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SemprusGalligan

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  1. I want to make a mod adding Fallout 3 (specifically just exploration and dungeon music) in place (replacing) of Fallout 76's music. I've converted the original .mp3's from Fallout 3 through a program to convert them into .xwm files(the new file type for music in 76) so that they'll work in Fallout 76. I then made the correct file path of: music/76 and compiled it into a .ba2 and then added it to the .ini so it would load. I even added the loose files to the Data folder as an extra safety precaution. Yet when I get in game it is silent... I've looked at a mod here that added in Fallout 1 and 2's soundtracks to get an idea of what to do. I noticed there were also a 'palette' section. I spoke to the original author and he told me to use his mod as a template, and that taking the Fallout 3 tracks and renaming them to the ones I want to replace in 76 was all that was needed. However, he did not mention the palettes. So I left those untouched. What are palettes? Do I need to replace them as well? What have I done wrong?
  2. The point is to make it summon 3 things at once though, I know how to make a summon spell. Just not three at once.
  3. So I'm making a spell, an enchantment specifically, for a staff that summons 3 of a creature. I've done this successfully by duplicating the script for the Werewolf Wolf Howl power that summons 3 wolves. However, when using the staff again one of the three creatures will die and the other 2 will remain, and the staff will summon the new three. Making 5. This is obviously because the script I duplicated keeps the two other creatures permanent. So I need to either make the spell on the staff have a timer so that they all die after a designated amount of time, or something like that. Does anyone have a solution?
  4. I'm working on a mod that adds in a lot of new monsters, weapons, ect. One new type of monster is to be summoned by Spriggans. However I can't get the Spriggan to use the conjuration spell. I also have been struggling to make a staff with an enchantment that will do a calm like effect, or even a spell that will make nearby enemies fight with you instead of against you. But I only want it to work on 2 specifics races, the Spriggans and the new monster I'm adding in. Could someone help me with these?
  5. So me and my other affiliate are making a mod for Special Edition that adds in all kinds of new monsters. One of these monsters is an Imp, which needs to be flying like the previous renditions of it in past ES games. Seeing as adding in your own skeleton and animations is pretty much impossible; we tried to use the Chaurus Hunter, because it has wings that are animated. However the Imp is MUCH smaller, and therefor it screwed up the hitbox; specifically meaning that the player would have to aim below the Imp at the air beneath where the model was hovering in order to actually hit it. This obviously isn't okay to have... and we can't tamper with the skeleton. So, the only other creature in the game with wings, and can use magic ( as Imps do ) is the Vampire Lord. However, the Vampire Lord's idle animation and running animation does not have it's animated wings, only when it's sprinting does it's wings actually flap. So my question is; Is there a way to make the Vampire Lord use it's sprinting animation instead of it's neutral running animation and idle animation?
  6. I'm making a mod that adds an Imp into the game, it uses the Chaurus Hunter skeleton. I had to scale down it's size in the CK because the Chaurus Hunter is way too big to be a Imp. But this has made the Imp hover closer to the ground, to the point where you have to look down to fight it. I'm wondering if someone can tell me of a way to make the Imp hover more so that it may be at face height with the player.
  7. Will you be needing voice actors anytime soon?
  8. You would get more of a response if you provide a sample. Remember that people working on mods are in a creative mode or attitude, they're psyched to do it and thus leaves most of them impatient. So unless they're desperate they won't take the time to bother asking to hear your samples and await a response. If you haven't provided any they'll simply go look somewhere else. Try looking up some quotes or dialogue from a game or movie you like and record yourself reading them out, record it and put it on SoundCloud. Goes a long way.
  9. Hear me out. There's already Dolphins in game. Apparently they're pretty vicious ( as most animals are now ) because everytime I've found one it's next to a corpse/skeleton ( mostly ) I know this isn't possible as of now without the CK because it would involve working it to a skeleton and having it placed in leveled lists ect. ( or I could be wrong ) But it'd add a little more danger to the water, much like the slaughterfish from Skyrim ( though they were hardly a threat ) http://i.imgur.com/lvZw1xf.jpg I could see it using some kind of sonar, much like the Mirelurk Kings from Fallout New Vegas and Fallout 3. Simply using the plasma gun effects as they look like sonar waves. IDK, just thought it seemed neat.
