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Chaophim

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Everything posted by Chaophim

  1. Look, I know you said that you don't do textures, meshes, or any of that, but can you make a smoothly-animated transformable Gundam mod that will work with both Fallout 3 and New Vegas, as well as all of their DLC's, with a control panel in it that will let me swap between Type3 and Type6 bodies? Just kidding. What I'm looking for is a simple mod (in theory anyway) that will set the ownership on the stuff in the top floor of the rocket lab to 'available to take without karma loss' after you launch the rockets. You are the Bright cult's savior, for crying out loud - you should at least get to loot their offices for the stuff they didn't take with them without your reputation taking a hit, right?
  2. I don't really see this happening, for a few reasons: #1. Mods. A savegame that starts right after character creation is easily done in a vanilla environment. Not many who frequent the Nexus will do a vanilla playthrough to give you the save points you desire. Plus, any mods they used will be referenced in the savegame (baked in) and will not only give you "This save relies on missing content" errors, but may also hose your playthrough by clashing with *your* mods. #2. Backtracking. It is almost a given that you *will* have to backtrack to get weapons/items that you would have wished gotten, or that, in the time it takes to make it from Doc's to the Gunrunners, to repair any reputation/karma that you would have chosen/not chosen. #3. Skills, perks, S.P.E.C.I.A.L.s, etc., A Goodsprings save is 'close enough to blank slate' to easily fine tune the saved character into what you want, especially since it asks once before you leave Doc's for the first time and then again when you go to leave the Goodsprings 'zone' if there is anything you want to change. The character has leveled and taken a few perks (or chucked the opportunities to do so in the trash) by the time they reach the Gunrunners (or even Primm, in most cases, unless they run straight from Doc's without doing *anything^, including shooting geckos) so, just like @2, you will be either 'stuck with the savegame uploaders choices', or backtracking via the console or cheat terminal to fix what you don't like. #4. Time. In the time that it takes someone to read this request, unload all of their mods, make a new character, hotfoot it to the Gunrunners without accruing XP, save the file, and upload it, you could have already done so yourself. Twice. I know this is a Fallout forum, but gonna throw a little Skyrim at you... Stop being such a milk-dinker and go re-conquer Primm already. Hehehehe (All of this was typed with a smile. Not trying to be condescending or hurtful in any way, btw. Just didn't want to see you 'waiting on a phone that will probably never ring'.)
  3. I love Steam achievements, I really do, but have no real desire to play three hands of Caravan, much less 30. Or give up my guns for some fistfights. Or serve Caesar in any way other than being the harbinger of his demise. There are others that I don't want to do, but don't want to have greyed-out icons either. I've looked in the cheat section and found a few 'nuke 'em from orbit' unlockers that just do them in bulk. What I would love is an unlocker terminal that supports the dlc's as well as having pages of lists where you can select the acheivement that you want to unlock and JUST unlock that one. Or a couple. Or a handful. Maybe a final entry that says 'nuke 'em from orbit' that does them all but, all in all, a mod that lets you be selective. I've modded Skyrim before and am weak with scripting there - geck scripting seems like an entirely different animal and I've gotten multiple headaches trying to learn via reverse engineering, otherwise I would just build it myself instead of asking for help in here. Thanks in advance for your consideration, modders, and if you do this idea, you don't have to credit me for it...all I ask is for a PM with the link to te mod so I can use it. Thanks!
