC, along with umbra sword to fight for.

     

    Jotun Armor

    http://www.nexusmods.com/skyrim/mods/61198/?

     

    Adds Vigor the Aurochs NPC, along with jotun armor to fight for.

     

    Firehawk Armor

    http://www.nexusmods.com/skyrim/mods/62113/?

     

    Adds Firehawk NPC, and firehawk armor to fight for.

     

    MolagBalKingofRxxe (this ones a'little gnarly, you'll see why)

    http://www.nexusmods.com/skyrim/mods/61980/?

     

    Adds Champion of Molag Bal NPC, along with molagbalkingofrxxe armor to fight for.

     

    If none of the choices here tickle your fancy, you could simply just download a bunch of unique follower mods and install a non-essential npc mod, where with both, you could either talk with them, or murder them outright.

     

    Hope this helps.

  10. Really? Well I would love to have a trail effect on my Dwarven Greatsword. Or does it have to be a specific item that is not craftable like the daedric artifacts?

    Try this: Enchanted Arsenal

    http://www.nexusmods.com/skyrim/mods/56614/?

     

    Not only does it have the enchantment effect of default items such as; Dragonsbane, but many more from other mods that allow you to mix and match the enchantment decal/shader's to your hearts content via the MCM.

     

    However, you can also alternatively disenchant the the vanilla items of your choice and add them to any weapon you see fit with this: Artifact Disenchanting

    http://www.nexusmods.com/skyrim/mods/8157/?

  11.  

     

    Just downloaded it and checked the model. It's a simple delete, download nifskope. Click the co*k, it'll highlight green, right click, block > remove. You have to do this for both models.

    Definitively beyond my capacity to do, regardless of how simple it could be because I've never used Nifskope before, ever. If anything, i'm liable to do more harm then good. Speaking of which, are you up to the challenge of doing so in my stead? To create the modified files I mean.

     

    Here you go: http://expirebox.com/download/4138cc83b9c1c08bc8ce4ee08c55f023.html <the file will expire in 2 days so get it quickly.

    I'm not allowed to upload the whole thing but here's the edit. You'll have to place the extracted file 'meshes' in your data folder and over write when asked to.

     

    Awesome, i'm so glad you could create this! Now I can face down the NPC wearing the set without its thing pointing at my characters direction "shudder." Anyway I appreciate this effort very much, it's nice to see someone so helpful. Again thank you!

  12. Just downloaded it and checked the model. It's a simple delete, download nifskope. Click the co*k, it'll highlight green, right click, block > remove. You have to do this for both models.

    Definitely beyond my capacity to do, regardless of how simple it could be because I've never used Nifskope before, ever. If anything, i'm liable to do more harm then good. Speaking of which, are you up to the challenge of doing so in my stead? To create the modified files I mean.

  13. "While I understand it's inappropriate indeed, it is fitting in a way, given the method Bal used to give vampirism to the mortals."

    Still, I can't help but feel uncomfortable at how awkward it looks. I mean there's a face on it and stuff... Oh and eugh!

     

    "This has got to be one of the best-phrased requests ever."

    Glad you liked it. XD

×
×
  • Create New...