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i3ncore

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Everything posted by i3ncore

  1. Hi, I'm wondering if it is possible to heal (target's) limb damage as a perk for the player, so that NPC limb is healed when shot. Is there some simple ability I can make? If so, how does it look?
  2. Hi anjenthedog, thank you for your response. I was mostly trying to figure out what caused the visuals to look so fantasy-like, as it seemed unique compared to everywhere else I'd seen in-game, and I just fell in love with it. Turns out it is indeed a weather effect, SkyrimClearVT/10A7A5 I believe (after briefly toggling different weathers). I haven't used Proteus in a long time, but that's a good idea if there are no weather-specific alternatives out there that can apply this visual aesthetic. Thank you again :)
  3. Does anyone know how to apply the visual effects (weather?) shown here? It sometimes occurs in Blackreach and Falkreath hold, but I'd like it to be permanent and apply everywhere. It's very fantasy-like, most notably on player/NPCs:
  4. I'd like to request a mod that moves the projectile from all player-fired weapons in 3rd person to the center of the screen/crosshair instantaneously, as opposed to it originating from the actual gun. This is how Resident Evil 5 does it, which is really quite good. Good solution to the terrible 3rd-person ranged combat problem, in my opinion. Can it be done?
  5. I once downloaded a weather mod, years ago, that I can't find and remember the title of. Hoping somebody can help me find it, or know how to make a new one - the mod made Skyrim weathers high fantasy, causing floating particles of light all over, and iirc made the sky Sovngarde's. I can't recall if it was regular Skyrim or SE, searched around in both for it for a while but came up empty. Can anyone recall that mod, and which weather it is in particular? To anyone wondering, I found it. It's called "Stardust" and it's for oldrim: https://www.nexusmods.com/skyrim/mods/73053
  6. Hi, I'm looking for a way to let companions range ahead like Dogmeat does in Fallout 4. I gave the Creation Kit a glance, looking to replicate the process, but I am too inexperienced when it comes to packages. Can a package to let followers range ahead be done in Skyrim SE by using packages? This mod expands on the idea: All Followers Range
  7. In that case I'll stick with Toaster's fantastic mod. Thank you for that detailed response, Drake!
  8. Hi all, After looking at how Blockhead works, I am wondering how feasible it'd be to make creatures playable using Blockhead. I've made a directory for the Minotaur race animations and skeleton with Blockhead's filepath structure, and the animations appear to have applied correctly (over a vanilla race base). I just don't know how to apply the creature appearance, and would appreciate some help in that aspect. I know that TheTalkieToaster's Playable and NPC Creatures mod has been out for a while, but I'm hoping to see if Blockhead is a more stable alternative to achieving this end.
  9. Hi, DisgruntledWombats recently went AWOL (unfortunately - very talented modder) after releasing a playable minotaur mod (Mihail's model), as seen here: https://www.nexusmods.com/skyrimspecialedition/mods/27999?tab=posts&BH=0 I asked DisgruntledWombats to add Mihail's other minotaur as an alternate skin, and they responded, but this was just before they went on a "permanent hiatus." Can someone make these minotaurs playable?: https://www.nexusmods.com/skyrimspecialedition/mods/14433 These ones look so much better. I really hate the snout on the former option.
  10. I just poked my head in the Creation Kit for a bit, looking for grabs/killmove data, but I couldn't find information on how to customize grabs/killmoves. I'm requesting a mod that removes the condition check for melee weapons, so that firearm finishers can use them - like breaking necks while holding a pistol, or doing that neat 'face to kneecap' killmove that you get while holding a baton. Also, is it possible to make this work with a simple keypress, where the target survives? (Obviously not the neckbreaker) Like the animation for 'pushing' the target, but adding the other animations to the array of possibilities. I imagine that these are simple condition changes, but the only killmove I could find in the editor is the radroach stomp animation.
  11. The Dark Brotherhood Forever is radiant, but I know what you mean. Without doing the Dark Brotherhood's questline, the Night Mother would never appear and grant those contracts. Those options that you provided seem well though. Thank you, those will suffice.
