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skaybestrog

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Everything posted by skaybestrog

  1. CK - Magic - Spell: Find the spell you want to edit in this menu. Right click and open it. Every spell uses one or more magic effects. Check which magic effect it uses. Then go to: Magic - Magic Effect and search for the effect. Open it up. There you can change the casting animation.
  2. Dear Enai, I just wanted to write you in order to say thank you for everything you've done for the modding community (and me personally). I have learned much, much more about the Creation Kit and Papyrus by analyzing Ordinator and Apocalypse than I have via any tutorial, the CK website, or any other ressource imagineable. Your scripts are beautiful, lightweight and easily understandable. Almost all of my scripting work is based off of a snippet I found and expanded on (or kept). And I...
  3. Here you go: https://www.creationkit.com/index.php?title=Complete_Example_Scripts Personally these scripts did not help me at all. But maybe they'll help a more experienced user.
  4. You're better off playing this way :laugh: Trust me.. The main quest and all the guilds were just really terrible in Skyrim and ruined much of the game for me. I don't even attempt them in my newer playthroughs.
  5. Nice. For me it's Super Street Fighter 2 Turbo edition. Also Morrowind, competitive Pokemon and someSNES/Genesis titles.
  6. TES6 won't be an RPG, it'll have even less RPG elements than Skyrim had. It will be an action game with some RPG elements. I'm not even saying that that's a bad thing, or that it's wrong, it's just a fact. That is the direction that Bethesda has been heading, it's what the main playerbase wants, it's what the shareholders want, and it will sell well. I see no way how it wouldn't sell well, no matter how bad the game is. You (assuming you are a person who likes old school RPGs, sorry if I'm wrong) are simply not the audience anymore. That group of players is too small to even be relevant in the game market, and far too small to cater to. The audience is people who are in their teens now. People who grew up with Skyrim, or people who will grow up with TES6. That's where the market share is, that is who they are targeting. Bethesda is a company after all, not a small indie studio with a hardcore fanbase.
  7. The issue with Bethesda games was never that they were buggy, that's a minor inconvenience if anything. The issue is that with every subsequent release the games lost: 1) Complexity, Synergy, RPG-Elements. Everything became more streamlined with every game. Options were taken away. Builds mattered less. Combat was more drawn towards the FPS experience than the RPG experience. 2) Originality, Creativity, Aesthetics. Going from Morrowind, with it's insanely architectured Daedra ruins and Telvanni Mushroom cities, with Vivec and the Red Mountain to Oblivion with one of the most generic and trite Medieval fantasy settings was a slap in the face. Skyrim is an even worse offender, from an aesthetic and creative viewpoint it is one of the most dead, soulless, boring, forgettable games in existence. It's not just Skyrim's borderline offensively boring aesthetic, it's also the crippled lore, the samey race design, the complete lack of classes or RPG elements, the small gameworld that is simultaneously lacking in details, it's unbelievable. 3) Difficulty, Decisions, Rewards. Bethesda studios have made some amazing games where you as a player feel like your decisions truly matter. Skyrim is the opposite of that. The civil war is barely felt. Which side you pick only ends up being a minor inconvenience. The fact that you are the Dragonborn, the savior of the world, is barely felt in the game. Your player character is good at literally everything, from the first second. The perk system is an excuse for actual game design, it just makes you slightly better at very specific tasks. There is no class identity anymore. There is no restrictive game design. You can theoretically get every single perk in the entire game. Jack of all trades.. Master of all? Also, Skyrim, even on Legendary, had so many game breaking things that it was just always too easy. Without a challenge, without decisionmaking, and without proper rewards, a game feels like a drag. There are many other things to critisize about the "path" that Todd Howard Bethesda has been taking, but these are the main offenders. I could write an entire novel about what's wrong with Skyrim from a design perspective. Many people itt show a significant error in their thinking. The fact that Skyrim sold so well is not at all a testament to how good a game it is. People eat McDonalds every day. People read Yellow Press. People listen to Justin Bieber songs. People buy IKEA furniture. Many things are trashy, lowest-common-denominator garbage, but they still sell well, because of marketing, because they speak to a particular audience, because they have range, because they hit a nerve.. And so forth. If you justify Skyrim being a good game by how well it sold, you have essentially ran out of arguments. The nerve that Skyrim hit perfectly is that many players want a game to be their power fantasy. Skyrim is exactly that, a bad power fantasy. The other thing about Skyrim is that it is an absolutely flawless game, from a shareholder perspective. It's exactly the game Bethesda wanted to publish. Not a good game by any means, but one that can be milked, one with longevity, a game that made bank. It caters directly to the desires of their main userbase and feeds them nonstop, like when anime turns into fanservice. And TES6 will be an even worse offender, you can be sure about that. After all, their model is working perfectly for them :smile:
  8. Morrowind. Pokemon GSC if they count. World of Warcraft. First one I played was probably Planescape: Torment.
  9. That's an even better solution, good on you! You could even achieve this with a spell I think, just make the spell an ability, make the ability unique to the player race. Using less scripts is always better, since it won't slow down the game :) There is a workaround for almost everything!
