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gamercash

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Everything posted by gamercash

  1. Hi there. I'm making a mod that adds new recipes at the forge. I want a craftable item to use enchanted iron armor as an ingredient. How do I make a recipe recognize whether or not an item is enchanted? Thank you.
  2. Hey there. You know the particle effect from using Vampiric Drain that look red bubbles coming toward you? I'd like to change that. I cannot find the texture for it in the .bsa files for the life of me. Mind lending a hand? Thank you.
  3. Thanks for the information. Hopefully it will help in the journey to come. For now I'm just making the "Full Heal" spell from the wiki tutorial I posted. Eventually I would like to make copies of pre-existing talents and make them available to all classes as per the request posted below. https://forums.nexusmods.com/index.php?/topic/6397961-multiclassing-base-game-classes/
  4. Hello there. I am attempting to learn how to use the Toolset so I started with a simple tutorial from the wiki in the link below. http://www.datoolset.net/wiki/Adding_a_new_spell_tutorial I got to the portion of the tutorial labelled "Creating New Strings" and successfully made a new string. Unfortunately I started to get lost on step 8. That's your cue to open the link above if you haven't already. Scroll down until you get to the part that I'm talking about. The tutorial instructs me to repeat the following steps for the following text, but it doesn't tell me where to put that text. Right after that it tells me to copy and paste the text below but again, it doesn't tell me where to paste it. Do you mind helping me to figure out what the tutorial is trying to tell me to do here? Images would be appreciated if you're willing to go through the extra trouble. If you require any further information from me, please let me know. Thank you for taking the time to read this.
  5. I second this. My Arcane Warrior could really use some Warrior talents.
  6. Hey there. Thanks for the response. I think it's really cool that you told me how I can change it myself. :) Earlier I looked into how I would be able to change attribute values, and there's actually already a mod that just gives you 5+ modifiers for your attributes just as long as you've increased a skill point, I just thought it was a bit imbalanced is all. Thank you for your time. I really do appreciate it.
  7. When attempting to micro-manage my skills in an attempt to get at least two +5 modifiers in my attributes when levelling up, I run into a problem. I want to use certain skills, but can't unless I want to sacrifice attribute points on the level up screen. That brings me to my mod request, could someone create a mod to temporarily stop certain skills from gaining experience when I use them? Just to clarify, I want the mod to give me the ability to turn off (and turn back on) experience gain for certain skills so that I can use any of my skills without them being increased. Here is an example of what the mod could look like: http://i875.photobucket.com/albums/ab312/gamercash/oblivion%20skill_zpsnb0twl2e.png?t=1511565353 Thank you for taking the time to read this. If you need any additional information, please feel free to inquire about it here.
  8. Hey there. I am trying to add a message box event to a mod that I am making. I added a function that requires you to be holding a certain item in order to temper something. When I don't have said item, I want a message to appear saying that I lack the required item. Presently it just says I don't have the required perk to temper the item. Mind helping me out? Thanks.
  9. Hello there. I am very new to the creation kit and I don't know how to do a lot of things. Now then, as I am sure you are already aware, if you interact with a blacksmithing station, the recipes for craftable items are in categories such as IRON, STEEL, EBONY, and so on. When I make my own craftable item, the category defaults to MISC. So my question is this. How do I put the item that I added to the game into a category for a blacksmithing station? Thank you. :smile:
  10. Hello dear reader. First of all, I'd like to thank you for clicking on my post and being the kind of person that makes cool mods for people. I appreciate your work and dedication to this community! So without further ado, here is my mod idea. A long time ago I made a post about an idea I had concerning smithing. I wanted to have a mod that required me to 'destroy' weapons and armors before I was able to create them, just like how disenchanting works in the vanilla game; you destroy the item and learn how to make the enchantment in return. This mod is supposed to keep you from rushing to level 100 smithing and crafting the best armor and weapons in the game too early on.Here is the post I made about the original mod idea, followed by the mod that was made for me by Jtull if you're interested in taking a look:https://forums.nexusmods.com/index.php?