  10. I'm pretty sure it's possible, almost anything is possible with scripting. But that would be pretty difficult.
  11. A Taste of Cyrodiil is a mod that adds new Quests, Creatures/Monsters, Followers, Armors, Weapons, and an Arena. This mod serves multiple purposes; 1. To promote Beyond Skyrim, as it does use some assets from the 3D modelers that are helping to create it. ( Permission has already been granted to me. NOTE: This mod is not affiliated with Beyond Skyrim, it does not take you to Cyrodiil, it merely aims to give some of the feel of TES: IV Oblivion to TES: V Skyrim. ) 2. To bring back old enemy/monsters from TES:IV Oblivion's Cyrodiil. 3. To add more lore-friendly quests, NPCs and Armors and Weapons to TES: V Skyrim in the most lore friendly way possible. A Taste of Cyrodiil features a list of things, there are several key elements that break up into their own categories, I will list what has been implemented and what is being worked on still; What's Already Done; 1. The Solitude Arena; You now have the option to participate in a old Arena that has long sat in Solitude for many years, used primarily for the High King's entertainment, you can join the Blue Team and fight to become the Grand Champion. Q: What's in the Arena? A: The Arena has been seemelessly placed within Solitude without moving anything around, or altering Solitude in anyway. It has it's own Lore, NPCs which are to be fully voice acted. You can participate in 1 of 2 kinds of matches; Team Fights and Beast Fights. Team Fights pit you one on one against other combatants from the Yellow Team, there are 10 fight in all, leading up to a Grand Champion fight. Beast Fights are similar to Team Fights, only you're pitted against anywhere between 1-4 monsters/creatures of the wilds of Skyrim. Q: What's the main goal of the Arena? A: The ' Goal ' is to replicate the feeling of the Arena from TES:IV Oblivion, the way the matches are done are even similarly done in the way that Oblivion did it. 2. Goblins, Ogres, and Minotaurs; Now scattered throughout Skyrim are Goblins, Ogres and Minotaurs. They have been implemented in a lore friendly way. Their ingredients they drop, where they live, and even books and Quests based around them are all placed within Skyrim to make them feel as if they were there all along, instead of just being dropped in out of nowhere. 3. Unique Followers; So far only one follower has been added in, and I'm going to keep it a secret until it's been released, I rather have people find him on their own. :wink: What's still being worked on; 1. More unique quests 2. More NPCs 3. Towns and Settlements using new models. ( Some have already been finished, but the NPCs are not fully voice acted just yet, but are more or less finished ) 4. New cave types, and Ayelid Ruins to explore 5. More unique monsters/creatures 6. More Armors and Weapons ( Note; This is NOT a product of Beyond Skyrim, but it does use some 3D models from the users there. Everything I am using is either a resource or I have been given permission to use by the author of the models themselves.) P.S; I am a HUGE lore nerd, which means everything being added in has been placed with that in mind that your map is the vanilla map. Meaning that no landscape has been altered aside from Trees and Textures. I also have taken a lot of time to add in Books, informative loadscreens, and as much depth to the new creatures to make them feel like they really belong in Skyrim. So it doesn't just feel like you woke up one morning and now they're all over the place. You will find books about people writing about them, quests involving them, in their natural habitats and making them as fleshed out as any other vanilla creature. ( I will upload pictures later ) I am also in need of Voice Actors for multiple characters. I'll list what I need below. . Male Argonian .Female Argonian .Male Human .Female Human .Male Elf .Female Elf .Announcer for Arena
  12. If you are interested in helping or want to contribute to the project then head over to the site we're now posted on and contact Cladivan to see how you can help! http://www.darkcreations.org/forums/forum/982-tes-v-the-mad-god/
  13. Just a little update, we have diverged from the Bsttlespire project and are on our own again! We are having our project hosted on Dark Creations still. Just under our own name now.
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