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Everything posted by crysthala
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I think someone's done a mod with this in mind. I remember seeing it on the Steam news page after the Creation Kit was first released. Check with the people in the Mod Detectives thread, they'll probably know where to find it.
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Most of us probably aren't familiar with the series, so if you could tell us specifically what you're trying to accomplish, that would be very helpful. :thumbsup:
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Simple scripting issue, noob needing halp
crysthala replied to crysthala's topic in Skyrim's Skyrim LE
I suspected it would be something like this, but I tried to make it a form property thinking it had to be a form to match the original declaration of "akSource." It works perfectly now, thanks to you. :wub: -
I'm trying to make an activator object that gives the player a piece of firewood every time it's struck with a woodcutting axe. There is a function, OnHit, that should do everything I need, because it checks who's hitting the object and what they're hitting with, through akAggressor and akSource. I know that I need I need to check that akAggressor is the player and akSource is a woodcutter's axe, and if both of these are true, then I add the firewood to the player's inventory. I'm not even trying to run the check for the woodcutter's axe yet. The code I have right now looks like this: Scriptname HOCwoodtest extends ObjectReference {i'm trying to do something and papyrus is being REALLY RUDE} Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if akAggressor == game.getPlayer() akAggressor.AddItem(akItemToAdd, aiCount = 1, abSilent = false) endif endEvent This is as close as I've been able to get on my own. Now on compiling the script I get the message "variable akItemToAdd is undefined." How do I define it? I tried to fix it myself and got a whole host of error messages that not even Google recognized, so I won't bore you with the details. Do I need to add a property or something? :wallbash: Any help would be much appreciated. Papyrus is harder than that Computer Science class I took in high school.
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The simplest way is to disable all your mods and enable any NPC or quest-related mods one by one. Once the glitch is present, you've found your problem mod(s), so check their readmes for known issues or incompatibilities, and see which ones you can't live without. I also recommend picking up Wrye Bash, which can control your load order way better than the Bethesda launcher can. As a general rule, the more complex a mod, the later it should be in your load order.
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LE Clothing that isn't going to give my female character frostbite.
crysthala replied to CassiPie's topic in Skyrim's Mod Ideas
That is very true, but it's cool to learn techniques like that, just because desaturating things and whatnot is really useful when you're mixing and matching bits from different sets. There is a method to my madness. Like this: http://img825.imageshack.us/img825/9950/2012063000007.jpg http://img862.imageshack.us/img862/3971/2012063000006.jpg That set is based on the Dragonscale and Daedric sets, which have really different colors. It was much easier to match them when they were desaturated. It's also useful having that overlay effect because I was able to modify the gold-toned bits freely, selecting where they were applied and using the RGB and saturation sliders to fine-tune the colors without worrying about affecting the underlying original. It's probably not how the pros do it, but it works for me. :happy: I think I might need a higher-res texture for the boots, though, because I'm having trouble getting that color noise out. -
LE Craftable and customizable Dwemer Spider Companion
crysthala replied to immortalfrieza's topic in Skyrim's Mod Ideas
Look up Dwemer Certified. You can not only build Dwemer spiders, but spheres, centurions, simulacrums... It's one of my very favorite mods. :thumbsup: -
You'd have to make new meshes to put the interior and exteriors together, which would be a feat in and of itself. Many areas are built out of individual pieces that you would then have to mesh together and attach to the exterior buildings. And, again, they probably won't fit inside the exterior, so you'd have to fix that, as well. The results would then probably need new textures to account for the changed sizes. Then you'd need to replace every single exterior mesh with the new versions, and replace every single load door with the free-swinging variety. Make sure to get some animators, by the way, since a lot of load doors in Skyrim don't have a fully animated equivalent. Once that's done, take every single interior object out of every single cell and put it in its open-world equivalent, and make sure that every single one of those countless objects retains every one of its relationships to its buddies--parents and children, scripts attached to references, marker positions, and so on. Excellent! Now, what are we going to do about those pesky basements? Well, let's get our animators to make a way of getting up and down trapdoors. Although, there is the issue of the ground being in the way. Let's landscape edit it to get it out of the way. Except now there's a crater around every building and dungeon, so we'll have to make some new form-fitted meshes to cover the holes, since the landscaping system in Skyrim doesn't allow us to selectively remove bits of the ground. Done? Excellent! Now redo the navmesh grid for everything in Skyrim. Rework every AI package. Place a bunch of portals all over the world so the engine won't crash from so many light sources in the same place, and get ready to have weird lighting anyway, since the entire world is now lit by sunlight rather than the standard interior lighting of individual cells. Oh, and you'll want to get an umbrella to take around the house with you, since your roof is about to get really leaky; the Creation engine doesn't allow for static objects to stop precipitation. (That, by the way, is the real reason it never rained in Fallout 3.) And learn the Water Breathing spell, because a lot of Skyrim's interiors will now be underwater, since they're on a level with the ocean. It is a cool idea. It's such a cool idea that Bethesda would have implemented it if it were remotely feasible for this kind of game. There's just too much stuff in Skyrim to allow for the mechanics of that; there are too many individual objects to be manipulated and too many variables and NPCs to account for. It's possible in smaller scale, as with houses and the exterior walls of cities, but making even one city completely open-world is kind of an insane idea. Sorry, bro.
