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Dovahkruziik

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  1. Thanks! posted more shots, apparently there is a limit to images, so if you want to see more i have them.
  2. According to lore, Windhelm is the oldest city in Skyrim, and perhaps all of Tamriel. It sure looks old and crumbly, but it also seems incredibly small for the history that must lay behind it. A city like this, subject to eras of weathering and wars and destruction, would have been rebuilt again and again, probably on top of the ruins of the old city. The palace is one of the few original First Empire buildings, after all. And so I have begun making this vision I have of Windhelm a reality, and I 'll post some pics and commentary here, just for fun, and to keep myself motivated. If anyone finds this interesting or has feedback, then I would love to hear it! A City Upon Itself - Current Progress: Valunstrad Gray Quarter Stone Quarter I am also considering expanding the city across the river, like Balmora. I just see a city like this being bigger, especially since half of skyrim is migrating there for the civil war, AND many dark elves migrated there after the eruption. I will release a Beta version when I have finished all the exteriors and ironed out all of the bugs I have found. Assuming that goes well, Ill start working on interiors, then NPC's. I hope people enjoy this, but I will be working on this anyway, since I enjoy modding and creating more than I enjoy actually playing the game.
  3. I'm working on a quest, and I need a way to advance my quest stage upon my arrival to a certain spot, which is an xMarker. I figure the way to do this would be to attach a script to the xMarker reference saying that when I am within a short distance from this marker, my quest should advance to x stage. Is this the only/best way to do this? If so, what script should I use? I assume there is a similar script somewhere in the game but i can't find it. Any help is appreciated!
  4. These are looking good! I had a though while watching the drunk one... the Skyrim drinking game! I think it would be funny for you to get drunk everytime your character drinks, or for one episode to take a swig whenever you mess up or take a wrong turn, or when lydia steals a kill, or whatever you like haha! The non drunk ones are great though, i am noticing you have fewer pauses and its getting easier for you to get your thoughts across. Keep it up!
  5. LOL, you are very ADHD when you are drunk :P The text was a nice touch I'm glad you didn't give up when times are hard. I hope this activity carries over and helps you out in real life! Rock on man
  6. Do you happen to know off the top of your head the name of the movement direction condition? That could be just what i need! EDIT: I found a GetMovementDirection, but am not sure how to specify WHICH direction
  7. Did you click YES to all? instead of no? Someone above said click no to all, but i believe its yes to all. thats what i click.
  8. I'm trying to make a mod that makes combat more interesting, instead of grabbing the weapon with the biggest number on it. What I have imagined is, for a specific example, Steel Plate vs a Longsword. The steel plate will be nearly impervious to longsword damage except on criticals. The longsword will have two attack types associated with it: Stab (Forward regular and power attacks) and Slash (Everything else). I am trying to accomplish this with perks at the moment, as i know nothing of scripting. I know how to associate values to each power attack using IsAttackType Power AttackType[Type]. This works perfect for my purposes. But is there a way to associate with directional non-power attacks? Using arbitraty numbers, I want forward non-power attacks to deal .1% damage, and 10x critical damage. I want backward non-power attacks to deal .2% damage, and 5x critical damage. Basically I need a way to associate non-power attack types just like i can with power attacks. Any suggestions?
  9. If I could put my two cents in here, I think the aim of Bergzore is freaking awesome, I would love to see more combat animations. Fore said its possible, but not without conflicting with other mods. I would hope that Bergzore's animation project would be good enough to not need any other animation mods ;) So to me that means that this is something that can totally happen. I hope you figure it out!
  10. Ive got good news! And some bad news. The good news is, you can find the stamina drain settings in the GameSettings (Gameplay tab, Settings) under fSprintStaminaDrainMult. The bad news is, this isn't an Actor Value, so you can't (as far as i know) confine it to a perk. Maybe someone smarter than me knows how to change that. I'm sure you could script it. I would try the refund ability. I don't know if the stamina drain and the stamina refund will take effect at the same time (what you want to happen) or if one will override the other. Perhaps you could try and post back what happens? I'm curious.