  4. I agree - the new updates sound awesome! One thing I'd love to see in a future release is maybe a trio of columns like the Endorsement star that lets you tag which DLCs are required for each mod. Currently renaming the stuff in my mod list to reflect this, but it would be a great built-in 'sorter' function. :)
  5. Like I say, haven't actually written or clicked anything yet. Following the carpenter's rule of "measure twice, cut once", so to speak. What I have so far is a copy of the vanilla scripts with one value changed to -1 on almost all of them, as shown in Sjogga's "Dragon Mask Bust" tutorial from early on in this very thread. http://forums.nexusmods.com/index.php?/topic/754151-tutorials-without-youtoob/page-14
  6. I have a question that others may also be having, so I am posting up here in order to check for nods/head-shaking/advice from the papyrus pros in the thread. First off, I need to thank you guys for the thread so far. My Dragon Priest Masks, Dragon Claw, and Bug-In-A Jar displays (using a modified claw script as suggested) are working wonderfully. Going to try not to confuse anyone right off the bat, but please bear in mind that the last language (aside from basic HTML) that I programmed in was Commodore BASIC about 35 years ago, so I'm using that as part of my theory when I ask the question. What I am wanting to do is something akin to the method used to obtain the final mask in Labyrinthia, where the game checks to see if you have the other eight masks in place before offering the ninth - I am trying to set up my dragon priest mask display to run this kind of check and open a hidden door when all nine masks are there. I have not tried for myself yet, since 1) I know enough to know I don't know enough and 2) the dragon priest mask display tutorial mainly relied on copying existing triggers and scripts and modifying one or two values as opposed the the 'built from the ground-up' approach of the claws tutorial. What I am thinking is that I would have to define a new variable for each mask titled something like ChaophimMaskCount1 and then give it a value in the On Activate section like ChaophimMaskCount1=1 (each mask would have its own variable and variablename=1). Then on the door trigger, have an if/then/else statement that looks like: ; Hidden Door Subroutine if ChaophimMaskCount1=1 and ChaophimMaskCount2=1 and ChaophimMaskCount3=1 ... and ChaophimMaskCount9=1 then open door else end; keeps door closed since one or more masks are missing. Is this the right approach and, if so, could you tell me the basic syntax for actually pulling it off, please? I would greatly appreciate it and am fully prepared for the answer even if it is "You can't do that." Thanks in advance for giving it thought and possible feedback.
  7. Yes, I do realize that this thread is a year old, but... Here's a thought on the lava... Just a theory, but should work. Copy the objects and scripts used for those spike traps at the bottom of trapdoors. Make a layer of these and drop them down below your current lava layer, so that they aren't shown but are felt/cause damage. Maybe set the spikes to invisible?
  8. Use Nexus Mod Manager and not the skyrim launcher as far as managing your mods. the launcher has caused countless folks trouble.
  9. Just came here to see why you were spamming the chat channel with this link.
  10. There is a mod called 'ring of the timelords' (might be on workshop) - you could hotkey that and it would do what you're wanting.
  11. I know what you mean - in one playthrough, I did the DB questline up till I had to go see Delvin, then did the TG questline until I was told to speak with Maven. Didn't speak to Maven though, went to Delvin and finished out the DB questline, returning to Riften to buy stuff for the new HQ. I then decided to talk to Maven and finish out the TG questline and had a chuckle when she bragged about having the DB in her pocket. Had the mod you wanted existed, she would have had to step down a peg or two since a major source of her fear and respect in that town rested on how she spoke to the Dragonborn, having to follow Brynolf's lesson about keeping the client happy.
  12. Step away from the console, guys, and step into the MCM era. :) Such a mod already exists and it is called SkyTweak. Lets you adjust a LOT of values, including movement speed..
  13. For those who like the Stormcloaks, I would like to make a mod request that would help with a bit of immersion. As it is now, you can free random encounter prisoners from Imperials and Thalmor all day long and nobody mentions it. You can become a member of the Dark Brotherhood and kill both the decoy AND the real Emperor and what sort of recognition do you get from Ulfric and company about it afterward? Nothing. In order to 'prove your worth', you have to do something TOTALLY non-civil war related - killing an ice wraith. This would be like someone applying for a job as a chef and the interviewer saying "In order to see what kind of chef you will be, go change the oil in somebody's car." This mod is all theory, but I have a feeling that there is at least one mod author out there who would enjoy the challenge... What it would do is: - Keep a secret tally of the number of times you click 'free prisoner" and, after like five, would skip the ice wraith quest, having Ulfric or his right hand man (via edited text and spliced together audio from other dialogue saying that the men (freed prisoners) have vouched for you as a friend to the Stormcloaks. - Along the same lines as above, if you haven't freed any prisoners, they would send you on a mission to free five of them (without markers, of course, due to them being random encounters) or maybe have you get <random special item> from <random imperial encampment> as an actual test of your ability and loyalty as a soldier by...oh I dunno...doing actual solider-type stuff.. - It would check to see if you have killed the emperor as well, having Ulfric (using edited text and spliced together audio from other dialogue) at least acknowledge the great deed during private conversation (the speech would be too difficult and public), giving the roleplayer a nice, fuzzy feeling as the rest of the 'you are just a nicknamed footsoldier' quest-line progresses naturally. Now, I did mention the spliced together audio - I'm not that advanced with CK, but I have seen how people record voices for voiced NPCs and think that the spliced conversation could be recorded as an mp3, then either played into a mic or line-in device when CK would normally be expecting the live person to be voicing some dialogue. This would bypass "silent movie syndrome" as well as keep the vocals in his voice, as opposed to adding some from someone doing their best Ulfric impersonation.