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I don't know that a new horse model would be necessary. It might be feasible to do this with textures alone, with creative use of bump maps and transparency.
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LE Clothing that isn't going to give my female character frostbite.
crysthala replied to CassiPie's topic in Skyrim's Mod Ideas
Skyrim isn't as bad as some. Battlefield 3, while a great game with a lot of great players, also suffers from lots of people who think it's the height of witticism to tell me to drop the gun and get back to the kitchen. But I don't want to ruin this pretty dress! :( http://img709.imageshack.us/img709/9794/2012063000001.jpg Observe: http://img688.imageshack.us/img688/226/86838277.jpg Simple recolors like this don't require any real Photoshop skill. Not one of the things I did for this required anything more complicated than tracing the things I want to change with my mouse or tweaking a slider, and I have absolutely no intrinsic artistic talent whatsoever. You can learn this, I promise. Here's an image of the final texture: http://img40.imageshack.us/img40/4880/barkeepfemaleoutfit.jpg A wild Opportunity appears! It uses Teachable Moment. It was super effective! I don't have time to put this in an .esp right now, so I have a challenge for you: 1. take this .jpg and convert it into a .dds (hint: there's a .dds plugin for GIMP that, once installed, will make this the work of literally two seconds) 2. put it in C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\textures\clothes\barkeeper\f under the filename barkeepfemaleoutfit.dds ...and you have a replacer. If you're feeling particularly ambitious, look up some tutorials on adding retextured items and try it yourself. Actually doing the artsy texture bits is the hard part, and I've just done that for you; try the technical things so you know what to do when you get hang of the artsy things. Go forth and learn, Padawan. THE CHILDREN ARE OUR FUTURE. :tongue: This isn't the way these request posts usually go, but my mom told me something poignant about teaching people to fish once. Have fun! -
LE Clothing that isn't going to give my female character frostbite.
crysthala replied to CassiPie's topic in Skyrim's Mod Ideas
You're welcome! This is how the Elder Scrolls modding community gets so big and awesome, by noobs helping other noobs. :rolleyes: Grah. Stupid forum, being uncooperative. I had to edit that post like four times to get it working. Anyway, I added the texture images to the post up there, if you have thoughts. Out of curiosity, do you have any experience with graphics at all? Most of texturing work is just the ability to use Photoshop (my poison of choice) or GIMP. -
It probably hasn't been made yet because of external resources, like this: http://www.uesp.net/wiki/Skyrim:Quests And trust me, you will never want for a random side quest in a Bethesda game. Just head for any settled area and talk to anyone and everyone you meet. Before long, you'll be begging for a more orderly journal. :P
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LE Clothing that isn't going to give my female character frostbite.
crysthala replied to CassiPie's topic in Skyrim's Mod Ideas
DON'T DO IT OPHELIA YOU HAVE SO MUCH TO LIVE FO---er, sorry. Got caught up in my Hamlet feels. Those are some nice dresses, I have to say! I'll get back to you once I'm done peeking at their Inner Workings. BRB. :D Edit: Found them! Looks like they'll be simple retextures. These are the textures for those items. The blue one is a simple recolor of the first texture, not unlike what I'll be doing. :) My tastes tend toward the darker end of the spectrum. Did you have any particular colors in mind? http://img526.imageshack.us/img526/7707/36144938.jpg http://img266.imageshack.us/img266/2434/26938647.jpg -
You're very welcome. :P
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LE Skyrim-to-morrowind backwards compatibility?
crysthala replied to DRPLtShisno11's topic in Skyrim's Mod Ideas
It should be possible, but you'd have to do a ton of fiddling with both the mesh and the textures. The computer you're running the game on doesn't have as much to do with it as the capabilities of Morrowind itself; the game was never designed for the number of polygons and whatnot a mesh for Skyrim would have. I suggest you ask the people on the Morrowind boards what the requirements are and how to go about stripping all of Skyrim's extras from the mesh. More importantly, you should probably ask the author of that mod whether he or she is even okay with what you're up to, since the mesh you're trying to alter technically belongs to them. -
Thankfully, someone's made this much easier for all of us. http://skyrim.nexusmods.com/mods/13286 Enjoy!
