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KhajitDave

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Everything posted by KhajitDave

  1. Thanks a lot! When I attempt to copy the bone weights, there's an error message saying "There is no reference shape!" What do I need to do?
  2. So I tried to do something which I thought would be easy- simply make a helmet out of a clutter model (in this case, a decapitated goat head). First, in the Creation Kit I tried simply replacing the model, but this meant that the helmet model is low to the ground, at the NPC's feet. Then, in Nifskope I changed the position and rotation of the model to the correct height and angle, but this wasn't enough- the goat head doesn't move with the NPC's head- it just stays there at the same level regardless of what the NPC/player is doing. How can I make it so that the model connects with the head and moves with it? Thanks
  3. I had this idea, though I'm probably not the first. I think a good way to add more depth and meaning to this game would be if powerful magic, and enchanted weapons, were a lot rarer, and therefore more meaningful and important. This would mean that generally in the world of humans, magic is something which exists in legend and rumour. Of course one could venture into a Draugr Crypt but it would mean certain death for most people. There would be many more variations of physical weapons and armour, and they wouldn't necessarily be upgraded by material. The material variations would mainly be for aesthetic purposes. This would create a game similar to Red Dead Redemption 2, where your own customized guns are a lot more personal and special to you. Currently in Skyrim any weapon you have is quickly discarded when you find a stronger version of it, but with this overhaul you might spend time searching for your favourite type of weapon and appearance. Your weapon can be upgraded continuously but it keeps the same appearance (or perhaps you could customize certain features like handles and engravings etc). Perhaps your weapon or armour becomes stronger/faster the more you use it, implying a bond/familiarity with it. Currently in Skyrim dungeons and caves etc don't matter so much because you can go anywhere you like and not face any real danger. But with this overhaul, some places could be extremely dangerous. Fighting in general would be more damaging, so taking on groups of bandits could be risky. Magical/Supernatural enemies would be extremely dangerous. This would mean careful planning- items and allies, training etc would be necessary, and it also means you can't easily find an abundance of gold everywhere, so the game's economy would be more meaningful. Of course, if you were roleplaying as a thief you might decide to sneak into a cave or dungeon looking for treasures. Because of the difficulty of the dungeons and caves, breaking into houses and pickpocketing would also be a (risky) way to make money, as well as honest hard work in farms, kitchens and blacksmiths. Mudcrabs and wolves would be an easy kill, but packs of wolves would be much more dangerous. Bears and Sabre Cats would be particularly deadly, but manageable for a skilled warrior. Spriggans and other supernatural creatures would pose the most danger. For example, skeletons and draugrs might be mostly resistant to physical damage, or certain items are needed to defeat them more easily. In the Elder Scrolls World magic seems to be so abundant as to be an everyday thing, but this overhaul would make magic more similar to that in the Tolkien world (based on what I know about LOTR etc, which isn't much). Most magic in the game would be concerned with luck and perhaps superstition- the "magic helmet" you bought from the Khajit merchant may actually be useless. Some items you find might actually be cursed. Many items could be based more around the idea of a lucky charm or ward to protect against the undead and supernatural. Bandit mages would be more like shamans/alchemists, who may or may not have actual magic powers, but might supply their gang with potions and poisons. Diseases would also have a more pronounced effect, making cure disease potions more important. The player wouldn't start the game with any magical spells or abilities, but with enough training (or finding the right people/items) would start to be able to cast more obvious, powerful spells, which would absolutely obliterate any non-magical foes- however an arrow or lucky sword strike would still be very damaging, especially to someone wearing robes instead of armour. The order of power and rarity might look something like this: Lucky charms -> Wards and spells/items with specific uses (e.g. light/waterwalking etc) -> restoration magic -> conjurations (conjured daedra would be powerful but perhaps hard to control, posing a threat to the conjurer) -> weaker destruction magic -> necromancy -> powerful destruction magic/other powerful spells from other schools. Rather than being continuously randomly generated, enchanted items would be unique, and harder to find, therefore more valuable to the player. The rarity/cost of magic in general would also increase their importance/value. Soul gems, and their creation, would also be rarer/more difficult so that any magic weapon you do have would need to be used only when necessary. Soul Trap spells would therefore be much more important in this regard. Werewolf/Vampire Lord abilities would also be extremely powerful, but at some cost to the player perhaps. Thanks for reading! i'd love to read any comments or suggestions. Perhaps one day I might start working on this, by myself if i have to
