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acidzebra

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Everything posted by acidzebra

  1. That's a definite YES, but only because the vanilla inventory system is infuriating when you are schlepping lots of stuff around :biggrin: Anyway, the point I was trying to make is there is only one "first time" you play skyrim. And it IS already pretty awesome straight out of the box. If you start with a fully modded game, the vanilla may seem emptier/bleaker. Whereas when you start with the vanilla, things can only get better on the consecutive runs. I hope that makes some sense.
  2. No, win7. Oscape only generates terrain as far as I can tell, not my pretty dwemer tower or other static object LODs. Is there some other program I should be aware of, or am I doing it wrong? (entirely possible - this LOD stuff and specifically getting good information about it is needlessly complex)
  3. Take a water plane from WorldObjects\Activator\Water (or several if your scene is large but make sure the edges connect - you can also scale the water planes) and place them above your scene so they cover everything which should be underwater. You may have to leave the "top edge" where you enter the cell uncovered so you have to jump in, I'm not sure if the swimming animation will kick in otherwise. The drowning will work, I discovered that by accident lol.
  4. Go vanilla on the first run (but with the unofficial patches), and maybe throw in an ENB if your graphics card can hack the extra load - but I wouldn't. SkyRe is great, but it does alter a lot of the core mechanics. Then on your second playthrough install things like deadly dragons, SkyRe, Morrowloot, Skyrim Scaling Stopper, and a ton of improved look mods. This way you can enjoy the same game twice with an entirely new perspective, game mechanics, and look. Just my 2c.
  5. I kind of wonder how you're still on the old version but nevertheless, anytime the CK has gone weird on me deleting the SkyrimEditorPrefs.ini in the main skyrim folder has sorted all manner of issues for me (preview and window shapes going wonky, shadow lights refusing to light up a scene despite there being no more than 4, and all sorts of odd glitches). Try that.
  6. Is that this place? http://static.skyrim.nexusmods.com/images/710477-1326919111.jpg (image courtesy of sgtbarney) It is quite fetching. Isn't it also sitting right on top of a dragon roost?
  7. @CoH: 2 different data points (see Ithlia), I can only add my own, I never slave to update.esm and I can't work in CK on this mod. Though Ithlia has prompted me to go try load a couple of different ones, see what happen. edit: nope, can't load a damn thing. Hope the update comes today.
  8. Okay, so maybe less than ten isn't endless... :whistling: Still, it came up a couple of time and finding "the word of god" (figuratively speaking) on the matter was worth sharing, I thought.
  9. My thoughts exactly, I'll stick with the earlier slightly complex script I posted which works well, and damn the GameDaysPassed glovar.
  10. I've seen endless discussions about this since the last update stopped people from using the CK. So I had a look at the CK wiki, the "beginner's tutorial". This is what the talk page had to say: Joel Burgess is a senior dev at Beth, so I assume he knows what he is talking about. In other words, CK would have been borked for you whether you explicitly slaved your mod to update.esm or not, because it is going to load it anyway. At least, that's what I'm taking away from that little exchange. (also, skyrim.esm and update.esm are always loaded before your mods, so they can't overwrite anything in them) Fun fact: the talk pages of the CK wiki often give you interesting information. Sometimes more than the actual article page.
  11. This is dweruins02_lod_n.dds, AKA the normal map for dweruins02_lod.dds http://i49.tinypic.com/33cn1o3.jpg I manage to extract it to a TGA file, put it in the source folder along with my other LOD and LOD normals, and it still looks like that. Everything's fine. Then I tell creation kit to generate static object LODs, and end up with this in source\DDStextures\LOD http://i50.tinypic.com/50kw1w.jpg The Dwemer ones are messed up, the rest is fine. I've tried converting with GIMP, and irfanview, and the same result every time. The regular texture map is fine. OMGWTFBBQ Seriously, does anyone have any idea?
