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Everything posted by primem0ver
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For a long time I have not been able to see certain types of skeletons and skeleton based creatures. (I can still see draugr though. I can also see the ones that stand around below the Lakeview manor). For the ones that are invisible, I can only see their glowing eyes and weapons/armor. Normally this is not a big deal since they are occasional and usually there is only one or two of them. However, I am trying out the black rock temple mod and one of the first rooms is FULL of them and they drain health pretty quickly. I really need to get these guys visible to have an acceptable chance at success...so I need to fix this bug. I have tried as some posts suggest (the only ones I can find that have a solution) and disabled both the immersive creatures and the Monsters Mod. This didn't solve anything. Please help! These are the only mods I have installed that I know of that involve skeletons.
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Someone has already submitted a "Better Swimming" mod. It basically makes swimming more difficult with armor on. Great idea but either I am missing something or swimming in Skyrim just plain sucks. I can't float? I can't control how deep I go? Swimming should be actual swimming instead of walking along the bottom of whatever body of water you happen along. Is a mod like this possible?
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LE "Destroy the Dark Brotherhood" questline.
primem0ver replied to stebbinsd's topic in Skyrim's Mod Ideas
I second that motion. Actually... I would/could make it part of a mod that I started and am half serious about finishing. However, it would me part of a much larger mod that is not really focused the Dark Brotherhood. But rather a competing cult that is less notorious in nature. Plus, Skyrim modding is new to me and not as easy as some other games. -
A Soldiers Journey. This are some things that the soldier saw as he journeyed from Markath to Morthal... The 30 year old home... http://forums.nexusmods.com/uploads//monthly_08_2013/post-6571628-0-17620200-1377772661.jpg The "additional dwelling" (On the right. And yes... the snowy rock will be replaced.) http://forums.nexusmods.com/uploads//monthly_08_2013/post-6571628-0-40172900-1377772914.jpg The staircase has been "rebuilt" from the original which was in disrepair 30 years ago. And the rest of what he saw... http://s6.postimg.cc/cv9smm1ap/TESV_2013_08_29_02_02_24_76.jpg http://s6.postimg.cc/o3sko54i9/TESV_2013_08_29_01_59_48_53.jpg http://s6.postimg.cc/3yz0ioaoh/TESV_2013_08_29_02_04_45_52.jpg http://s6.postimg.cc/mv4p2ick1/TESV_2013_08_29_03_25_54_35.jpg Below are several "spoiler" photos that reveal the "unusual" nature of the city. Briisovahkdein Proper A List of Locations within the city proper:
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Current Work: I am trying to figure out how to modify the collision data for a duplicate of a dwemer wall to remove the floor. This is necessary for the addition of staircase through the floor. I may decide to use a feature I just found in one of the dungeons of skyrim... Known Issue: Unfortunately I just found out there is already one mod that is currently incompatible simply because of placement. (I downloaded this mod within the last 3 days). I am posting a picture here for the sake of information. I am hoping to talk the creator of the Secret of Fort Dragonhead mod into moving the fort in a compatibility version. The importance of the falls to my mod makes changing my location nearly impossible. Otherwise I would do it. Here is a picture of the current "footprint" of this mod. Expansions to the city enabled by specific decisions in the quest line will probably extend to the south, east, and some a little to the west (though the slope will probably limit that location). The fortress in mannygt's mod occupies the lower left corner up to the stables marked by the lowest M marker. http://forums.nexusmods.com/uploads//monthly_08_2013/post-6571628-0-23302600-1377764580.jpg
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Hello all, I have decided to announce my efforts on a new content mod. This started out as a desire to build an extravagant home in an extravagant location which I originally called "Dragonborn Falls." But I decided that such a lavish place deserves a lavish background and a certain amount of investment on the part of the player. (I really don't like the "free palace" concept). So I began to add a back story and the ideas began to pile up. So here's what I got so far... The Cult of the Dragonborn A mysterious cult has remained unknown for millennia. Since the time of the original Dragonborn, the only hint of their legacy was an enigmatic walkway along the river leading to the great falls near Orotheim. Then, thirty years ago, shortly after the war with the Aldmeri Dominion, a house appeared above the cliffs behind the walkway. Yet the appearance passed as a footnote in histories of the war since the inhabiting couple's only