  4. I think that's a great idea. Having a finite list of dragons to wipe out would add a fun new element to the game.
  5. It'd be great to work with you. Those are some good ideas. Based on my (limited) knowledge of the Creation Kit, the summonable Daedric armors mod doesn't sound so complicated and shouldn't take long to make, so it could be a one-man job, but I'm willing to help in any way I can. The prison mod sounds like it could use a team though, and I also have some ideas myself, and if more members join I'm sure they'd have their own ideas. An important question IMO is what is the main reason for the mod. Are you trying to make something more convenient or add depth to the gameplay? Is it to correct something that doesn't make sense to you? Is it to improve the replayability of the game? I'm interested to hear your answers. So as of now it's just me and you working together but I'm gonna try some other communities to find people who might be interested! Thanks Sure! If/When it comes to it I'll be sure to contact you. I checked out your videos, I like the voices you do, especially the necromancer.
  6. I thought it looked like a joke but the ending makes me think it's real
  7. It doesn't have to be really ambitious, although it could be. I guess it depends on the number of members and our skills. Personally I have just a basic knowledge of the Creation Kit and not much experience but I'm willing to learn more skills such as scripting and modelling. It's also fine to just stick to what we know and concentrate on putting out a well-made mod for now. So if you're interested, please reply here with your areas of knowledge/experience, and feel free to show off anything you've made. Also if anyone knows of other Skyrim SE modding communities where I might find more potential team members please let me know! Thanks
  8. I think this would look awesome in Skyrim! https://www.pinteres...ongolian-armor/ If no one makes it I'll learn to model and have a go myself!!
  9. Sorry if this is well-known but I couldn't find anything about it. I've made a custom summon spell, and wanted the summon to last for 1 day. So in the spell menu I double clicked on the effect and set the duration to 1 day. However it seems like the summon lasts forever, or at least many days. I've got no idea what I've done wrong so my only guess atm is that it's some kind of bug. I tested it with the conjure familiar spell- changing it to 1 day means it seems to last indefinitely. Does anyone know what's up? Thanks
  10. I want to make some spells which involves a mixture of effect types: for example, a spell which summons a creature (an "aimed" spell as far as I remember), and at the same time has the effect of Bound Sword (which is a spell focused on the player) It seems that in the editing window, you can only choose one spell type which limits the types of effects you can choose Is there a way to get round this? Thanks!
  11. I want to make this for a mod, but as I'm a modding beginner, I don't know how. If it's possible, please tell me how to do it. Also, can I make this sword work even if you haven't unlocked the beheading perk? I'd like this sword to be available to use from the very beginning of the game. Thanks a lot!
  12. I want to make this for a mod, but as I'm a modding beginner, I don't know how. If it's possible, please tell me how to do it. Also, can I make this sword work even if you haven't unlocked the beheading perk? I'd like this sword to be available to use from the very beginning of the game. Thanks a lot!
  13. That was it- one of the NPC's was set to "Very Aggressive". As soon as I changed it they stopped fighting Thanks a lot!
  14. Yes. The factions they both have are "Current Follower Faction" and "Potential Follower Faction", with -1 on the Current Follower Faction
  15. I'm in the process of making a mod, with 2 NPC's who can be recruited as followers. Because I want the mod to be available for the PS4 too, I didn't make the NPC's from scratch (I assumed that's what leads to the "blackface" glitch), so I made 2 duplicates of an existing NPC, and made them into followers. When I tested it with the 2 duplicates, there were no problems. However, since they have the same face, I deleted one and made a new duplicate from a different NPC. As far as I know the relationship data is all correct, but in game, when I arrive at the area where they are, one of them has already been attacked, and when he regains his health the 2 NPC's start fighting again. I don't want them to fight! What do I need to change? Thanks
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