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Everything posted by IsharaMeradin
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Tutorials WITHOUT "youtoob"
IsharaMeradin replied to Allannaa's topic in Skyrim's Creation Kit and Modders
I might be able to do something that is specific to what I've done, but I'm pretty much like you. try, try and try some more till something finally works. release it. find out it causes some sort of problem when uninstalled... how dare they uninstall... go back and try try and try some more till the problem is fixed... -
My dovahkiin... Its all in her name... Ishara Mera'din Its taken directly from the Wheel of Time series. Ishara was one of the first if not the first queen of Andor. Mera'din are "the brotherless" Aiel who've broken off from clan and sept. She's a Redguard. A very lite skinned Redguard. (see avatar pic.. that's her) Most likely, Nord blood is mixed in but that isn't for certain. She's descended from royalty tho she does not know that specifically. All she knows is that she was raised by a kind woman who found her wrapped in a blanket at the foot of a statue to Dibella. She's a loner. She has no known family or friends to call her own. Instead she wanders around looking for work, looking for those that she can help. In a sense she's a mercenary. She's heard of a group of women blessed by Dibella, known as Temptresses. Having spent her first hours under the watchful eye of Dibella, she feels that maybe if she finds these Temptresses she may yet find a "family" to call her own. The whole dovahkiin idea is new to her and it's a shock & surprise that she absorbs the soul of a dragon. there are some flaws tho.... the Temptresses aren't very talkative they don't have a central headquarters aren't even a faction that could be joined priests of Dibella don't even recognize Temptresses as being blessed by Dibella.... If someone could correct those....
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Check this mod out. Might help a little... http://skyrim.nexusmods.com/mods/14123
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You could try applying a script to the door or a trigger or something that triggers a 2 hour wait or however long you want to wait.... Without trial and error I wouldn't be sure how to implement that tho... http://www.creationkit.com/WaitGameTime_-_Utility beyond that I didn't see anything specific to adjusting the game time. doesn't mean that someone who really knows scripting couldn't find some way around it...
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Making one ESP dependent on another?
IsharaMeradin replied to Joolander's topic in Skyrim's Skyrim LE
The reason I use Wrye Bash to toggle the esm/esp switch is that when I tried to use the CK to make a plugin dependent upon another plugin, I actually ended up with two custom race entries, one of which (mine) was so screwed up that the only thing present were eyeballs & teeth attached to gums floating over a prisoner tunic. It was rather scary looking. I don't actually let Wrye Bash do anything with my system. Its installed and I use it to toggle the esm/esp switch and to verify what mods are in what saves. Other than that, I use a combination of NMM & BOSS with user rules to manage my mods. -
Making one ESP dependent on another?
IsharaMeradin replied to Joolander's topic in Skyrim's Skyrim LE
@PlutoHimself -- that may work, but you do run the risk of accidentally making changes to the parent file if you for some reason forget any one of those steps. Also note that the CK lists plugins in install order rather than load order. If you are using more than one plugin as a parent (I've had up to 3 or 4 plugins as parents alongside the Syrim & Update esms), then its better to ensure that your install order with something like NMM matches the correct load order that you'll be using. Then all you need do is toggle the esps into masters. Later edits of the dependent plugin become easier because you can then right click on the plugin and choose "esmify masters" and it will toggle all the masters at once. Thus cutting down all the loading and unloading needed with the CK method you described. -
Making one ESP dependent on another?
IsharaMeradin replied to Joolander's topic in Skyrim's Skyrim LE
Tutorial on the subject. -
There are a lot of body tattoo mods out there, just search for tattoo and you'll get tons of options. Only drawback is that as of right now they are all pure body texture replacers meaning that all characters in game using that body type will have that tattoo.
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NPC draws weapon and attacks in a brawl
IsharaMeradin replied to BreakneckBlake's topic in Skyrim's Skyrim LE
Perhaps you should ask in their forum if that component is known to cause 'lethal brawls' and if so ask them if they'll utilize the brawl bug plugin or make their own fix... -
I did the only other test I could think of.... Stripped my game back down to stock, created a test character and got myself to the bridge out of Riverwood and made a save. Then repeated the same testing. Stock only - no problems Stock + SKSE only - no problems Stock + SKSE + Uncapper - no problems Stock + SKSE + Uncapper + Zamfirs - no problems I guess then it is my computer that is being a jerk... and unable to process data fully.
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NPC draws weapon and attacks in a brawl
IsharaMeradin replied to BreakneckBlake's topic in Skyrim's Skyrim LE
The plugin won't help if the culprit mod doesn't use the plugin's method. by itself the plugin doesn't do anything. it only provides a solution for modders to use to work around the problem. -
Try opening the console with the ~ key clicking on the Jarl type resetAI It may make them stop attacking. This is what wiki says about it: Another thing you can do is check your crime record for the Whiterun hold and see if you have any outstanding bounty, if so pay it off. that might do the trick without resorting to the console.