  12. You'll need to mess around in nifscope, see also this thread http://forums.nexusmods.com/index.php?/topic/820282-creating-a-custom-weapon-rack/page__p__6579264__hl__weapon+rack__fromsearch__1#entry6579264
  13. Splatters are decals, I don't have Dawnguard but I assume they're the same, you find them under Miscellaneous\Textureset. Pick up a DecalBloodSprayGroundMedium (for instance) and drag it into your scene. You will get a blue arrow pointing somewhere; where it points is where the blood will appear (you should see a preview in the CK). If you get a "hard edge" (the blood will appear cut off) move the arrow around a little until it looks right. Also turn on Depth Biasing (menu view > depth biasing) to see it properly. Every time you move the arrow or objects in the scene the blood will "refresh" giving a different splatter effect, this is normal.
  14. It's ugly and unpolished and probably a testament to terrible scripting but it works if you attach this script to a weapon. No fancy effects, just saps 1/12th of your total health each second, doesn't take regeneration rate into account, only applies to the player. It's more for you to play with and get an idea of what is possible than it is to actually use in your mod. Scriptname deadlyswordscript extends ObjectReference Actor Myself Float Health Float DamageHealth int equippeddeadlysword Event OnEquipped(Actor akActor) equippeddeadlysword = 1 MySelf = akActor Health = MySelf.GetActorValue("Health") DamageHealth = (Health/12) while (equippeddeadlysword > 0) Game.GetPlayer().DamageActorValue("Health", DamageHealth) utility.wait(1) EndWhile EndEvent Event OnUnequipped(Actor akActor) equippeddeadlysword = 0 EndEvent edit: actually, it will read your total health the moment you equip it so if you equip it with minimal health it will last much longer ha ha
  15. If your mod lives in the \data folder there should be up to 8 backups in the \backup folder (in the same top-level folder which has the \data folder below it), named [yourmodname].esp.[number].bak. Close creation kit, remove your current esp from the datafolder, copy over one of the .bak files, and rename it to [yourmodname].ba. Then open creation kit and load as normal.
  16. Explosive arrows mod has the following arrows: - Explosive; A searing blast damages enemies within a small radius, chance of knockdown. Staggers oponents. - Frostburst; Cold-based, not as powerful as Explosive. No knockdown. - Knockdown; Enemies within a 10-15 foot radius are knocked down, taking a small amount of damage. - Reanimation; Bring your enemies (or friends) back to life. No explosion for this one. - Poision Gas; Releases a cloud of poision gas on impact. - Fire Bomb; Enemies and surrounding surfaces are covered in burning oil. - Proximity Blast: Think of it as a land mine... Use them to lay traps for your enemies. ^^^^ what you want ^^^^ http://skyrim.nexusmods.com/mods/9349/
  17. Enchantment cleanser: Dwemer detergent. http://skyrim.nexusmods.com/mods/9894 I haven't used it for a while, so I don't know how up to date it is. Looking at the comments, it might not clean dawnguard items, but it works great for player-created ones. And the DB gear - I know that because this is how I first got into modding ha ha.
  18. Have you been messing around with sealevel/default ground level settings after setting up the initial worldspace in CK? Either way, that looks f'd, doubt you'll be able to sort it, revert to an earlier save/backup (automatic backups in the \backup folder, recommend you make manual backups too)
  19. Press "m" for monkey. I mean markers. Also see http://www.creationkit.com/Category:Keyboard_Mappings for other helpful keyboard shortcuts. edit: Too slow again! :dance:
  20. You're joking. In additions, those images are useless for anything except painstaking hand-work. Which is an extremely large amount of work. Here's a somewhat cleaned-up version, but you'll still have a lot of work to do. http://www.4shared.c...pbq/uktopo.html I've done some gimp magic to make it look like this http://i49.tinypic.com/2v10zur.jpg 4-shared link contains a large-size TGA version.
  21. http://skyrim.nexusmods.com/mods/16139 http://forums.nexusmods.com/public/style_emoticons/dark/whistling.gif
  22. Perhaps http://skyrim.nexusmods.com/mods/33 ? Reading the comments on that mod, may have some issues, use with caution. As always.
  23. Have you created a navmesh? http://www.creationkit.com/Bethesda_Tutorial_Navmesh
  24. I'm going to guess... Tytanis. http://skyrim.nexusmods.com/mods/1601 edit: first! :dance:
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