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punxdog

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  1. The bleeding is done with a perk, you could change the damage type into say poison and give 100% poison resist, otherwise no, not until CK.
  2. I would acctually like to record some heavy metal guitar passages for skyrim :) Ready & willing. I have a 7 string & 4-5 years playing guitar & 10 years playing drums. The more songs the merrier and merriment! Whilst I personally wouldn't add Heavy Metal to my game [though I might listen lol], I'll sure add you to the bards resource list for others to take it up. Ideally we have a group of songs per artist so we can make them up a specific bard in game, I think we ought to give the artist of the music a bit of choice in this regard :) To your questions, I knew I'd get there eventually, the game doesn't really have more songs than listed above [more than 4] I am confident that you can add more however and I think I'll just get over my perfectionism for a moment, skip my lipsync attempts [failing miserably due to crashing of programs!!!] and just put out a mod with new songs in it from our talented artists. This will help generate a bit of interest, perhaps get more artists and modders on this and take it to the next level :)
  3. PISD goes some of the way and I believe he's taking it a lot further in the future post CK.
  4. I feel compelled to share my thoughts on this, I have done a few mods by request and want to do some more, but I think most people don't understand what we can actually do so far. As I scan over the mod requests board looking for another mod to add to my little group of mods but I often find these HUGE ideas that are really not doable until the CK is released. Sure I get it may be ideas for the future, but making a request for it now may be a little premature, as even after the CK is released it may take some time for modders [and there's quite a few waiting till its released] to learn the new scripting system. Not saying don't make those kind of requests, rather I'm saying that they won't be even consider until after the CK is out :) You might want to know that there are 'fundamental' limitations of what can and can't be done at the moment. What generally can be done is adjusting values to things, so adding an extra spell effect to an existing item is doable, changing a creatures health is doable etc. To do these things is by making changes to the stored values in the game, this 'can' be done and reasonably easily once you get a good grasp of both how to do it and where the values are. There are limitations to this, some things don't seem to work even when changed, but it is a good presumption that if it only requires changing a value it 'can' be done. What can also be done is bringing in more meshes, textures and changing sounds. Whilst I 'do not' do this myself but it is possible and may get you a modder wanting to do it Anyhow, if it's balanced, it can be done and I like the idea, I'll make your mod idea and credit you as the requesterr as I like the challenge of making mods.
  5. It's doable with console commands, otherwise you'd have to wait till CK.
  6. 1. It exists already check the mods 2. It means adding a new mesh and animations, doable, outside my skills 3. Not sure if it's possible until the CK comes out, there's something about distances in the variables so it might be possible with a console command or a batch text file [same thing really] but I can't say for sure what it'd do. The CK would allow a much better way of doing it by allowing variations in the distance and probably changeability of the AI running it, and of course re-rewriting of new AI. 4. It 'can' be done manually, by typing <follower id number>.modav stamina #amount. Otherwise again, no scripting available yet
  7. You can add effects to weapons, similar to silver not running out on a sword. It would require it to be set up that way, ie you couldn't enchant it.
  8. Yeah, I absolutely agree it's somehow related to the formID's. I've tried everything to get new ones to work. Same in regards to the MGEF, they seem not to work for 'new' ones. Though, having said that, there is at least one example of someone making them work, ie, Tytanis got new MGEF's working but I can't figure out what the difference was for him. I could only get them to work if I replace existing ones?
  9. I LOVE it. So often I have played online games in these roles, the villiage drunk, the travelling minstral [usually with zero skills] and so on. I think a sandbox game ought to be able to have that level of variety, if you want to raise a family Sims style then why not [well sims is better for that but hey]. Infinite variety and options is a good thing, nice idea.
  10. Luckily my mods are small so I can handle the not-so-positive comments, of course all done with ZERO understanding of what it takes to actually build mods :) Whilst on rare occasions it'd be useful and necessary to report someone, I also think that by playing open slather on reports might be a bit hasty. What do I care if someone doesn't respect my mods, sure I love and take the praise, *laughs* and enjoy the feedback for new ideas ... but they are for ultimately made for me and my enjoyment of the game, I know what I like and what I want, so negative comments are ultimately irrelevant. Besides, I have found this hidden place now and I am happy to be talking with the people who matter, even as a relative mod-newbie that I am, I feel so 'l33t' compared to all of those silly comments made, requests to do things that can't be done yet and for mods that I'm not interested in. Lol. For me, that's a much better ego stroking than constant praise ;) What I have noticed is a fair bit of sarcasm and unrealistic expectations from non-modders to modders
  11. Heya, there's a mod request forum HERE. Having said that, I am pretty sure jumping whilst sprinting would only be possible with CK, if it's possible at all, it might have to rely on a third party program. Tytanis mod has a range of polymorph spells, might be worth a look
  12. There's a good amount of world space, some with basic terrain and textures just outside the borders. Turn off your border regions and go check it out, particularly east. Another idea could be to add an island in the water, to the north presumably, a coastal village, that needs to rely on trade [read more quests to keep the trade open]. Good luck with your mod, will be fun
  13. Would you mind sharing a stripped esp with the problem. I am having a similar issue but was trying monsters and they don't show up at all, which may or may not be related. I figure any info is good, here's my esp.
  14. Ok I want to be able to add a new race as per the example in the esp so I can add new creatures. The problem is that when I do add a new RACE file, using a unique formID code, the model never shows up. I've done the same thing with an existing RACE file, without a problem, but as soon as I try a new race file, there's no model. I've tried different ranges of formID, adding in a new [just made another copy of] model and animations [included in file]. Now I'm rather stuck, I've tried everything and looked everywhere for a solution and I'm not keen on waiting till the release of the CK to do it, lol. So any help would be great. [file deleted due to breaches of the rules *sighs*]
  15. Found it, it's in two places actually, in NPC it's NAM6 and under RACE it's in DATA.
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