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Iconic985

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Everything posted by Iconic985

  1. Hey everybody. I was wondering if there is some sort of racial setting or script command I can use that allows my 'ghost' to follow the player through walls? (Like noclipping). Any help is appreciated. Thanks -Iconic985
  2. Well to begin you need to expand the magic tab and then the magic effects. Do expect to much though, more complex spells may require other thing such as custom textures or scripts. Anyway once you have your custom effect expand the spells tab then right click an select new. Add your custom effect to the effects box and your done. If your new to the creation kit I would recommend using the wiki to help you through you endeavours. Hope it helps, - Iconic985
  3. Yes there definitely going to be a physiological aspect to it as well (Upside down rooms, floating furniture jumping puzzles etc). As for getting the player to run away from the monsters a simple message should solve that problem. Thanks for all the help guys, keep it coming.
  4. Thanks for the reply. I am relying on ambiance and music rather a lot. I'm also trying to use as little jump-scares as possible as I find them to be the lazy kind of horror. Instead I'm using thing such as mannequins that move when you aren't looking, spooky cut scenes and little ghost children running along through visible but inaccessible areas. Of course there will be no combat however I am thinking about stealth, requiring the player to run and hide when a monster approaches rather like in Amnesia.
  5. Recently I've began developing a horror-themed quest mod for Skyrim. So far its been coming along nicely and I have heaped together a bunch of ideas, sounds, music and meshes to include in this mod, I've even began work on the quest itself. I intend for there to be many puzzles as well as scares, which is where I've sort of run out of ideas. I based many of the already made puzzles from games such as Amnesia: The Dark Decent and Outlast however I would like to hear some ideas from the community as well. Scares are another major problem as well. Seeing as Skyrim was never intended to be scary I've had to start from scratch. I've gathered together a bunch of sounds for monsters, jumpscares and ambiance but am out of ideas of how to use them. So if anyone has any suggestions or is willing to help out just let me know. -Iconic985
  6. Wait... multiple spouses? Wow you must have it good. Anyway there are TONNES of amazing house mods on the nexus. Have you tried just looking through the http://www.nexusmods.com/skyrim/mods/searchresults/?src_cat=67'>Abodes - Player Homes section of the nexus?
  7. Well I'm afraid I can't really help you there. The best that I can do is suggest you keep poking around in the CK because I know from personal experience that there's a lot more to replacing files than simply overwriting the older ones. This may be because the game is still using sounds from the Skyrim - Voices.bsa rather than the folder but I couldn't be sure. Anyway good luck!
  8. The script command you would use for that should be: alias_AliasName.GetRef().Enable or alias_AliasName.GetRef().Disable Where 'AliasName' is the name of the alias that you wish to enable/disable.
  9. Have you tried changing it from the creation kit? Open up Skyrim.esm expand the Audio tab and look for Sound descriptors. Then type 'throw' into the filter and right click 'VOCShoutImpactThrowVoiceSD' and delete all the files in the sounds window then replace them with the ones you want. Remember, they must be .wav files or they CK won't load them.
  10. Thanks for the replies guys, Game.EnableFastTravel(False) worked fine but I've yet to try out the health regeneration thing. I was just wondering what you meant by ability? Do you mean a racial ability something else? Thanks,
  11. That's alright, good luck in for your class!
  12. Perhaps there's a navmesh issue or something. Try re-doing a navmesh generation of the cell she is in and make sure there is an appropriate path for her.
  13. One possibility could be that there is something wrong with the package schedule. Make sure you have the begin package values set to any and the duration set for 24 hours. Also in flags try checking the must complete and once per day boxes. Good luck!
  14. I was wondering if the was a script to disable fast travel and health regen and if so what would I attach it to? I was thinking maybe a quest set to start game enabled but I can't figure out which functions to use. Any help is appreciated.
  15. Try using the creation kit instead of TESVEdit. I've never tried to change anything with TESVEdit so I can't help you there.
  16. As long as you have the artist permission and make sure you properly credit them as the original creators of the song then you should be fine.
  17. Thanks a bunch Terra its working now. Sucks about the pure integer thing though.
  18. Perhaps the sound files weren't added when you installed the mod. Try re-downloading and re-installing.
  19. Ok I've got the script working and have tested it using the console command GetGlobalValue. However how do I put it into a message box, for example: Debug.Notification("Killcount: VariableName) ;VariableName is the name of the global variable.
  20. What do you mean by making the Snow Sabre Cat precious? Do you mean increasing the value of the pelt or something?
  21. Basically I want a script that adds +1 to a value every time a Draugr is killed. When this number reaches 100 I want it to add a perk. The perk and stuff I can do my self but I never understood variables so any help would be appreciated.
  22. Use a script to add items to the vendors chest when the quest is completed? I haven't tried it myself but it might work.
  23. Greetings Skyrim community. I've recently embarked on a large project for Skyrim which involves turning it into a large survival based zombie game. However It's something I'm having trouble doing alone. But before I get to that let me just give a little background information on what is going on. If you have played DayZ then you'll know what I'm trying to do here. I'm removing all vanilla NPCs and replacing/reallocating them. I've changed (or intend to change) many of the the cities/towns of Skyrim to suit the apocalyptic stage. For example, some are completely ruined and overrun with the walking dead. Others are in the process of been overrun, and some are still holding out against the waves of dead and provide a safe haven for adventurers to restock, sell of valuables and rest. Many new NPCs are going to be added such as refugees, adventurers, traders, raiders, scavengers and more. Also I've replaced the smithing skill with the survival skill. This tree covers things such as smithing armors and weapons, cooking food and gathering supplies in order to survive the apocalypse. Here is a list of what I've done so far: Ruined Whiterun - Its now abandoned and crawling with dead. Plenty of supplies though. Added Survival Perk tree - Replaces smithing as a skill. Fortified Solitude - One of the few cities holding out against the hordes of dead. Added a few new NPCs Removed Vanilla NPCs - Yes that means there are no vanilla quest either. This is an apocalypse, you don't have time to prance of to some cave to recover some old guys lost helmet! However many new quests and tasks will be added. Yeah it doesn't look like much but it sure as hell to a heck of a long time for just me to do. So that's why I'm calling on the community. If you have an suggestions they are most welcome and even better, if you would like to help out just PM me and say what you are good at (Scripting, texturing, level design etc). Thanks guys, PS, I will update this thread along with the development of this mod so it would probably be a good idea to follow it if you are interested. :thumbsup:
  24. Skyrim Redone adds tonnes of new perks however it also changes many other aspects of the game so if you just want some new perks try Perky Skyrim Redone - http://skyrim.nexusmods.com/mods/9286//? Perky - http://skyrim.nexusmods.com/mods/36542/?
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