  11. Ah I didn't think of that! It shouldn't cause HUGE problems as far as i know, it depends on where and how the WeapMaterialDraugr keyword is used, but im guessing you will at least see it in the draugr category while smithing. All you have to do to give it its own ArmorMaterialKeyword is go to Miscellaneous > Keyword and create new, and type in ArmorMaterialDraugr. You then replace the Daedric keyword on the armor itself. Whether that will make it show up in the draugr smithing category, im not sure. It will either show up in Draugr or in Misc. You could test it out though. Maybe take a look at this: http://www.creationkit.com/Customizing_Crafting_Categories Then, if you want to go far enough to make the armor work correctly with the matching set heavy armor perk again, since it no longer has the daedric keyword, you need to go to the Actors > Perk, find MatchingSetHeavy, edit the Modify Armor Rating entry in the perk entry. You will see a conditions box with a perk owner tab filled with all kinds of ArmorMaterial[Materials]. Then add new, and a Conditions dialogue box will pop up. The first thing to change is the Conditions Function: Change it from GetIsID to WornApparelHasKeywordCount (its second to last on the list). Now go to the box that says invalid and click on it. In the dropdown, select your newly made ArmorMaterialDraugr. Then in the Value box, change the 1 to 4, and Check the box next to OR. Then press OK three times and Voila! There may be other things to add the new keyword to, but that is the most noticeable one.
  12. The end of video 4 to the beginning of video 5... GENIOUS. It really drew me in, because it gave me a different perspective on the story of the dragonborn, YOUR story. You are taking the story and telling your own. You are very good at that. That part of the game is inherently boring, and you actually made it more interesting and i smiled and laughed several times. You don't have to sound exciting or happy or anything to bring something good to the table. You are roleplaying, putting yourself in the game. I can see that very clearly. The anxiety you have, you are showing that through your character in game. And that makes it interesting, not boring. Your character doesn't believe she is dragonborn, thinks she is too weak, is afraid to go to the greybeards, and doesn't know what to do with herself really. Does that sound like you, if you replace skyrim elements with real world elements? Don't pigeonhole yourself into reacting to the story of skyrim. Make your own story. Continue the lets play, but i would love to see it become a "Cinematic Lets Play." like your video 5 intro. Ive seen lets plays of commentaries, walkthrough types, but i havent seen a lets play that just tells a story. In fact, you could completely drop the lets play and turn it into your cinematic story of a nervous mage who doesn't believe in herself to one that is challanged, tried and tested in every way, runs from being dragonborn, and after each trial grows more into the true Dovahkiin. I have no doubt you could take that idea, run with it, and produce pure gold. And it would even reflect your own personal journey. You are anxious, so your character is. Your character will grow to be the Dragonborn, you will grow to be whatever you set your heart to. You could even get your girlfriend to voice lydia, and go on this adventure together. It would be awesome to see that chemistry. She sounds awesome and supportive, and you said that she is in the same boat as you, it may help her too, and why not do it together? That may be why you think it was boring: you were talking to yourself with lydia standing there. Thats a GAME limitation. turn that situation around, and have your girlfriend voice her responses. I think you two would do amazing just winging the conversations. It may start out nervous, hesitant, like you are trying to search for the right words to say. maybe there will be awkward silences. But the more you do it, the easier it gets. Even scripting the conversations would help. I hope i am clear, i have trouble putting ideas into words. But you have my support, along with the community here and your girlfreind and whoever else. I will be among a number of dissapointed people if you give up. Giving up on yourself is the last thing you want to do. Trust me.
  13. Yes, it decides using keywords. The weapon recipes are vanilla, and there are already vanilla recipes for the armor too. You have to be using the skyforge and have completed the companions questline to see them. the weapons are under the weapon category Draugr and are called Nord Hero weapons. If not then they are part of a mod. But the armor is under the weapon category Daedric, so if you do not have the daedric smithing perk, you cant see the armor in crafting. This means all you have to do to make the armor craftable under draugr is to go to Items > Armor > Draugr and edit all the ArmorDraugr[Armor]'s by removing the keyword ArmorMaterialDaedric and adding ArmorMaterialDraugr. Now you should be able to craft them at the skyforge, and you don't even need to make a new recipe! If i remember right there are some mods that will show the draugr category in any forge. I'm just going by vanilla. IDK why it would be showing up under steel now though, if all you did was change a recipe and not the armor itself.
  14. I just had a thought. in the CK i am loading the SkyRe main esp along with its parent masters, but i am leaving it as a plugin, and making a new file the active file. so i am basically patching the skyre main esp. This is because I want to keep the skyre file unedited for if the author updates it. Something i noticed is that the custom perks that tendo added in the light weapons tree are now seen as invalid in the tree and fade out in game. I was too busy focused on my own perk to worry about it. Maybe i should just make a backup of the skyre main esp and edit that itself? EDIT: I went back and edited the SkyRe main esp itself, and it worked! Boy, I should have known how stupid that was, though im not sure why it would cause it to fail so hard. For now i will shake my fist in the air and whisper "Bethesda" before moving on to some more perks! I will probably post back here if i have trouble with any of them if anyone is interested. To everyone that posted, thank you for your help!! I learned so much.
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