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Midicow

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Everything posted by Midicow

  1. Easiest way is to just open Skyrim.esm, then de-esmify it, delete everything except the TES4 and the GRUP (SPEL) and whats under it, then expand GRUP (SPEL) and delete everything you don't need. Then you have all the spell records you want, you can double click on the FULL subentry to open up a hex editor and change the ascii to whatever you want, then save as a new esp plugin. Opening Skyrim.esm in tesnip will take a few minutes though. Could also just open this in tesnip and paste stuff in. http://www.skyrimnexus.com/downloads/file.php?id=820 I had that mod and thought that if I figured out what he changed, I could try the same thing for spells. Only difference I could find is that he changed the FULL record to be a name instead of junk and added an asterisk infront of it. Kinda worked. Sorta. Make sure not to save over your original skyrim.esm though. That'd suck.
  2. That is the full subrecord. Hah. Just highlight the ascii part of the hex editor and type there.
  3. I edited a skyrimized esp that makes armours playable (using tesnip) and cleared it out, then added the GRUP (SPEL) after the TES4 and all the required esp header info, then in the spell I copied from skyrim.esm the SPEL (crSpider01PoisonBite). I then edited the FULL subrecord to have a name with an asterisk infront. (ie *spiderbite) Saved it, loaded it in skyrim. Found that this spell showed up now (it didn't before) with help. Changed player into frostbite spider, gave them the spell and equipped on left hand. Attacking with the left hand would then cause a frostspider poison bite attack.
  4. You could technically open the console, click your follower, and type setrace foxrace (I think. Might be something different, type help race 4 and pageup to look at the race names).
  5. Are there any mods that will allow you to directly bind console commands to a keypress? Best I can think of offhand myself is to use the macro scripter, have a keypress cause it to tilde, then type in the command, then enter and untilde... but that's not quite it. SKSE is in pre-release alpha and there are already two plugins for it. Anyone know if its possible to make this happen? Mainly it'd be for the things like werewolf toggle scripts, though I guess it could be used for a number of things.
  6. To be honest, if one was designing a game themselves to have this then it would be a matter of abusing decals and particles at the right events. Possibly even looking into deform-mesh with shaders and interchangeable bumpmaps/textures. Shouldn't be any more difficult than most of the suggestions on this forums, once the creation kit comes out and the mod tools mature.
  7. Even if it were limited to having to walk directly over the plant, I'd use this. Mostly because 80% of my playtime in skyrim consists of staring at the ground looking for ingredients. It's gotten to the point where I just wander off in the middle of npc 'cutscenes' looking for mushrooms. "Yeah you guys talk 'bout whatever you're talking about. Don't mind me, I've got potions to brew!"
  8. Yes for fixing hotkeys. If you're using a shield or want something to stay in your left hand then you're kinda screwed over if you use hotkeys, because it always equips to your left hand first.
  9. Might be able to apply it to npcs to make a wrestling mod too.. Or.. other.. wrestling-like activities O.o
  10. I've seen a number of threads on wanting to bring back the Oblivion's style of object manipulation but.. Maybe a better way will present its possibility in the future? This will probably require the Skyrim script extender to mature a bit first but, anyone remember that old Jurassic park game Trespasser, that had you as a floating pair of boobs with a hand and an arm? http://en.wikipedia.org/wiki/Jurassic_Park:_Trespasser Joking aside, I think that a little more advanced object space manipulation should be attempted at some point. Here's my theory at basic, and I hope someone could improve on it; Skyrim would work as is with this proposed mod without any changes, except if you press a button when your hands are in the holstered state. What it would do is put a crosshair on the screen, that moved with mouse movement instead of changing the view of the character directly. Essentially, you would have to move the crosshair to the edge of the screen and then move against the screen to change your view angle. Hover the crosshair over an item and it would pop up the item's name. Click and hold with a mouse button to 'pick' the object up, then move the mouse around and it would move the object about. Holding another button while doing this would cause the object to rotate instead. Pressing yet another button would attempt to throw the object in the direction specified by the crosshair, with force modified by the stamania and level of the player. Might need to use both mouse buttons to indicate using 'two hands' to move around heavy objects. Would also be fun to have the ability to switch back to normal working of skyrim, but be able to wield the object as a blunt weapon. Would also be great to have animated hands to go with it. Whatchya think?