  14. I've been seeing a rise in 'Drop Item X to place Item Y here' mods like portable homes, mannequins, Craftable Cloud Storage activators, etc., but I haven't found one for Dragon Preist busts and was wondering if it would be possible for someone to build one? I would especially love a version that lets you craft and drop different styles of busts like the large vanilla rack or individual busts that could be placed around the player home as true decor and not just as a home copy of Labyrinthian. I've seen in the Dawnspire mod (which, while impressive, doesn't really suit my mage-hating character) that the mod author added busts for the Dragonborn DLC masks as well, and I'd love to see the same sort of thing added here.
  15. As I was delving a dungeon the other day and watched necromancers raise the dead baaaaack up to fight me with refreshed health bars, I had an inspiration. What about a bow (or some other weapon) where if the enemy dies within like 3-5 seconds, it is such a 'shock' to them that their bodies (along with their posessions) go sailing off like ragdolls while their glowing blue ghost lingers behind, ready to fight and blissfully unaware that they are even dead yet. When the ghost dies, it would be something like the Seeker deaths in Dragonborn - the physical body has the inventory while the ghost form simply dissolves into an empty blue puddle instead of ash. I have even thought of an enchantment name: Soul Sever.
  16. I'm an angel fan as well, and have found a mod called "Angels in Skyrim". No flight or anything (and it's best for first-person combat since they block your view in third person), but it adds both black and white featered wings to crafting.
  17. The bow in "Arise - Chapter 1" does that as well. ( http://skyrim.nexusmods.com/mods/5696/? ) I use a disenchant anything mod and have cloned the bow, disenchanted, and put the enchantment onto other things without a problem, so if you have a different weapon of choice (not sure if it would work on staffs or not), using that method would allow you to smith, enchant, and go. :smile: I prefer the bow though, so use it as my primary weapon as-is. I have made a dual-enchantment model just for fun merging this and the Zepher enchantment onto a Dragonbone bow. Little too god-like for my tastes though, so I sold it and bought a new house with the profits.
  18. I agree. Not a modder myself, but I am using the "Alternate Start" (I used shipwreck survivor) and "Arise: Chapter I: The Black Sacrement Armor" mods and have been roleplaying as if it were my mission to revive the Black Phoenix Stealth Assassin guild in Skyrim (after locating all of the old gear and forge spells of course) and eliminating the Dark Brotherhood in Sithis's name since Astrid & Co. were becoming too financially-minded and not in it for the love of the hunt any more. Would be great to see this as a mod which could actually tie in to the official "Destroy the Dark Brotherhood" questline, assume control of both the Falkreath and Dawnstar locations for Black Phoenix refurbishing, and a slew of other assassination quests which could be both unique contracts as well as contracts using the unused marks from the original Dark Brotherhood quests since they were destined to die anyway...only thing that would change is the time, place, and reasons. It would also be neat to have the option of intimidating Maven back when she tries to draw the "I have connections with the Dark Brotherhood" card by having the PC throw Astrid's head or a bag of heads on the floor at her feet (quest items? LOL) and reply with "Had. The correct word is 'had'...", but that's just me. I agree, though, that the 3000 gold reward and the pat on the back was a lackluster end to this alternate choice. Bethesda could have made it a bit more challenging like having to track each assassin down during a hit and save the mark's life/take out the assassin, thanks to intel from Maro (since he's been watching them so close and all), and given the Dragonborn a Thane-like Accomplishment in their lits (the one with Agent of Dibella, Ancient Knowledge, etc.,) as well as maybe give the guards a new topic to discuss besides dragons, vampires, sweetrolls, and knee injuries.
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