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Creating a custom follower with a custom race
IsharaMeradin replied to VictorAlkaiser's topic in Skyrim's Skyrim LE
do not esmify a mod and then rename it to have the esm extension. you only need esmify the mod long enough to work with it in the Creation Kit. After that go back to Wrye Bash and espify it back to an esp. If you really need a permanent esm of a mod (one you are building) then use the "copy to esm" option. It will still work without the parent mod being a master, so long as it was a master when the plugin was made. Only requirement being that the plugin be loaded after all of it's parents. -
Maybe something like this? http://skyrim.nexusmods.com/mods/19618
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I doubt that this is out there... But I'll ask. Are there any non 3rd party required mods which offer a decrease in skill to PC level settings much like the Uncapper? I don't want to change how skills themselves level but rather how much of the skill goes into the player's character level. Due to some unforeseen issues I need to steer clear of 3rd party programs while playing Skyrim, most notably that my laptop doesn't keep up with the extra processing and causes some things to not work in game. (its either that or SKSE in use by mods breaks my game in strange ways)
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Situation is this, I have a selection of mods which haven't really changed other than any specific new ones I made. My laptop specs: Toshiba Satellite A505 Intel Core i3 CPU M330 2.13ghz 4.00 GB RAM Windows 7 Professional 64 bit Graphics: NVIDIA GeForce 310M -- it's integrated to the laptop motherboard This runs fine with anywhere from 12-30 FPS when set on low, with fade sliders at halfway or more & FXAA toggled on. I tweaked my settings so that at the char gen screen I'd have no less than 20 FPS when idle on any one preset. All that said, I've a selection of mods some made by myself and the rest downloaded. There are 39 active esp/esm the rest are related to body & face textures/meshes replacers and two self made script replacers (my mining & wood chopping mods). There is one particular mod which I had tried before with a larger variety of mods and had encountered a scenario that when it was active the companions & the giant outside of Whiterun would not be fighting each other. Sometimes depending upon angle of approach I could get one of them to fight back. I thought the mod in question was causing a problem since it added a tent very near to that area. So I try again, but this time without SKSE installed. I had recently cleared out my game and re-verified everything and had not yet reinstalled SKSE. Figured I would test it out and see what happens. So I made a save on the bridge out of Riverwood and ran to Whiterun. I stayed on the road and to my surprise even tho I had the sudden light popping on from the mod that added the tent & a brief pause/slow down in movement as I'd had before, the giant & the companions were hard away at it. I was so shocked I barely got two or three shots off. Saved & Exited after it was killed. Backed up my scripts directory & installed SKSE. I repeated the above run to Whiterun from my save on the bridge out of Riverwood. Keep in mind I only put the SKSE files in the directories, nothing was accessing them. I pretty much had a similar result, but it made sense that if nothing was using SKSE stuff and the mods hadn't changed... So I installed the Uncapper mod. That only changes a few values to affect leveling, it doesn't and shouldn't change any in game behavior. So I repeat my run. This time as I approach the giant & the companions they are just standing there doing nothing. After jumping over the stone wall and walking even closer, Aela finally starts shooting at it. The others just stand there. Now I'm confused. The Uncapper mod shouldn't be doing this. I test further, I uninstall Uncapper and install my only other SKSE mod, Economics of Skyrim. Using the same save but without actually activating the mod, I approach the companions & the giant all of whom are actively fighting. Makes sense since EoS isn't actually turned on and Uncapper was removed. Nothing is accessing the SKSE information. I test again, this time with EoS activated. I thought things were good there for a moment till I realized that only Farkas was attacking. The other two just stood back and watched. So to rule out it being my computer that's being a jerk on the processing end... Can someone test Zamfir's Archery Emporium quest version with & without SKSE mods installed to see if the companions & the giant flake out for them? I hate to say it but it seems to me, without further testing on other systems, that active SKSE mods can cause issues because of the additional script processing required... Which in turn may lead to inaccurate bug reports for other mods...
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since I have no clue what you just said.... I highly doubt that this would be the case. Ever since I discovered the Ebony Blade, my followers are not essential :P For some reason housecarls do not get any coffins placed in any hall of the dead when they die. I so wanted to see Lydia's coffin and see a plaque read "I use to be an adventurer till I stepped in front of my Thane and took an arrow in the knee" A rebuild of Helgen might be nice, but that is beyond my talents....
