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terrorofskyrim

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Everything posted by terrorofskyrim

  1. I was sort thinking bout copying existing chairs and benches withaduplicate with that wouldn't be accounted for sandbox but i guess your idea is far better lol.
  2. Jezus, people are still posting stuff here? Well, it's basically THE go to post when you first start up Creation kit since a while i guess... Note to myself in the future: type hearthfires.esm instead of hearthfire.esm and the other whole shebang!
  3. Just a quick question. Does the amount of smasheable records determine a more stable load order or not? I noticed that when i move certain mods around the amount of smasheable records increases or decreases. So with less records to smash does that mean it was already more stable on it's own? I literally went from around 1300 records to 1000 just from moving a couple of mods around. So is 1000 better then 1300?
  4. Tried lowering the gamma in the game menu or the brightness of your computer? If you did it for your computer you should have an extra outside computer lamp shining over the screen because it seems like it actually compensates for what you lost on your computer.
  5. Hey, i dn't know if you are still working on one but recently made a mod that allows you to be a cannibal s a bosmer. I just added to perk to the race itself in ck. So nothing fancy really and it seems to work well. basically it is like the console command but then already integrated. You just have to go to the site that shall not be named: it's L-O-V-E-R-S-L-A-B. Remember to go to the REGULAR mods section. Do not i repeat DO NOT go to the dark side of the section unless you are prepared for it. I'm not responsible for your sanity if you do :D
  6. This is just outragious! I just took a look at the workshop. You have to pay 5 euros for wet and cold now. Couldn't they atleast have waited for a new game to come out before implementing this?
  7. Something that Always bugged me with skyrim was that the crafting of weapons and armors was way too simple. It was like every moron could create a daedric armor set. But then i started thinking about the way fallout NV (finding schematics and then you would be able to craft the object) tackled this and i thought: "What if i could be able to somehow import that system to skyrim?". Now i know there are already numerous mod that allows you to turn certain options on or off in ck but they never really change the way how you acquire the knowhow to actually do it. Anyway here are some ideas of mine which i might try: 1. I know that there is some sort of quest like this in Dawnguard already (the one where you have to find schematics for sorine jurrard) but then perhaps adjusting it for every armor type. 2. Creating new books (aka schematics) for each armor class and editing each recipe to include that book in their requirements box so that it atleast looks like you learned something new. Though each of these books should have an increased rarety rate to simulate the difficulty to craft these pieces. 3. Making a new crafting table that enables you to "study" a looted armor. Kinda the same system like you would disenchant stuff but instead of learning a new enchant you would be able to "craft" that piece of armor from then on out. This however would require scripting (which i am not at all familiar with). and to reflect the importance of this new device the perks should be changed like this for example: Ebony smithing= "you can now create ebony weapons and armors" to "you can now study ebony weapons and armors" Personally i would do 2 and 3 since it reflects that smithing isn't a job for idiots and that it actually requires to "learn" something before you do it. However the third one is the most lore friendly in my opinion. Also the second option requires very basic knowledge of the ck (editing the recipes, crafting new books and creating new/edit leveled lists) and may be too the fastest way to do it. So that's it and tell me what you think. (btw i rarely make posts in forums so if something isn't clear enough or anything just give a yell because i basicly wrote everything down out the top of my head)
  8. I recently finally know how to create a fully (ok, basic) cell and link it with the outside world and allowing npc's to get in too. One thing i really hate is navmeshes. Ugh! Btw good luck. It's a lot of work doing what your are doing. I really wonder how far you are by now...
  9. Everyone knows that the rock-it launcher is an amazing weapon and i had a lot of fun uzing it but there was Always something that really bothered me. Why does it shoot bottles and other long shaped objects like they are standing upwards? Wouldn't it be better if they were shot like really rockets? So that's why i'm asking you if someone ever made a mod that changed the way it shot stuff or if not could someone tell me how to do this in geck? Thanks for your attention.