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I know this is possible, but unfortunately, I don't have the coding knowledge to make this happen. Anyone interested in this should probably ask the people who worked on the SKSE (Skyrim Script Extender) and SkyUI whether they're working on it, because you are probably not the only people looking. I also remember seeing a whole series of "Categorized Favorites" mods, which alter the favorites menu to fit various play styles and specifications. Good luck. :)
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LE Clothing that isn't going to give my female character frostbite.
crysthala replied to CassiPie's topic in Skyrim's Mod Ideas
Anyone remember AlienSlof from Morrowind and Oblivion? She was an incredibly talented straight chick who modded sexy clothes for male characters. And she was constantly harassed and berated for it, by many of the same people who claim that such mods are a matter of personal choice, they aren't forced to download them, and so on. Yes, there is very much a heavy bias in the community, but it's more of a societal problem than any issue with gamers in general or Elder Scrolls fans in particular. I have no problem with it if anyone wants to run around Skyrim half-naked with all the jiggling boobs and G-strings they can handle, but that doesn't mean I won't ask for something with a bit more skin coverage. (40% of gamers are women, guys. You need to get used to us.) I'm a bisexual lady, but that doesn't mean I want to stare at an imminent nip-slip any time I play a game. So, I will throw my support behind this, as well. I have some minor retexturing skill, but I won't be able to make clothes "from scratch" because of my lack of any kind of meshing talent. Are there any dresses or outfits in vanilla Skyrim that catch your eye? -
I use both Eat, Drink, Sleep and Be a Milk Drinker. Both are great mods, but no matter how much milk I drink, I'm still dying of thirst. This is because these two mods can't talk to each other. I thought, why not give modders a standard library that they can use to make mods a little more chatty? I remember Oblivion having a really excellent resource called Cobl, which added a whole host of really cool goodies, from fixed alchemy activators to ingredient storage and sorting to a grab bag of new ingredients and foods. It was dead useful. I think something like Cobl would be awesome for Skyrim, too, and Skyrim is much better equipped for that sort of thing. Let's say we have an .esm with a collection of keywords in it. The .esm itself doesn't actually apply these keywords to anything; they just sit quietly in a corner and pretend they don't exist until someone uses them. One of these keywords is, let's say, "liquor." So I come in with a mod that adds mazte from Morrowind to Skyrim. I tag the mazte with the "liquor" keyword from the .esm; the "I need to eat or drink" mods can then look at the brew, see it's tagged with "liquor," and know that it should make me less thirsty. And different mods could use these keywords in different ways. So, for instance, Eat, Drink, Sleep could just register the liquor tag just as something that makes the player less thirsty, whereas Imp's More Complex Needs would see it as making the player less thirsty and a bit drunker. Meanwhile, Frostfall knows "liquor" as temporarily good for exposure points, but bad in the long run. So, a mod-added item can then be used independently by three separate and completely different mods, each in the way they intended, none of which were designed specifically for that item. Cobl, as I mentioned, also had resources for people like me, who suck massively at scripting. Without Cobl, I ended up with lots of little redware pots in my houses, which I then had to sort ingredients into individually. With Cobl, click boom done, I had an automatic ingredient sorter. Vanilla Skyrim already has this idea in place with those weapon racks and mannequins. This could be extended to lots of things: sorters for ingredients and crafting materials, script templates for things like portable crafting equipment or moveable furniture, and those sorts of commonly used but incredibly finicky things. tl;dr An .esm containing a set of prefabricated scripts and keywords to make modding easier, more universal, and more compatible. I dabble in lots of aspects of modding, but I'm not an expert in any of them. Is this idea remotely feasible, and would anyone actually use it?
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I'm working on a mod called Chargen Unlimited. Basically, it's going to give you a lot more options to pretty up your Dovahkiin. I've run into a problem, though. I'm trying to let humans use the "slicked back" hairstyle restricted to Elves, but the hair sort of clips through their heads. Here, have some screenshots: http://img600.imageshack.us/img600/6097/ohnoes.jpg I thought maybe changing the hairline files would help and tried all the human ones, but none of them worked. It looks like parts of the mesh are embedded in the poor guy's skull rather than his scalp. Anyone know how to fix this?
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This just in: Malacath's and Meridia's quests aren't working, either. Bugger.
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That's the thing, though, there's no one at the shrine. When they get there, I'm killing them all for being so late. :wallbash:
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I found the "Boethiah's Proving" book during the Molag Bal quest. I've read it, but the quest won't start. I've wandered around for a while in the hope of attracting some cultists, but no luck. I went up to the Sacellum, and it's totally empty. At that point, I started suspecting a glitch, so I tried using the "startquest" and "setstage" commands in the console, and even that didn't do it--the command went through without any errors, but no journal entries. Then I thought the game might not be recognizing that I'm level 30, so I lowered myself to 29 and leveled myself up again. Still nothing. I read that there are supposed to be a bunch of Boethiah cultists around the Sacellum, so I spawned some. They just stood around and asked if I needed anything. I asked if they'd be kind enough to start the quest for me. They were disinclined to acquiesce to my request. I cheat like a card shark in Vegas, so that might have something to do with it. I haven't found any other quests that have been affected this way, though. A fishy stick to anyone who can tell me what to do. I have a Lydia to sacrifice on an altar, y'know.
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Things about Oblivion that make you roll your eyes
crysthala replied to Megatarius's topic in Oblivion's Discussion
There are mods that take away the leveled aspect of gameplay, and have creatures and such of varying difficulty instead of the whole world leveling with you. I don't use one, but there must be a dozen laying around. I'm sure you can find a good one if you shop around, though. -
*is excited too* Even if it's not exactly like the show, it will still be wicked awesome if it works. :)