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For simple... I'd suggest Heartwood Cottage, it's fairly isolated. There is a nearby pond on one side & a river/lake on the other side that you could take him bathing in if you wanted. However it's in the Riften area. A bit far from Markarth. Or there is the 'sister' house called Grey Ledge Manor. It's a little bigger than the cottage, may be a bit too big for you. Tho it is closer to the Reach. Technically it's Morthal territory I think. No bath, but there is an outhouse and a running creek that feeds a waterfall not too far from the house. If you don't mind modding it up a bit... Zamfir's Archery Emporium quest version has a tower in the reach that could serve at least as a resting place. No bed, no cooking, nothing like that which is why I said you might have to mod it up a bit. All three are pretty isolated. Tho Grey Ledge does have some stock bandits in a stock cave as neighbors Here is one I found on the Real Estate guide for Skyrim its located in karthwasten which is in the Reach. Might be worth a download and look. don't know it's features, didn't really say much... http://skyrim.nexusmods.com/mods/12156
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Ok I knew Hamming got out alive cause I'd met him before at Froki's home. But I just started a new game with updated mods. I found a woman wondering the road at the junction where the path from the cave meets up with the road. Hadvar ran past her like she wasn't even there. But I had to stop and try to chat. Never met anyone there before and didn't think any mod I had added anyone in that area. Turns out her name was Matlara and she only had basic greeting sounds and no dialog options. Checked wiki and she's one of the residents of Helgen that's supposed to be in pain and dying or dead when you are making your way to the keep. I doubt this is game breaking, still curious tho, any idea how she could have survived? My guess would be the 'rats' added by SkyTEST gave her a good fright before the execution and she ran out the gate :P
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NPC draws weapon and attacks in a brawl
IsharaMeradin replied to BreakneckBlake's topic in Skyrim's Skyrim LE
There is a mod called Brawl Bug Plugin which if the offending mod uses it's scripts or something like that it takes care of the problem. I've not experienced the problem yet myself but I may as one of the mods I use has updated to require that plugin. Perhaps check and see if the offending mod utilizes the plugin... if not you could ask the mod author to utilize it. -
I'd like the ability to sort the threads listed under "My Content" by last post date/time, author, alphanumeric title, etc... As it is, I can't really determine what order they are in as they seem to just get tossed in where ever and I have to go thru pages of thread listings to see what's new. Maybe a "view new content for my content" option would work too. Also would like to see it be a little smarter and realize if a thread already exists in the "My Content" list before adding it. I for some reason have threads listed twice presumably cause I entered a post on the mod page's comment section and another post later directly in the forum thread.
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In at least one thread, I've noticed on a couple of occasions that my posts and sometimes those around it have disappeared. Have there been any minor rollbacks in the database that would cause this? Or are these posts being removed because someone does not like them? If the latter, I'd like to be informed so that I can avoid doing whatever it is that is causing them to be removed. Thanks in advance for any information which can shed a light on this.
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SkyTEST Realistic Animals & Predators enhances the animal AI so that they behave more realistically such as seeking water & food at certain times of the day. It also adds some additional animals to add further behavior patterns such as elk & deer bulls/bucks which will seek out and possibly attack the player should the player attack a member of the herd. Bellyache's New Dragon species adds 13 new dragons. Most are stationary, some are flying. The stationary dragons warn the player by head tracking, tho it is still possible to not see some of them. There is a faction version which for the most part keeps the dragon from attacking most things except the player or anything that attacks it first. The non-faction version provides additional chaos since these dragons are available from the start.
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Some beginning modder's questions...
IsharaMeradin replied to Cthuloot's topic in Skyrim's Skyrim LE
Be sure to not only test your mod when installed to make sure it works, but test the uninstallation process. You may find that you have left over stuff in the save file trying to run when it no longer can, you may find objects that no longer function as they should due to something stored in the save file from your mod. Some things you cannot completely remove from a save file, but you can make a reversal mod so to speak that restores the normal behavior of the object should your mod ever be removed from a player's game. --- I learned that lesson the hard way. jjc71 is spot on about finding something that you enjoy about modding and sticking with it and mastering that skill. Till then, do little personal mods that you may or may not release just to get yourself into the practice of using the tools, even if you don't release them treat them as if you would. That way you can learn how to ensure that uninstalling the mod isn't going to cause issues for the player. Tho to be honest, players should test mods before letting them touch their main character and once a mod does touch their main character they should stick with that mod till finished playing said character. -
well that worked... sort of. Got 2 versions of the nif now. one where the item looks good and lined up in the inventory window, but when it havok settles it stands on end. the other is lined up so that when it havok settles is lays properly but doesn't look the way I want it in the inventory. Anyway to get the havok to rotate the object and land proper, while still showing correctly in the inventory window? ***************** Figured it out, the item I had didn't have an entry called BSInvMarker in NifSkope. After adding that I was able to play with the values both on the mesh & on the marker to get it to havok right and show properly in the inventory window.