  12. I know that it is an odd request, but I would love to be able to just acquire those random, radiant faction quests without having to actually be in the guild & forced into their terrible storylines. I tried making this mod on my own, and it worked for a moment, but only for the Companions, who eventually stopped having contracts for me (probably because Skjor wanted to turn me into a dog at that point), so I scrapped the project. That's why I'm here, but not just for the Companions to be the only guild affected, but all of the 4 major guilds. I don't care for the Dawnguard or Volkihar bat-faces. I'm sure it may be an annoying request to fulfill, but I've been hoping for a mod like this for a while.
  13. I was afraid someone would say that. :\ I have been really hoping not to use Imaginator until its author provides MCM support.
  14. I was traveling through Blackreach earlier when I came across the ruined tower Mzark. After setting foot within, I noticed that the room had a very strange, yet attractive, fantasy filter applied to the atmosphere. Does anyone know how I can get this effect to apply everywhere, even the outdoors? Check out the image in the attached files area to get an idea of what I mean. It is quite fantastic.
  15. Most of the voices don't have any sound for any reply the player gives* Shouts on the other hand are not a problem because they are voiced and they're not part of a "voice" more like a sound effect. Are you sure about that? After attempting Unrelenting Force with the Breton child race there were no words being shouted.
  16. No problem, I believe the majority of society are left-brained thinkers (being that the majority of society is right-handed). The Offspring are great; I don't blame you for blasting them. :cool:
  17. I was just thinking about this myself! Maybe Enhanced Character Edit could incorporate this option.
  18. I was questioning this concept myself recently. Have you ever tried the "TC" command? It gives you control of the target as if it were your player character. I wonder how much effort it would take to modify the way TC works in order to give control to, say, a joypad user. I even used the NPC that I had taken control of to kill the player character (1-hit blow!) and it worked. Of course, the typical loading screen followed, but this leads me to believe that TC may open up some possibilities for local multiplayer. Sadly, TC also maintains your control over your own character as well, so each command given is shared by both your character and whoever you used TC on.
  19. I have recently come across a tweak for the Skyrim.ini file that does exactly what I have been looking for: disabling havok from items. Now, clutter jumping around is incredibly annoying to me, so I've been looking for a way to disable it - but only for items, the way Morrowind has it done. This is what I have found: [Havok] bPreventHavokAddClutter=1 Now, after putting that line in and running the game, I have noticed that items are no longer able to be picked up as they used to be. In fact, they are not acknowledged at all by my crosshair - they have practically vanished from the world in every way but visually. This is almost exactly how I want it, but I still want to be able to take the item. Is there a way to maintain its existence according to my crosshair while having this tweak in my .ini file? If not, is there another way without editing the actual mesh and removing its havok properties? Thank you for your time. If this is not the appropriate forum to post this, forgive me & move it to the proper forum.
  20. Yeah, me neither... the default controls suck! I was hoping there was some toggle in the configuration file, some hidden line that could be added for disabling this "permanent vanity mode"... :wallbash:
  21. Whenever my character is not wielding their weapon the character does not turn with the camera. Is there any way to simulate the same camera rotation as if the weapon was always out of its sheath? I really do not like always turning the camera & having my character face it.
  22. Yeah, I've been looking for a silenced 9mm pistol mod as well. I was so pissed when I found that it wasn't in the game... I couldn't believe it. :wallbash:
  23. You will have to assign those animations to the character specifically in the Construction Set. In Fallout 3 females have their own animations folder (major improvement, kudos to Bethesda for coming up with something new) that gave them their own set of animations. If there were a way to do what they did in Fallout 3 for Oblivion it would make things so much simpler.
  24. I can relate. Those Gargoyles screw me over all the time. They also absorb/reflect magicka I believe, and if you get close enough they will paralyze you. Their melée hits deal loads of damage as well. Just avoid them. Flee! (Well, I flee 'cause I'm using the Console Disabler so I don't get to do what you did and TGM ;P)
  25. Have you tried modifying fdlgfocus in the Oblivion INI? (Default: Documents\MyGames\Oblivion\) If not, try setting it from 2.100 to 4.000. This forces the camera to stop zooming in so close to NPCs when entering dialogue. As it's annoying. And I don't blame you for asking. xD As far as any 3rd person dialogue mods go... I've got no idea. But I'd love one!
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