noteworthy characteristic seemed to be their knack for building and a desire to be isolated from the rest of Skyrim society. Then, the night after Helgen fell to a dragon attack, people disappeared from towns and cities all over Skyrim. Nothing too obvious; just a person here; a family there. Yet stories spread and grow bigger with time. Now there are whispers throughout the land blaming the disappearances on a "new" cult that is rumored to be connected to the sole home spread by two soldiers travelling from Markath to Morthal. And though they describe a new protective wall, stable, and a single additional dwelling in the area; almost no trace of the missing people could be found by the soldiers of Morthal. Were they victims? or members? Where did they go? And why? I am in need of volunteers, help, ideas, suggestions, and feedback. If this seems like a good idea then hopefully it will attract some help. If not... well then I guess I will have to settle for an overly extravagant "home" mod.I am fairly new to Skyrim but I have modded other games before. Yet I find modding this game cumbersome. Maybe this is just because I am new; or maybe it is because the CK is so buggy. Here is a list of hopeful features I have planned as of now: 30+ new unique NPC's, many voiced by unique actors (the rest doubled up if necessary).11 new followers.2-3 new (main) quest lines and several miscellaneous/side quests.Dozens of new books (most are unique and lore related. Some skill books). Most of these books can only be found in one well guarded location.5 new dragons/monsters.2-3 new dungeonsA new mine (Malachite)1 new large town/city in an unusual location supported by most of the new NPC's.a collection of new factions related to the Cult of the Dragonborn.Expands the maximum number of adoptable children to 16.a lore friendly back story and significant addition to the Dragonborn lore.Some cultural parody humor in the same spirit that WOW often used. (Two of the character's names are parodies inspired by a particular TV show.... it would be REALLY fun to get the actors to voice them. Yeah... I can dream big. See third post if you are curious.)3 main story branches into the future that, depending on the players decisions can lead to the expansion of:Briisovahkdein (the new city/community)Morthalor BothDepending on the disposition and decisions of the player, he/she can be able to or acquire:a new home (actually a fortress) with several unique views.a contingent of personal guards.a small personal army of followers.leadership of the Briisovahkdein community.up to 16 additional children; some who stay at a new children's home within Briisovahkdein specifically set up to aid children orphaned by dragon attacks.access to resources that were previously only available by doing criminal quests (for those who roleplay characters who avoid the criminal element when possible).turn your personal army into a vigilante forcelead private crusades against factions within Skyrim. The following two posts are reserved for information. The first one is for current focus, issues, and known mod incompatibilities I would like to deal with. The second is for some screenshots of what I have so far.
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The theory is that Skyrim has been capable (since I bought the game in April) of supporting up to 3.1 GB. But I have never been able to get past @ 1.85 GB of memory. Soon after I pass 1.5 GB in the process tab in the task manager, the game will do one of the following: 1. Hang on the load screen if fast traveling or going through a load door. 2. CTD 3. Freeze. As a result, I have not been able to set my uGridsToLoad to anything over the default (5); I cannot use mods that load a significant number of objects in a single cell (such as the Lakeview Extended mod); and I have now reached what seems to be a limit on the number of mods I have running. Considering my computer's specs and Skyrim's supposed capabilities, this seems a bit ridiculous. I read a post on Steams website where someone was having the same issue but no post was ever written about whether or not the person was able to fix the problem. The only suggestion that I was able to try was to change my video driver to an older version (since I was already using the most up to date version). It didn't help. It would be really nice if someone could help me figure out what is going on. FYI, here are my relevant specs Processor: Intel i7 4770 Video card: ATI Radeon 7870 2GB Memory: 16 GB OS: WIndows 7 64bit
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I was wondering if an idea I had would be possible. I have noticed that some armor mods add an enchantment that takes affect if the entire set is worn. An example would be the Deadly Dragons Armory mod. I was curious if it would be possible to add a perk to enchanting that would allow a person to create that kind of enchantment themselves. Basically it would allow them to enchant an entire set of armor with up to the normal number of enchantments allowed in the game (2 if at 100%). The enchantment would not take affect unless all pieces were worn.