  10. This is not really a mod request but does someone know a mod that changes the way the rock-it launcher shoots stuff? It Always shoots them straight up instead of like a rocket shaped object (hence the title). What i mean is if you use empty soda bottles they should be shot with the bottle top first instead of like you would put it on a table. If someone knows if there is a mod about this or knows a way to do it in geck tell it here please.
  11. i know very old thread but thanls for pointing this out. i thought geck worked the same as the creation kit from skyrim. Boy, was i wrong :) Had to learn everything all over again.
  12. As the title says. Is it possible to turn certain console command into spells in CK or activating a bat file? It's not really urgent but i just wanted to know if something like that was possible (and because it's a little "lore breaking" to opne the console all the time). Thanks for looking at this anyway.
  13. Lol i had this to when using alternate start when i was starting as a thalmor elf. She spook very shortly their dialogue but it ended very abruptly and it never happened again.
  14. recently started modding and i have some knowledge about ck. that said i could already do the first part. if i could get my hands on (and figure out how it works, it's pretty difficult) i could make a retexture too.
  15. The moot idea is already a good starting point. However what happens with the thalmor, i'm not 100% sure. I am not a proffessional modder but i have already learned enough that it's not going to be easy. Maybe it should be split in different episodes.
  16. would you be so kind to do this for me too? I am trying to mesh myself but until i know perfectly what the hell i'm doing i try not to mess with skyrim to much. If you or someone else could send me this file, i could learn a lot about how you did this.
  17. I have the same problem here. I simply removed a branch (in nifskope) from an existing mod. Duplicated the armor addon and armor itself in creation kit. Pointed the new armor nif to the armor addon and linked it to the new armor. Everything shows fine in all the render windows except ingame. edit: changed the biped slots in armor addon mesh in creation kit. hope it works.
  18. is there a mod that allows you to use "i'm the jarl's thane" for more then once or can someone point me the way where i can find this in the game files so i could do it myself?
  19. i know this is an old post but you could wait till that mod is ready and maybe then ask permission to use some of their items in this mod. that way you don't have to start from scratch and thus save a lot of time.
  20. perfect just what i was looking for. Thanks! (i know it is an old post btw)
  21. 130 mods installed with some merged esp's for vthe smallest of tweaks. I only wish how i could safely merge the standalone npc mods with eachother (they take up to 15-20 esp's in my load order). It is pretty stable so far but that's because i have started the new save with just a handful of mods (aka the most mportant ones). then i saved and added some more mods to the list (10-15 more esp's, they are small fixes but you never know), then i closed it again and repeated the process. I do it like this because there won't be a large "clump" of mods that the game has to start all at once in the beginning of the new save. So by slowly adding mods you already have in your game you decrease the stress on the creation of a new save. Trust me this method has made HUGE difference for me. I know with 200 mods this must be very timeconsuming but just try it out and maybe you see the difference, just remember the bigger the mod, the less you have to add to the new save.
  22. for some reason i always start out joining the imperials and never the stormcloaks. neither do i like the dark brotherhood. Because of this the game gets quite repetitive too but however i try i just can't play a character that isn't at the imperials side, it just feels bad.
  23. ok thanks but i already found an alternative: instead of putting it all in one .esp i used multiple ones with one as "active file". so when i save an npc in that active file it will have the features from aswell let's say "the eyes of beauty mod" aswell as my own custom .esp that contains the other one. Anayway thanks and will surely check this solution out as well.
  24. I know this isn't exactly the place to ask this but i recently wanted to create a new .esp for my own npc's but for some reason i can't add some .esp files to mine. they are linked in the ck menu but for some reason they aren't saved with it. for example i wanted to create some dwemer from a dwemerrace mod but i also want to use the eyes of beauty mod + apachii hairs. for some reason it refuses to add the eyes of beauty mod to my .esp. Is there a limit somehow on how many .esp's can be used to create a new one? Last time i checked i had 8 in total skyrim.esm update.esm apachiihair.esm dawnguard.esm apachiihairfemales.esm racecompatibility.esm derdeepelfrace.esm the eyes of beauty elves edition.esp can anyone confirm this please or if you have solution what is it then (note: i already have edited the .ini file so that i can load multiple files)? Thanks for taking a look
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