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Kastoli

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Everything posted by Kastoli

  1. Hey guys, not sure if anything like this is at all possible... but I'm hoping it is since there are already a few options for changing console controls. I'm looking to rebind the A, B, X, and Y buttons. A -> Y X -> A B -> X Y -> B But not simply swapping which 'button' (in the code) is bound to which button (on the controller), because I would like A to still be yes, and B no ect. for navigating menus. So that the controls look like the image i've attatched, but still work identically to vanilla controls in the menus.
  2. Ill keep that in mind, however pretty the entire reason I'm making it is so that NPCs have removable underwear.
  3. I'm currently working on a lore friendly, equipable underwear mod for Skyrim; Simply put, I want to remove the underwear currently present in the game, add some minimal variation, then distribute the *new* underwear items to every (or specific) humanoid NPCs within Skyrim. Currently the way i'm attempting to approach the equipable aspect is one of two ways (failing one working): 1. The underwear being considered armour, and being automatically equiped when equiped armour is removed from a person/body; or, The underwear being an entirely separate classification of equipment from armour, and is equipable simultaneously. I'm in the very early stages of fleshing out models and textures - although I feel this will be a relatively quick process as i'm simple stripping assets that already exist within Skyrim and moving them to their own items. I fully intend to either model, texture and introduce my own genitalia for actors without either armour or underwear equipped, or work with the creators of other mods which already do this (SoS for Example). What I'm attempting to ascertain with this post is, just how hard, logistically speaking, would it be to distribute these items to NPCs that exist within the game already? Making the items available exclusively for the player will be implemented ASAP to 'test' their functionality, however at the projects completion I am aiming to have demographic specific underwear (Noble underwear for nobles, Primative underwear or none, for the Foresworn ect.). Input on any aspects of the project would be greatly appreciated, but input from other modders with experience specific to distributing mod created items to NPCs within the game would be fantastic. Regards, Kastoli.
  4. Its obvious why people want adult content mods, but I'm honestly enjoying not being bombarded at every turn with them. Other games here on The Nexus, like Oblivion, have quite possibly, more adult content mods than all other combined, and I feel most of them (because some work rather well) ruin the atmosphere in the game. Possibly a reason for their decline is that people have finally gotten over running around slaying dragons on a naked female character?
  5. It can be assumed that it is possible to make equipment grant the player a specific ability effect (Haste for example), as there are official items which do this. Or are you referring to "When equipping 'X Helmet' your character learns to cast the Fireball skill, and when un-equipping the 'X Helmet' your character forgets how to cast the Fireball skill"?
  6. Hey guys, I was hoping for someone to shed some light on a few issues i've been having... I'm running Win7 Ultimate x64; Dragon Age: Origins - Ultimate Edition (Steam); and Steam. I recently became interested in creating my own custom modules for DA (After installing all the purchasable DLC content). I attempted my first installation of the toolset to be greeted by the "Unable to connect to database error"; After much troubleshooting through the official toolset wiki I rectified the situation. Specifically changing the registry entries to point the toolset to the correct database location. With that error rectified I now receive the "Location of game build either not specified or the update program was never run to copy the build onto your computer", the wiki suggests only one solution, manually pointing the toolset to the installation directory, which didn't work. I may be jumping to a far fetched conclusion here, but It appears to be an issue between the toolset identifying the game data, either because its a Steam installation, or because its the Ultimate Edition. Does anyone have any suggestions as where to proceed to from here?
  7. When playing on the higher difficulties the starting areas can be some of the hardest in the game (from my experiences anyway). Unless for some strange reason you're fighting some bugged npcs it might be advisable to lower the difficulty for that fight, then replace it afterwards.
  8. Yes, and on another note... Figured out what it was. Wasn't running OBSE because I did a fresh installation. *facepalm*
  9. As the topic and description states: I've installed several mods which add new items to the game, SimplePose(By Geechan) and some item skins for Exnem's. The construction set can detect and edit these items, I've located their FormIDs. When playing the game, items are supposed to automatically be added to the player invintory or found as drops of bandits or inside a chest, No items spawn, are dropped, or found. When attempting to manually spawn these items with the console I recieve the 'Item does not exist' error associated when using the wrong FormID. Both the FormID and the 00 (Actually 01, 02 & 08) prefix associated with loading 'mod' items are correct within both the CS and OMM; but none work in the console. All correct dependencies for these mods are installed, I have restarted oblivion between installing mods and attempting to play. I have restarted windows between installing mods and attempting to play. I have reinstalled Oblivion to make sure there are no corrupt files or conflicts. Reskin mods are working 100% fine. (Exnem's Female EyeCandy - Body Replacer, which is a dependency for Exnem's Item skins) Any Ideas, Help or Solutions would be GREATLY appreciated.
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