  10. I don't know about "custom race", but you can set the player characters skills to 1 via the settings tab in the creation kit. I think the correct setting you want is "iAVDSkillStart". set it to 0 or 1.
  11. After hours of fiddling, I get all my skill trees reverted to a state where nothing freezes. I add back a few perks to one single skill tree (!) and 4 others break. I'm at a loss for words :nuke: I'm still sure it has to do with the positioning of the individual perks, but via google I have found no guideline on how to do it properly.
  12. don't worry too much, there is a fix for everything. in case anyone else has come across this problem: It is apparently not related to your perks effects at all, but rather has to do with perk placement in the CK menu. there seem to be some constellations that just break your game, and I could not figure out at all what exactly was the problem. I moved around perks in a single tree for three hours now and finally disabled whatever was causing the freeze. I still have the same error in all other affected skill trees and will likely have to manually move all the perks around until I find what exactly it is causing the problem.
  13. Gladly. I can upload it, too, if that helps. A short rundown: With my mod deactivated, everything runs perfect. No errors or freezes. So that is not the issue, it must be with my .esp file. With the newest version of my mod, whenever I go into one of the defunct skill trees (Destruction, Onehanded etc.) the game freezes (again, not a CTD, a complete freeze). This error pops up even with skill trees that I have not touched! My mod mostly adds new perks (I left all the vanilla ones intact) and new spells. That's it so far, nothing out of the ordinary. My only hunch where the crashes might come from is me renaming the original skill trees (Destruction is now Wizard for example). But I did that weeks ago and it seemed to have little to no direct impact aside from some things in the skill trees breaking. They could still be accessed in the game, even though links or perks were missing. I have a previous version of my mod from last week where all perk trees are accessible besides a single one: The sneak tree. That one freezes the game as soon as it is entered. Most of the skill trees aren't even different in that version compared to the current one, which makes the scenario even more confusing. If you want to look at my .esp I'll gladly upload it and send it to you. Edit: I checked out the older version of the mod from last week and it seems that only certain perks from the Sneak tree make the game crash. It's the lowest ones, the higher-up ones seem to be fine. That doesn't explain at all why my current mod still crashes even though I purged all the changed perks :( Makes no sense damnit.
  14. @skymarin Did you ever find out? I have the same problem and even deleting all the perks besides one doesn't help.
  15. Hello Nexus Forum, I am currently making a Perk mod. Things have been working out fine, at least until lately. Now it seems my .esp file is absolutely corrupted. I get the following problem when I go into the game: I open the menu. Press upwards for "Skills". I get to the Skill Tree overview. So far everything works fine. Then whenever I navigate into a Perk Tree, the game completely freezes. It does not CTD, sadly, it just freezes completely. To add to my confusion, there is no pattern to this at all. Some Skill Trees are damaged, have missing links, and still work perfectly fine! Others are consistent, finished, without any seeming errors, yet crash guaranteed, every single time I try to navigate into them. It has made any testing impossible. One Handed, Restoration, Destruction, Alteration, Twohanded and Block are completely broken. I cannot look at a single Perk ingame without the game freezing. All the other Perk Trees work utterly fine, even though they have modified/new perks. I tried cleaning the skill trees multiple times. I got rid of every single Perk and only left 1 test Perk to see if that was the issue. It was not. My mod list is empty. I am not running any other mods besides my own mod and the 3 official DLCs. Has this happened to anyone else? Does anyone know a cause or a solution for this? I'm super frustrated and don't know how to continue with my mod before fixing this issue.
  16. so is it working now? essentially you just disabled the animation you get for swapping spells, correct? that's pretty neat, especially if you're running additional hotkeys.
  17. It is hardcoded, but can probably be achieved via scripts. Just as an idea: Have a an Ability with an MGEF that is set to permanent and given to the player via a perk or any other way you like. Set its effect archetype to "Script". Add a script improves Actor Value "Blocking" by X amount every time the spell is used. Make a condition in the MGEF window (or ability window, not sure which is better) that the spell only activates on successful blocking. I highly doubt this is an optimal, or even a good solution, but you can find workarounds for just about anything!
  18. @morrowind1979 So in essence you want "Scroll of Magelight" to damage the player's health, just like your modded Magelight spell does, am I reading that correctly? Instead of Managing this via script, wouldn't it be possible to simply make a new spell, give it the Magelight effect and add in a MGEF with Value Modifier / Health / Detrimental / on Self, then link that new spell with both effects to the scroll? Hopefully this is helpful, or maybe I'm getting your problem wrong :smile:
  19. I have a very simple beginner question, I know how to add abilities via Perks, how to make entry points, but I have absolutely no idea how to add an item via a Perk. would it be best via a script attached to the Perk, or is there another way? In short: Can someone please help me write a very basic script that puts an item in the player's inventory when he acquires a Perk.
