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kodaxmax

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Everything posted by kodaxmax

  1. Had a quick look, theres no standard way to check for equipped armor peices, besides creating a filter for each individual boots item. which would be incompatible with mods obviously. You might be able to script it with SKSE.
  2. You could try changing just the properties from iron and firewood to just coins or another another worthless item. That wont break anything.
  3. At this point i am convinced you are trolling. I don't know how to argue these leaps in logic or personal attacks. You simply aren't interested in discussing it or taking criticism instead attacking other users and copy pasting your initial arguments repeatedly. Modder's owe you nothing, it would be completely fine if i uploaded and entirely broken mod to the nexus and never bothered to finish it. If anything, from a moral standpoint you should be paying modders.
  4. Skyrim mods arn't high end sports cars. Mods are still free software made for fun, not products of any kind, let alone car parts which are physical products and of course any car is obviously about far away as you could get from being analogous to skyrim. Your metaphor is inherently flawed for many reasons. After market car parts require physical components and can't be infinitely duplicated. It is not standard to offer them for free and because they are products they are subject to refunds and such when faulty. It would be more apt to compare them to some derro down the road giving out free spoilers or something.
  5. As a mod author myself. i don't make mods or troubleshoot for you. they arn't a product, they are a hobby. i enjoy making and using them. if you find any problems with them your free to let me know, just as im free to ignore you.
  6. "Wow, you've got that completely back to front. The modder made the mod, I just play it. I don't expect to buy a car then have to correct faults in it." now thats back to front! your not buying a car, your downloading a free mod. it's completly normal to have to troubleshoot paid software on PC, especially bethesda games and you expect the hobby mods made for it to be both perfect and be working together, despite the logistics being impossible to solve. also incompatible doesn't they dont work together. something as simple as overwriting the same levled list in 2 quest mods makes them technical incompatible. crashed to desktops are rarley from incompatibilities.
  7. Look to have the full complete list it would require thousands of modders to know enough about what their doing to accurately record the doors and other objects they are effecting and then all agree on a single database implementation and then also agree to actually update it. Only a small % of mods put any effort at all towards compatibility at all, let alone compatibility with every other mod. Yet you assume thousands of people would just have worked together to do this for no reason like some kind of hive mind. It's impossible to do logisically and almost no one would want to put the effort in to do it even if it was. Tonnes of people have attempted similar projects, like LOOT. But the simple fact is, that it can be a full time job just maintaining one mod list, as the DarkLadyLexy could tell you. The easiest way to do this would be to have it built into the engine. Have it record changes to the master ESPs and able to highlight differences like xEdit. But if even bethesda with all their resources didn't bother. As OP themselves has pointed out, the community has to work together, the modder puts compatibility info and their description and the user takes that info to ensure their own list is reasonably stable. I don't see why this is a problem. The community already works together to get everything working together where reasonable.
  8. LOOT is exactly what your looking for, it even sorts .esps in an efficent manner. It's far from perfect of course
  9. https://www.nexusmods.com/skyrimspecialedition/mods/18223 try this one, it has classes and everything
  10. Here: https://youtu.be/5Je0I9emvMs?t=29
  11. Did you get first and third person backwards? If you're looking at an NPC drawing a bound weapon, it's in third person. You aren't the camera drawing it. If you didn't get them backwards, what went wrong with first person? I like to play in first person rather than third, so it'd be neat to see it work good in first person. If the player draws it in first person it looks pretty much normal. If the player draws it in third person, the melee weapons appear invisible until you get around a third of the way into the animation, this makes them look like your actually summoning or something, which looked cool imo. The animation is actually the same regardless of your view, but while in first person you can't really see the first 3rd, or see it sheathed. I have a video on the both the blog page and nexus page that can show it better than i can explain it.
  12. ok i did a bit of testing and making it one handed makes the bow unusable and scripting a spell cast is basically what smart cast and wizard warrior already do.
  13. Done here it is: AdFly Link normal link: https://www.nexusmods.com/skyrimspecialedition/mods/52166
  14. Im gonna add 2 version of each weapon, one that has conj perks and one that doesn't, but is enchantable. Edit: nevermind can't do that
  15. Ok im gonna, do all the bound weapon types and then upload it. I can't find a work around right, now, but i might give it another go later. ill link it here when im done.
  16. Ok i made a craftable bound battleaxe. It's inventory art is invisible, buy you can still see it's text and enchant. While equipped it's invisible while sheathed, which actually looks really cool drawing and sheathing in third person and doesn't matter for first person, unless an npc gets a hold of one i guess. Im gonna take a closer look at the enchants to see if i can find a work around, but even the visuals for it are tied to the specific enchant.
  17. i forgot to tick "playable" /facepalm. So i get one spawned in, but it's invisible, so i need to figure out how to add the bound shaders and effects
  18. not without overhauling how the perks apply their effects, which would make it incompatible with other mods. Ive also created recipes to simply craft a bound battleaxe, but it seems to get removed from the inventory instantly and i can't find any scripts causing it, so it might be hardcoded.
  19. Unfortunately the conjuration perks are applied via an enchantment, meaning you can't have be both enchantable and have conj perk bonuses.
  20. For the time being you could use Smart cast or wizard warrior. The hardest part i think is how to choose the spell. We can trigger it easy enough with a getKey event and remote cast function. You can even make a simple if statement to check if a bow is equipped and if the player is attacking i think. But im not sure the best way to assign the desired spell to a variable. I could also try making bows one handed, but that would most likely cause animation issues and incompatibilities with other mods. It might be possible to dynamically make them one handed while not attacking, but that would probably still be janky and cause issues.
  21. done, here ya go: AdFly: http://fumacrom.com/xsL4 no ads: https://digineaux.com/addon-crafting-restrictions-removed-for-craftable-unenchanted-clothing-weapons-armor-and-staffs/ if i missed anything let me know.
  22. Can do, i should be able to upload it on tues
  23. do you have a specific list of what restrictions you want removed? or should i just remove them logically: deadric artifacts require their quest completed and relevant perk Generic items require no quests and reasonable or no crafting perks Faction gear requires only crafting perk Named/ uniques require quest and reasonable crafting perk named/ uniques without a quest require only a reasonable or no perk.
  24. I figured out how to remove these restrictions, allowing them to be crafted whenever. ill give it a better look tomorrow, but seems doable
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