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Weird Winterhold College graphical bugs. Any solutions?
primem0ver replied to VrynProdigy's topic in Skyrim's Skyrim LE
Anyone find a solution to this? I have same problem though my "hole" is in different spot. I can see it almost directly to the north from the Arch mages balcony. -
I don't know if you have recently searched for this kind of mod but one does exist now. It is called "Tame the Beasts of Skyrim."
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Ok thanks Phoenixn. My computer died this past week so I haven't been able to do much. Got a new one though so I should be trying it soon.
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My spouse is Amalee from the Interesting NPC's mod. I had to reinstall everything on a new computer. This time I used NMM rather than manually installing everything. There are a few mods I did not download (mostly just extra follower mods such as the FF series and cosmetic mods such as the mod that enhances eyes etc)... Can anyone think of a reason why my Nord spouse is now Khajiit?
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BIG PROBLEM: I had to reinstall skyrim on my new machine since my old machine died. Previously I manually installed everything. This time I used NMM (and steam for steam based mods). Now Amalee (my spouse) is a Khajit.... Any ideas? This is really annoying. FYI there are several follower (such as the FF series) and cosmetic mods I did not include this time but most of those were "copy over resource" mods.
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Ok. Now I am trying to figure out how to remove/change the collision data. I need to be able to go through the now invisible floor... lol. (See above two posts if you are curious). I am building a small, steep stairway through the part of the floor along the wall but currently I cannot walk down the stairs because I seem to be walking where the floor used to be.. There is a collision object (bhkCollisionObject) which contains both a pointer and a reference to other objects. The reference (to bhkCollisionObject) seems to refer to a node containing a bunch of physics data (such as friction values etc...). The pointer seems to point to the entire object (or more accurately, the original object) since it has the original name (dwermlgwall01). Looking through the data there doesn't seem to be any specific 3D data that refers to the now missing floor. It makes me think that the reason I am walking on an invisible floor is because the nif still points back to the original NIF for collision data. Is this true? If so, and if I were to make a guess as to what I need to do, I would guess that I would need to rename the object within the new nif file so that I can point the collision object pointer to the new model and not the old one. But that is just a guess... can anyone shed any light please? It would be much appreciated.
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Thanks Phoenixn! Yeah... now I feel silly. There was only one thing different in the way I originally tried it. I selected "Remove" instead of "Remove Branch." The moment I saw the 10 kb difference in file size I knew that it would probably work. Before there was only a 2 kb difference. Thanks a lot. Out of curiosity, are you from Phoenix?
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Hey folks, I have something pretty "simple" that I want to do. I tried posting in the mod talk forum but no one answered. Hopefully this is a better place to post this question. All I want to do duplicate and remove all or most of the floor from dwermlgwall01 (which is a standard large dwemer room wall piece). Can I do this with Nifskope? I noticed that you can delete most of the floor in the program but the newly saved version seems incompatible. You guys mentioned a bunch of steps with thTESSnip program but I am not exporting or importing to/from an obj file. I simply want to remove the floor nodes. When I try to import the new nif into the CK (I duplicate the wall and then try to change the nif being used to my modified version) the creation kit hangs after picking the modified file (with the two floor nodes removed). I then get the "Creation Kit has stopped responding" and have to start over.
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I am trying to create a modified dwermlgwall01 which is a typical dwemer large room piece with a wall on one side. All I want to do is remove the floor for a couple of reasons (since I will be covering it with a raised platform and I need part of the floor to be gone to accommodate additional features). I still want the wall to be there though. Perhaps I am going about this the wrong way but I successfully removed most of the floor using the recommended version of NifSkope (and nif.xml file) and saved the newly modified version in the appropriate subdirectory of meshes within the skyrim data folder. ("most" includes the entire floor except two curved separators that can't be removed without removing a separator on the wall... but that's ok since their position is out of the way of the part of the floor I need removed). I then duplicated the dwermlgwall01 object and renamed it to something appropriate. The problem I am running into is when I try to modify the path to the nif file for the new object in the creation kit, the creation kit hangs after picking the modified file. I then get the "Creation Kit has stopped responding" and have to start over. Since I removed the floor part of the mesh, do I need to alter the file in some other way for it to work? Or is there something else I am doing wrong?