  20. It is not possible to load SkyRe, make it the active file and save (thus overwriting it). SkyreMain is a master file and therefore gives me an error message when attempting to do that. I figured out how to merge both of them via Plugin Merger and have used that, along with the official patch for SkyRe and Apo compatibility, and it's worked decently so far. For now I was only planning to use it for myself, but if I ever relase the mod (not sure about that) I will ofc ask for permission! Thanks for your reply!
  21. Dear people of Nexus, I have a problem and am not sure how to go about fixing it. This is my issue: I am doing a complete revamp of Skyrim (Oldrim). As a base for my mod I am using two mods, since they already do a lot of the things I intended: Skyrim Redone, Apocalypse: Magic of Skyrim. What I want to do is to modify the Perk Trees as they are in SkyRe, add new Perks and modify existing ones, and then set SkyRe Main Module as my active file and overwrite the Main Module with my changes. That should work, no? Pretty basic stuff. But I also want spells that are not in the base game, nor in SkyRe to be available via Perks. Do I need to port the spells (and effects, projectiles, 3d objects etc.) from Apocalypse to my SkyRe.esm, or do I just need to run the compatibility patch and have both mods active at the same time while running the game? A small example so it's easier to understand: I load up both SkyRe MM and Apocalypse in the CK. I add a Perk that does nothing besides giving me the "Volcano" spell that is exclusive to Apocalypse. I set Skyre MM as active file, save to overwrite, and then load up my Skyrim, with both mods enabled. Would the Perk correctly give me the spell, or would it not work, because the spell is not part of the SkyRe MM? I have tried testing this and the game kept crashing.. Do I need to create one master file that has all the properties of both mods? Would that work via "Merge Plugins", via TES5EDIT or would that create a lot of errors? Would it work to open both mods (and parents) simultaneously in the Creation Kit and then duplicating all the properties (Magic Effects, Projectiles, etc.) from Apocalypse, then set the SkyRe Main Module as my active file, overwriting the old one? But that would be an insane amount of unnecessary work. Additionall Questions: What would happen if I load up SkyRe Main, Apocalypse, and parents in the CK, then set SkyRe as the active file, and then save? Does it just do nothing? Does it port all the entries from Apocalypse over to the SkyRe Main Module in one big swing? Or do I have to manually duplicate all entries from Apocalypse that I want added to the active file (SkyRe) and then save for the port to work? I am scared to do the former since I don't want to screw all my SkyRe files. Is there a way, in the CK, to show only files/entries that are modded/added, so all the ones different from the vanilla game?
  22. So, in other words, for a complete layman like me, the most essential parts of the game are not available through the Creation Set? If that is the case it would make my dreams of modding Skyrim pretty much null, since I really don't have that amount of time nor knowledge :( Is this the same for all TES games, does it ring true for Morrowind and Oblivion as well? If that is the case I will have to find a different game to mod. Looking towards Diablo 2 / 3 or something similiar. Anyway, thank you so much for your contribution!
  23. Thank you so much for your answer. I will be sure to try that mod out since it seems to be close to what I am looking for. Do you have any pointers as to why these parts of the game are so hard to mod? I feel like any newbie can add an NPC or a Weapon to the game, so why is it so hard to modify what Endurance does?
  24. Please bear with me since I relatively new to the topic of modding. I would love a mod that changes what attributes do in the game: INT affects your potionmaking and enchanting, not just your mana pool. STR makes your character appear bigger and do more melee damage, absolutely essential things like these. I am talking simply about the mechanics: stats and what they do in game, especially the underlying formulae. Why are there so few mods that do this? How difficult is it to access these formulae? And for the mods that exist, like Third Era Attributes or Classic Elder Scrolls Attributes they all have to work with external menus, spells to improve your attributes, and the systems are essentially carbon-copies of older TES games (which isn't bad in itself! I would love to have Morrowind like attributes in Skyrim). So, a few questions: Why are there so few mods that change the essential mechanics of the game? Is it simply too difficult? Can I not change what, for example, Magicka does in Skyrim? Is modifying the 3 attributes as they are in game not possibly, hence why all the existing mods create an additional menu instead of replacing or changing the big three? Why are there so few mods that introduce new (or old) abilities or schools, like reintroducing mysticism with it's own perk tree, spells and so forth? Is this doable? How much time/experience does one need to mod these aspects of the game? I am overwhelmed by the amount of cosmetic/landscaping/roleplaying/combat/quest/race and sex mods and surprised about the complete lack of gameplay mods, safe for overhauls like Requiem or similiar. I would love to explore the world of (modded) Skyrim, but not without a proper attribute/class system :smile: Thanks in advance for answering my many questions!
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