  11. I don't know that there's no code for sure, was just a guess. But yeah, like the rock-it-launcher.
  12. Might be because there's no code in skyrim that specifies the use of enchantments via arrows. Simply put, if they're treated as 'ammo' then the game ignores any form of enchantment simply because there's no code to handle it. If you were a crazy hacker you'd recode bows to use weapons as ammo and change stacks of arrows to weapons, then enable stacks of arrows to be enchanted as if they were a single weapon on the table but disable enchanting stacks of other weapons. Then have the bow shoot weapons instead of ammo that preserved the bow's enchantment and added it to its own. Then have a script that prevented equipping the hax fakearrows. But we don't know any of THOSE people. As a side effect you could have bows that shoot chairs. Enchanted chairs. That you could wield and swing around like a club. That launch cabbages.
  13. At least their ai is better than battlefield 3's. Those guys just gravi-autotarget the player and ignore the battlefield around them.
  14. To each their own I guess. I'm just incapable of figuring out how people can roleplay in a singleplayer game. I guess a little imagination here and there but it amounts to playing with interactive dolls to me. Don't take this wrong though, if you can do that sort of stuff and enjoy it, then power to ya.
  15. If you don't want to wait for the creation kit to come out, then you can do something with the console.. Basically, whenever you level up, go through picking whatever stat you want extra, but then exit out of the stellar view.. then type player.setlevel <whatever the previous level was>, then player.setav <strength/magicka/stamania> <whatever it was before level> What this leaves you with is to start at the previous level with an extra perk point. Then you level up again, but this time you don't go through with the setlevel/setav. Essentially, it takes twice as long to level but you get two perks out of it.
  16. Idk about you but I might try playing as a mudcrab. Call it, Skyrim: hardmode <Soldier> DOVAKIIN!! <Mudcrab> Screee ro dah! .. Sounds like the sort of thing Sheograth would enjoy. Just imagine a mudcrab with barding and a helmet, waving a tiny sword around. I think pcgamer made a joke about that once.
  17. I've never seen any mod dealing with Argonian eggs.
  18. Sounds good, I suppose you mean crafting perks would have some sort of a seperate leveling system that would work outside the character-leveling? Sounds complicated to do, but it's a great idea. If one was to make this mod, that'd be great. I'd also be grateful to have a temporary mod so the crafting skill character-levels were off, while waiting for the mod. I'm quite anxious to level my crafting skills. :P You could make a script that keeps your current level, and while you gain skills, tracks what percentage of the level was contributed by non primary skills. If the percentage was over say, 30% when you leveled, then it would setlevel back to previous level.
  19. It'd be better to re-write it, and have separate systems. One for primary skills and one for crafting skills. You level both separately and get primary skill perks for primary levels and crafting perks for crafting levels, but only primary levels would count towards your overall level and how encounters are leveled.. TO balance out the possibility of grinding the crap out of crafting so you're wearing legendary daedra armour at level 1 (somehow), you'd probably limit the max crafting level to around your current primary level. Basically, instead of level 30 because half your skill level is crafting, you'd be level 15 from primary skills and have a max potential of about level 15 crafting.
  20. best way would be to have a mod that makes the triggers invisible and have a sneak perk that highlights their area when close by with an aura. Then increase damage from traps and you've got deadly sneaky traps.
  21. You can't, as it's not out yet. Any existing esp or esm based mods that are out for Skyrim right now are the result of using a thirdparty editor for fallout new vegas esp/esm editing and some clever reverse-engineering.
  22. Sounds a lot like what a mod did for oblivion. I've completely forgot what it was called but it was definitely an improved sneaking mod that altered ai packages so ai would trigger alert status on that sort of thing, so sneaking would work better in dark places, and so you could actually rehide if you were good enough. Definitely though, skyrim ai is kinda derpy as is. Needs a revamp bad.
  23. It will vary by Tribe and by their gifts. Some tribes may be able to Sneak in Crinos, all will in Homid, Glabro, Hispo and Lupus. Alexis *smiles* You might have your work a little easier for you, if the setplayerrace experiments show anything. For once, it looks like there are a couple of nice features that can be exploited by modders, which may or may not have been on accident.. One of them is that when you do things as most of the races, it'll key to a specific frame reference instead of erroring out or glitching. For wolves, the sneak is a bit of a combative-like crouch.. but I bet a little bit of editing could easily turn that into a sneaking animation or change the animation frame reference it looks at.
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