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Thanks to those who have tried to help so far. I am brand new to Skyrim itself (not just to modding Skyrim) and so I have the latest and greatest. I am using updated files with all the official (and many unofficial) esm's. Version 1.9.32.0 if I rememober correctly for Skyrim and I just recently used steam to download CK so I can't imagine it being anything other than the latest version. Still... I checked and it is the same version as the game. The errors show up even if select only the master files and load them as if I was starting a new mod. (Which I recently did because I wanted to do it a step at a time to make sure I got each step right). All I did so far in the newest attempt was add 1 quest, 1 dialog piece (with only the intro topic), 1 step, and 1 alias, the latter three inside of the former as demonstrated in the CK tutorials. As explained above, the dialog worked properly the first time I ran it. But now anytime I load a savegame from after the point I talked to the person I get a CTD when it first draws the scene. So I changed the reference back to an GetIsID and now it works... even if I load a save from after I initially talk to the person. So what about using a reference instead makes it crash? That doesn't make any sense to me. Especially if that is the way it is supposed to be done. I am uploading for you to try... I suppose an explanation is in order. Skyrim is the first game that I have played in which you can actually get married. That is a really cool idea but I am annoyed by the whole "window dressing" style in which suitors are done unless they happen to be a follower. A marriage partner should be a companion, not someone to occasionally spend time with when I am weary and want to relax (although I understand that not all marriable women are combat ready). I also don't like the unrealistic looking/barbie doll-too easily won follower/marriage companions of other mods. Also I noticed there are many more available men in the vanilla game. This mod is to try and use a number of the plenty of single women in the vanilla game and possibly a few more realistic extras in mods I have found, both marriable and unmarriable and make them into following "suitors" (eligible for marriage) with prerequisite, lore friendly quest lines. Some may like you just after being rescued but I wanted to give them some more depth, It will also change certain available suitors into followers as well so that ultimately there are plenty of choices of all types and not just housecarls, too masculine women (all the current follower suitors are too masculine except Lydia who is just plain annoying), and the flighty window dressing. P.S: I would like to attach the file as you suggested, unfortunately I cannot find a way to do that. I see a place to attach files from my media but not a place to upload actual media.
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I am new to skyrim/elder scrolls modding but not to modding in general. This is a repost of a previous topic with a new name since the name seemed to make people think I was asking about an old problem and no one was viewing it. I downloaded the Creation kit a week or so ago and tried it out, just to see what it was all about. I didn't change anything, Well... actually I think I tried but they were just minor changes to existing mods. Everything worked fine.The creation kit loaded without any errors except to tell me that one of my installed mods was not of the correct file format. (This was NOT one of the ones I played with). Then I tried making my own mod. I wanted to add a new quest to an EXISTING NPC. I spent almost an entire day following the procedures for making quests, items, etc... placing a new NPC (the bad guy) and attempting to add my quest dialog to the existing NPC (Vivienne Onis). I followed the guides on the offical creation kit tutorial pages as closely as possible for my mod ideas though I may not have added features in the exact same order. Even the quest itself was similar except that it added a "waiting" step about halfway through. I did NOT skip any details for adding dialog. When I felt like I was finished enough to try it out I was not expecting perfection the first time through, Especially because my "waiting part" was very experimental. I WAS expecting to see the initial dialog option. I loaded up Skyrim making sure the mod was included, went to find Vivienne on my existing character and tried to talk to her. The dialog option I added was not there. So at first... I decided to try troubleshooting the problem by removing the quest stage check from the dialog conditions and left only the check for Vivienne (so that the dialog only appears on Vivienne). As soon as I loaded my mod this time I got the MASTERFILE: LOCALIZATION: Lookup failed for ID:0x00012584 from strings file:STRINGS/Skyrim_ENGLISH.DLSTRINGS. This had never happened before. I assumed it was a problem with my mod. (Though today I tried to start over and now I can't load even the skyrim.esp without getting that error.) Back to yesterday... I went back to the tutorial and realized I had not created the SEQ files in one of the NOTES! that I usually skip (since most don't apply and are not issues even when I do read them). Obviously I should have read this note. I followed the instructions and tried the mod again. (starting from the point