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Notomasa

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Everything posted by Notomasa

  1. Lore-friendly = something built upon the original lore of the game, not from your own ideas or someone else. Making something look medieval or viking or whatever isn't lore friendly unless it exists in past games' establishment of the world's lore. In short, it should be something Bethesda already made.
  2. Basically an enchantment on any equipment that will damage the player's health over time. Can anyone help me on this?
  3. So I'm trying to create an enchantment that will reduce all damage (or at least physical damage) by a percentage. The problem here is that I'm not sure what Damage Resist do. Does it increase Armor Skill Level? Increase pure armor rating? Increase armor by a percentage?
  4. I've been trying to make a weapon mod I'm trying to make that emits light like a torch or candlelight spell when it's equipped and used. I tried adding the candlelight magic effect as an enchant, but I can't seem to select the magic effect for candlelight. Anyone know the right way to go about doing this?
  5. I have yet to see a mod that implements this, except for Economics of Skyrim. Problem is, the one in Economics of Skyrim isn't properly built, as in the enchantment power depends on YOUR enchanting skills instead of the enchanter.
  6. How do I apply a script to all items that have a specific keyword? For example, I'd like to apply a script to all swords in the game that will give them special perks that I've made.
  7. How do I make it so that it requires you to have a fire spell equipped to activate the effect.
  8. For example I want this sword to have a special effect (not enchantment) that gives a 50% chance to deal fire damage. How do I go about doing that?
  9. Basically like the Silver Sword. How do I add a script that gives a certain weapon a a perk like how the vanilla Silver Sword does? I'm fairly new to the CK.
  10. Basically I'm trying to add more music to the game. Anyone know what bitrate Skyrim's music files are?
  11. Doing that will cause the "clear underwater" bug.
  12. Is it normal to have this odd Depth of Field effect on the mountains around The Reach? I turned off ENB and have no DoF mods.
  13. The thumbnail image when your mod appears on the search or mod lists. How do I change it?
  14. Nevermind. I think I solved my own problem. There is a way to force the Creation Kit to use xwm files. It's pretty simple actually. 1) Add a music track in the CK. 2) Click choose file. However xwm files will not be shown or hidden. 3) On the selection bar (on the same window) MANUALLY TYPE IN THE NAME OF YOUR XWM MUSIC FILE. And there you have it. You can make your own mod to add NEW music that doesn't replace vanilla music with better sound quality ans space saving you get from xwm format instead of wav files.
  15. PROBLEM SOLVED The Creation Kit simply does not allow me to add xwm files to make a music mod (only wav files allowed). However, I've seen a few music mods that can create non-replacer musics like Fantasy Music Overhaul Redone. How do I go about using xwm files for adding unreplacing music to the game? wav files take up too much space and quality isn't really good either. The reason being I'm also trying to make a music mod that doesn't replace vanilla music.
  16. I don't have that mod installed though.
  17. The thing is that 99% of the time my game crashes, is because of these 2 scripts. What the hell is wrong with these two scripts!? I've seen A LOT of people having CTDs for this same reason.
  18. Also getting exterior to interior crashes. Here's the papyrus log. (0007856E) cannot be initialized because the script no longer contains that property [01/21/2013 - 12:51:17PM] warning: Property TrapDiseaseMagiTerrors on script TrapHitBase attached to (0007856D) cannot be initialized because the script no longer contains that property
  19. Also, I'm getting crashes if I go anywhere near Falkreath with a particular character save. Anyone know what might be the issue?
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