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MaximilianPs

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Everything posted by MaximilianPs

  1. Very nice, but the fact that the music MUST be of the same lenght of the original soundtrack is an huge limitation, anyway it's a starting point, I guess. So thank you to you and to the modders ;-)
  2. Great, thanx I'll try in discord :)
  3. Problem is that I have no idea on how code it, and no time to study ... at least at the moment :-\
  4. I guess if it would possible to spawn villages just like the game spawn abandoned houses. The idea is to spawn small villages, (3 or 4 houses) with NPCs that could be friendly or hostile and them could ask to the player to clean dungeons or sell goods. I can help with Unity, I'm pretty experienced in game design and... stuff, but I'm not able to create a mod like this by my own, so I'm looking for buddies that can help with the harderst part. :happy:
  5. I would like to translate the game, can someone point me in the right direction? Thanks :confused:
  6. This should be a TOP of the TOP :sleep: So... +1
  7. Hello there, I have this worm that beating my head for years, and now I would like to re-try to create this mod, that basically would remove all attack spells, and change the mage-class so they would wear cloth, still have protection spell, use venom, but ranged/melee weapons. They basically would be some sort of witch and herbalist. Also, I've considered about Winterhold, indeed Restoration, Illusion, Conjuration and Alteration can be acceptable but Destruction should be reconsidered, I could change the spell, so instead throwing magical dart, all spells could be melee, a sort of pranotherapyst (I'm not use if the word is correct in English :sweat: ) that use his abilities to damage enemy instead heal 'em. In any case, that should be just for lore, 'cause the majority of the mage around the world would use weapons as any normal human should. My mine issue is that when I start editing the mage class, the game start crash as hell, so Was wonder if any skilled modder here can give me some hints :)
  8. 1) Reboot PC 2) Go to control panel 3) In games enable game bar (if it's already enabled, disable it and re-enable it) , close the window 4) Return in control panel, in game, disable game bar. 5) Reboot. 6) Profit. It's a sort of Macumba-black-magic ritual, but it works 100% guarantee.
  9. Maybe he forget to renew the domain, 'cause that page means that enbdev.com sin't liked with any server. Just hope that he forget to renew the contract, 'cause if he will stop ENB It would be a serious loss!
  10. I'll search for the SkyUI port, btw SkyUI it's really important 'cause MCM and there are a lot of modders that wait for it (MCM) to start working on SKSE64, me included :)
  11. Still crash with SKyUI, Inmundano's "DIsable SetSaveDisabled" plugin works just with <2.0.2 and he will not fix it until Skyrim SE still in beta. Any chance that SKSE team can fix SkyUI CTD ? :huh:
  12. If anyone have some issue with saved game with skse64 try this one https://www.nexusmods.com/skyrimspecialedition/mods/12175
  13. Copyright !!! On an open-source system created for users on a completely free system... you are sick my friend, really disturbed!
  14. 'cause they don't care about translation, and they even care about bothering on uploading it on Nexus. We are getting stuck on very strange situation, and at the end the only one that will loose on thing situation 'still the end-users. What I mean is that: when you upload a mod on Nexus you should loose some owning part, it should be something like: - if you upload it on nexus all materials will be at community disposal, just like a CC Opensource Freeware stuff could be. so others should be able to do what they want, they just HAVE TO give the credit. And that's it.
  15. I'm a translator, I've translated about 150 mods, without any kind of problems, but now I assist to some really strange behaviour, where madders refuse to let me port his mod to SE 'cause... who know why. After a 6 month I've asked again, if they let me port it and they still say NO. Ok, it's not a problem for me I HAVE IT in any case, it's a damage just for the community. And the same behavior I know happened to other too. This "things" that you need to ask to TRANSLATE a mod is absolutely insane! I can understand for porting to oldrim to SE but the translation unwritten rules MUST BE revisited ABSOLUTELY!
  16. It's from Oldrim which I guess that Hood looks weird, it's too big, and down to face, it's obvious that who wear it, can't see nothing. Also I've never seen the Farengar face from the start of the game, so: 1) Better Hood would be very appreciated ! http://kingofwallpapers.com/hood/hood-004.jpg https://s-media-cache-ak0.pinimg.com/originals/03/ac/97/03ac97b35968a92b38ddfd1df2e791ea.jpg 2) Imperial and Fur armor still have the glitch on the leg, if a character puts a foot on the rung of the ladder, his leg will pass through armor which is irritating and terrible to see. 3) Tutorial on Armour fixing/creating with 3DS Max and SSE ? :smile: Thank you a lot. :thumbsup:
  17. this issue persist, and sometime it's very frustrating. A solution can be to delete ...ModOrganizer2\profiles\[Profile Name]\lockedorder.txt and REBOOT PC ! I still don't know which process is involved, but you have to reboot, close and restar MO2, isn't enough.
  18. Yep I know, I just express my self in a wrong way 'cause my English :-/
  19. Hello there, I just wondering if there are any news about the new Nexus Mod Manager, that should be something like the new Mod Organizer. I'm Stick with MO, 'cause downgrading from it to NNM after years and years was impossible. MO 2.0 works pretty fine, isn't the most rocksolid things of the world but it works, but, you know, having something more official would be better. So I really hope to see some Alpha or Beta really soon... sooner... earlier, yesterday ? xD Thanks by the way for all your efforts.
  20. Sorry for necromancing it, but I'm interested too.. What I'm trying to do is that, I've a table filled with food and stuff, the player would be able to get the object but I would like to subtract the object value, so I need to check if player have enough money before the selected object is effectively picked up. Actually I've 2 problems: how to get object value? how to run the script before the game put the object in the player inventory ? ; check if player gold amount is greater than or equal to selected object if (Game.GetPlayer().GetGoldAmount() >= SelectedObject.value) ; lines to remove gold from player then adds key to player Game.GetPlayer().RemoveItem(pItemGold, SelectedObject.value) ; add object to the player inventory Game.GetPlayer().AddItem(SelectedObject, 1) else Debug.Message("You haven't enough money to pay it"); endIf Also I would give to the player the option to steal it, but this is another story.... (another problem for another time :happy: )
  21. Until they crack the code and get able to access to the scripts, and get able to change it, we have to wait :/
  22. Totally agree... we absolutely need Torch working 7/24 :)
  23. Sony does not approve 'cause they want to sell DLC and they really fear what modders community can do. It's pretty sad. But I hope can crack this game and use our own 3D Models and textures ... one day :)
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