where I had gone to solitude to talk to Vivienne... a save made AFTER my mod was installed). I tried the dialog again and it is still not there. I have also tried starting from scratch, this time following the method used in the skyrim master file itself and using aliases and GetISAliasReference rather than the GetIsID. This actually worked! But now whenever I load the game again from a savefile in which the mod was installed, Skyrim CTD's. I only added a single dialog line and quest to see if it would work. So a few questions have arisen out of this experience. I have tried adding the sLanguage=ENGLISH (I am an English speaker) to the SkyrimEditor.ini file and that has not worked. Did my mod cause this problem since it started after trying my mod? I.e. was the Skyrim file corrupted by something I did since I am adding dialog to existing characters?Did not creating the SEQ file before I tried the mod make it so that I cannot have the dialog? I am going to go back to try and load a save that was made without the mod installed and see if that changes things because of the newly existing SEQ file... perhaps loading the mod before the SEQ file was made created the problem so that the dialog never starts... but I want to post this just in case that isn't the issue.I cannot find any tutorials on adding quests to existing characters. Does this need to be done differently than the instructions in the creation kit tutorials? If not...(and if its not a matter of loading an uncorrupted save)... the instructions are not working and I am not sure if I can trust them. Overall this has been a lousy experience. I had ideas for a nice mod too...now I wonder about its feasibility...Should I use GetIsID or GetIsAliasReference?
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I am new to skyrim/elder scrolls modding but not to modding in general. I downloaded the Creation kit a week or so ago and tried it out, just to see what it was all about. I didn't change anything, Well... actually I think I tried but they were just minor changes to existing mods. Everything worked fine.The creation kit loaded without any errors except to tell me that one of my installed mods was not of the correct file format. (This was NOT one of the ones I played with). Then I tried making my own mod. I wanted to add a new quest to an EXISTING NPC. I spent almost an entire day following the procedures for making quests, items, etc... placing a new NPC (the bad guy) and attempting to add my quest dialog to the existing NPC (Vivienne Onis). I followed the guides on the offical creation kit tutorial pages as closely as possible for my mod ideas though I may not have added features in the exact same order. Even the quest itself was similar except that it added a "waiting" step about halfway through. I did NOT skip any details for adding dialog. When I felt like I was finished enough to try it out I was not expecting perfection the first time through, Especially because my "waiting part" was very experimental. I WAS expecting to see the initial dialog option. I loaded up Skyrim making sure the mod was included, went to find Vivienne on my existing character and tried to talk to her. The dialog option I added was not there. So at first... I decided to try troubleshooting the problem by removing the quest stage check from the dialog conditions and left only the check for Vivienne (so that the dialog only appears on Vivienne). As soon as I loaded my mod this time I got the MASTERFILE: LOCALIZATION: Lookup failed for ID:0x00012584 from strings file:STRINGS/Skyrim_ENGLISH.DLSTRINGS. This had never happened before. I assumed it was a problem with my mod. (Though today I tried to start over and now I can't load even the skyrim.esp without getting that error.) Back to yesterday... I went back to the tutorial and realized I had not created the SEQ files in one of the NOTES! that I usually skip (since most don't apply and are not issues even when I do read them). Obviously I should have read this note. I followed the instructions and tried the mod again. (starting from the point where I had gone to solitude to talk to Vivienne... a save made AFTER my mod was installed). I tried the dialog again and it is still not there. So a few questions have arisen out of this experience. I have tried adding the sLanguage=ENGLISH (I am an English speaker) to the SkyrimEditor.ini file and that has not worked. Did my mod cause this problem since it started after trying my mod? I.e. was the Skyrim file corrupted by something I did since I am adding dialog to existing characters?Did not creating the SEQ file before I tried the mod make it so that I cannot have the dialog? I am going to go back to try and load a save that was made without the mod installed and see if that changes things because of the newly existing SEQ file... perhaps loading the mod before the SEQ file was made created the problem so that the dialog never starts... but I want to post this just in case that isn't the issue.I cannot find any tutorials on adding quests to existing characters. Does this need to be done differently than the instructions in the creation kit tutorials? If not...(and if its not a matter of loading an uncorrupted save)... the instructions are not working and I am not sure if I can trust them. Overall this has been a lousy experience. I had ideas for a nice mod too...now I wonder about its feasibility...