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Everything posted by punxdog
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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.
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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 :)
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PISD goes some of the way and I believe he's taking it a lot further in the future post CK.
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LE What at least one modder[me] is looking for in requests
punxdog posted a topic in Skyrim's Mod Ideas
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. -
It's doable with console commands, otherwise you'd have to wait till CK.
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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
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LE Enchanted weapons don't require recharging or soul gems..
punxdog replied to neiljwd's topic in Skyrim's Mod Ideas
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. -
LE Body/Clothing Not Apearing on Custom Races
punxdog replied to phorgotten99's topic in Skyrim's Creation Kit and Modders
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? -
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.
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LE Teeny Bops on Skyrim Nexus
punxdog replied to clintmich's topic in Skyrim's Creation Kit and Modders
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 -
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
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LE Building a small worldspace
punxdog replied to PaladinRider's topic in Skyrim's Creation Kit and Modders
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 -
LE Body/Clothing Not Apearing on Custom Races
punxdog replied to phorgotten99's topic in Skyrim's Creation Kit and Modders
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. -
LE Can anyone tell me how to add a new RACE ?
punxdog posted a topic in Skyrim's Creation Kit and Modders
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*] -
Found it, it's in two places actually, in NPC it's NAM6 and under RACE it's in DATA.
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This ought to be fun. Crazy idea, a variation in which you play a Necromancer would be fun, populating your town with the dead..
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Any suggestions on where to adjust the health of NPCs, can't find it and have spent a good deal of time trying to figure it out. ... or.. a mod with NPCs who have had their health adjusted, I might be able to figure it out with an example. Nevermind, its a bit complex, it's in the NPC file under DNAM but they don't work unless the RACE file is changed too. There may be another way, I just don't know of it yet.
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You'll have to extract the files from the "Skyrim - Sounds.bsa" file using something like BSA browser, which is part of FOMM. From there you can change the files around, keep only the files you change delete the rest, and put into your folder .. C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Music\ keeping the naming and locations. The files are in xwm, there's a utility in the nexus files for changing to and from that format. To make it easy keep the names that are in the files, though it's possible to change them, but you will be digging deep into hex editing at that point :)
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While you guys are doing basic mods, the Chinese are doing this
punxdog replied to Kayvaan7472's topic in Skyrim's Skyrim LE
Agreed you can. It's not really changing the game or adding anything new, I suppose it makes it 'does' make it easier for people to do those things, personally I'm keen on learning how to add things to the game, was hoping this was the case -
Npc's Armor & Weapons and why they don't use.
punxdog replied to sylavie's topic in Skyrim's Skyrim LE
There's a console command for it if thats what you mean. <the npc id>.equip <item> The NPC id you can get after you create it, by clicking it whist in console, the number up the top should be their Id. -
Requesting information on adding spells with TESSnip
punxdog replied to jordanrooben's topic in Skyrim's Skyrim LE
First point, you cant script before CK. It's very possible to add spells but I had a lot of trouble adding spell effects [MGEF] In terms of 'how' you'll really need to do your homework and get a basic level of understanding of TESSNIP. You can have as many spells/enchantments as you like, just not sure about natively supporting them so you can add on more enchantments, but more than likely you can because they have 'silver' weapons and the like. You'll simply have to add the extra effects and test it. In SPEL there is a bunch of info, check out THIS page for further details. You will want to make new ones of those and probably want to sell them in stores and a whole bunch of others stuff. Hex editing isn't rocket science, it's just adjusting figures, but it will take some time to get a grasp of where they are and what they do, I've only given you the broad strokes. -
Thx for using even the little guy's mods [mine]. Oh btw, have a shot at modding, it's fun
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LOL, you're a friken legend truephobia. The next flagon is on me.
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I did mention that I know how to do it in the console and that I wanted to know if it was possible without the console. Let me rephrase to make it clearer, but most won't understand because they are not editing mods with TESSNIP. I want to edit the NPC data to resize the creatures/humans is it possible? I couldn't figure out if there was some place in the NPC file [thats where all the npcs stats are] that makes it possible or not. I've seen differing sizes before but not sure if it was an adjustment of the .nif or an adjustment within the NPC file, or scripting I guess would be the other way [which needs CK]. Someone will know, doesn't mean they're reading lol.
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How do you resize NPCs, I know you can do it with the console, but is there a way to do it without console commands with TESSNIP or do I need to redo the nif in a new size?