/topic/3680165-a-basic-smithing-fairness-mod/http://www.nexusmods.com/skyrim/mods/72745/? This is a picture of the mod could look like. http://i875.photobucket.com/albums/ab312/gamercash/Disassemble_zpspkwfo0rj.png?t=1452810639 The mod that was made by Jtull works like this:The armors and weapons for dwemer, glass, ebony, and dragon that were previously listed in the menu of the blacksmith forge disappeared. In a few different locations across Skyrim there is a schematic table. At this table I am able to destroy any item in the armor and weapon categories I listed previously in exchange for a schematic for the item that I destroyed. As an example, if I wanted to have the ability to make an ebony sword, I would first have to obtain one of them in my travels across Skyrim, bring the sword to the schematic table and destroy it there, thus adding the ebony sword to the items listed as craftable at the blacksmith forge.This is great! I love this idea, but I didn't use this mod for very long because of a few flaws that made it not worth using. The idea of this mod is to have almost exactly the same functionality of the enchanting & disenchanting system in the vanilla game. Although similar, once in-game it feels drastically out of place. When you use the enchanting table, you are presented two menus. The first is the enchanting menu, where you can enchant your currently held weapons and armor. The second is the disenchanting menu, where you are given a list of your currently held enchanted items. The items you haven't previously disenchanted are able to be destroyed so you can learn the enchantment. You are also given some enchanting experience as a reward. That's how I want it to work.For this mod, you are presented a new schematic table when there are already multiple options for possible crafting stations to have this menu in that don't feel intrusive or out of place. You could have it in the smelter, the workbench, the forge for armor, the grindstone for weapons, and so on. Moving forward, the menu displays all possibilities for obtainable schematics instead of just the ones that are held in your inventory. It feels like a mess. I don't want to have to scroll through an extensive menu to do what it is that I want to do. It is very immersion breaking because the menu isn't quick to navigate. It also feels like a checklist because everything you don't have is listed in that menu. Like enchanting, I don't want to see all the possibilities I don't have access to. What I am able to do then and there is all that interests me. I am also given a sense of wonder to not know all of the possibilities of armor and weapons that are craftable. Another thing I have an issue with: in the menu I am told that I am receiving a schematic for said armor or weapon as opposed to being told I am just learning it. Now, when I finally do have the desired item to destroy so I can make it myself, there is no reward. With enchanting, if I come across an item with an enchantment on it that I didn't have before, I am encouraged to disenchant it because I receive some enchanting experience, and the ability to make a stronger version of the enchantment as a reward for doing this. With this mod, I am not given any experience in smithing, in addition to that, there is no difference between the armor I make, and the armor I find. As an example, in a playthough of the game with this mod enabled, if I happen to come across a dwemer shield and I already have a dwemer shield, I have no motivation to destroy the item to learn how to make it myself. Why would I ever need a different copy of that shield? Simply stated, I wouldn't. It doesn't actually progress my character in any way. Selling the item is more beneficial, and I dislike that immensely.I have a great concept of how this should be fixed. The beauty of this mod is that the Dragonborn doesn't know how to do something he or she has no reference for. If I don't know how to make glass armor, how would I know how to improve it? However If I did know how to make glass armor, I may very well know how to make it better! So, the gameplay fix for this problem is to make it so you can only temper an item you know how to craft by destroying it. Okay, the last problem I have with this mod is simple. The rules of this mod don't apply to all armor and weapons in the game. Just like some people don't like knowing the 'flames' and 'healing' spell at the start of the game, I don't like knowing how to make iron armor and weapons at the start of the game. With the mod that was made for me, I know how to make items out of iron right off the bat, and when I get the perk that enables me to make steel armor, I already know all of the recipies. I don't like that at all. I believe that I should have to find and destroy an item before I am ever able to make my own copy of it. There is also the issue of mod compatability. I use the immersive weapons, and immersive armor mods made by Hothtrooper44. The game loads fine and everything, but I don't have to destroy the weapons and armor from the mod before I am able to craft it. That was a lot to take in, but I appreciate you taking the time to read this. Thank you so much. If you are interested in attempting to make this idea a reality, I would love to help you in any way I can, just say the word. Have a wonderful day.
  11. Thank you so much! This is incredible! Like I said, you're a hero and a legend.
  12. I've always felt like getting a high smithing level gave me too much for too little effort. I could get the best equipment in the game in a couple of hours into the playthrough, as opposed to waiting until I reach level 50 to start coming across some of the more the high end weapons and armor. So, this is my request. Simply, I would like to have to 'disassemble' armors and weaponry at a workbench before I am able to craft them. Same idea as learning a new enchantment; destroy the enchanted item, learn the enchantment. So I could have a smithing skill of 100 with all the perks in that skill tree but still never be able to make anything if I hadn't disassembled at least one item. If anyone decides to create this, you are a hero and a legend. Oh, and than you for taking the time to read this. Here is a picture example of how it would work. http://i875.photobucket.com/albums/ab312/gamercash/Disassemble_zpspkwfo0rj.png?t=1452810639
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