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kodaxmax

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Everything posted by kodaxmax

  1. oh, ok, that's probably pretty easy. Id need authors permission to upload my own version, but a patch/ addon should be fine.
  2. It is illegal to accept payment for mods, though we can accept donations after the fact. That said, if i like something you suggest i may just do it for free.
  3. Could you elaborate on what you want? according to the description they already show up in leveled lists as appropriate.
  4. Something Clavicus Vile themed for the merchant/ shop could be fun. Could even make it the statue itself after his quest is complete.
  5. I made a mod that lets you buy skill xp with gold: https://www.nexusmods.com/skyrimspecialedition/mods/49140 though it's a bit WIP the features work. My next mod will allow players to buy attributes with gems. Red gems buy HP, blue magick, green stamina. purple can buy any and white upgrades all 3. As well as awarding buff for otherwise unused misc items and vendor chaff, like granting extra weapon damage for carrying troll skulls or crafting souls from dragon remains etc.. Which serves to both discourage the player from selling so much and give them stuff to indirectly spend gold on (buying gems for the express purpose of buffing attributes). I might end up implementing some of your suggestions too. I having alot of trouble with my current mod, so it might be nice to switch over to this idea for a couple weeks to avoid burnout.
  6. i know im late, but don't bother. the only benefit of modding skyrim is being able to use it's assets and the existing fanbase. It is poorly designed at every level, to the point that the CK can't even load all the game files without being modified itself. its limited to one master file. The official documentation explains very little and is often out of date or flat out wrong. The ability to mod is severly limited. even after 10 years and countless fantastic and complex 3rd party tools, we can't do something as simple as check how much xp a skill needs to increase or alter a weapons stats in runtime (other then its tempering).
  7. not quite what your looking for, but i made a mod where you can choose to gain or lose up to 50 extra health per level https://www.nexusmods.com/skyrimspecialedition/mods/47910/?tab=posts which should be able to almost simulate this with a bit of math.
  8. easy for levledlist npcs. but manually placed npcs would be harder. might be able to make it dynamic with a script, but it'd probably be laggy. I might add this to my chaosmode mod one day. If your interested, it's a similar concept. Makes the npcs or the player cast a random spell with a random target: https://www.nexusmods.com/skyrimspecialedition/mods/47413
  9. full release is up. unless anyone reports issues this will be the final version
  10. ok i fixed the flickering and replaced the shock audio. i think the mod is done unless i missed anything. ill upload it within 24 hours most likely.
  11. uploaded a new version. i managed to replace sparks spell with a beam!! and the atronachs lighting with beams. Unfortunately they still flicker, im not sure how to fix that yet. Ill be working on sounds and any bug reports or effects ive missed and plan to upload those next tues.
  12. I am pretty great right :P The human mind is the least logical thing i can think of. I figured out how to remove all shock visuals and sounds. I managed to locate almost all them, any i miss will need to be reported by users or spotted by me in testing, but shouldn't be many and could be none. I just need to spend a few hours finding replacements from similar non shock visuals and sounds. This method should also work on modded shock effects if they use the vanilla visuals and sounds (which most do) and wont even use an esp. It means alot to me too, everyone should be able to enjoy videogames.
  13. ok here's a version removing J'zargos shock spells and updating his arsenal a bit: https://www.nexusmods.com/skyrimspecialedition/mods/48403/ Im going to continue spending sometime trying to find a reasonable way to blanket remove/replace lightning spells
  14. Should i also remove storm atronachs?
  15. Im gonna give this a go when i finish my current project (tuesday at the latest). It shouldn't be too hard, just a bit time consuming. Ill first try changing all lightning magic effects to fire or frost or something. Removing them could have compatibility issues. Another option is to just change the sounds and visuals, which should have no compatibility issues. Does the terms lightning/ electricity trigger you too? cos i can probably change the descriptions and names.
  16. I think perk for 1/2 handed weapons litterally just check the equip slot. Meaning it can't use both perk trees simultaneously. Alternatively it could just have a 1/2 handed and dagger version which swap out depending on the highest of the players sneak, 1h or 2h skill. It is supposed to mold to the user/victim anyway if memory serves (most deadric artifacts do).
  17. I think it's theoretically possible. you can mod hostile enchantments activated with shield bashes. But even with scripting, im not sure how to accomplish some the more complex spells/ abilities, like the iron maiden thing. Also using the models from the anime or manga would probably get the mod banned for infringing copyright. To tide you over, checkout the smart cast mod for oldrim or wizard warrior for special edition. They let you assign spells to various actions, including shield actions.
  18. No the features are completely different unfortunately. I might take a look a FFs scripts, but going by the features it's way beyond my skills. Also you can't port FF, due to copyright, the nexus moderators will just take it down as the original modder doesn't want to share it. Youd have to make it from scratch.
  19. We cannot accept payment for mod, but you are free to donate.
  20. Oh cool, if you check out these in the CK you be able to replicate it. none of that sounds like it would be hardcoded, probably a bunch of scripts and hidden quests.
  21. We may accept donations or even put advertisements in our mods, but as they said we cannot charge for mods or pay gate content. Additionally the concept itself wouldn't work. Skyrim is offline, there is no way for one users bounty hunter to contact a central "bounty board" or recieive payment etc.. The best it could do is direct people to a website, in which case you might as well use the nexus.
  22. The problem with message box menus is they can only have a max of ten buttons, horizontally aligned. So they often run off the side of the screen. an mcm menu could solve this or linking many message box menus. Your spell idea could work in either implementation. Just using a script to advance X amount of compatible materials it finds in inventory to the next tier. However you either have to do all materials or the first compatible materials it finds. There is also a vanilla (might be dlc) transmute spell, i haven't had a look at how it works, i just remembered i came across in my Chaos Mode mod. I think it just turns ore into ingots. If i take on this mod it won't be soon, im currently working through a couple other requests that will take at least a month. But this is on the list.
  23. Look for "mark and recall" spell mods. some of the big spell packs like phendrix have it i think. Otherwise you write a script that moves an invisible marker to the save position and then another function that moves the player to the marker. my player home mod includes the source script if you wanna have a look.
  24. One method would be to use COC, but i then you would have to manually write each destination into the script.
  25. To add to the other poster; Mannequins are just NPCs with disabled AI and a scripted menu. so they are almost as performance heavy as other actors, especially once you start adding equipment. It will also have astronomical load times. Even just filling up half of one LoTDs custom mannequin rooms can kill your framerate and take ages to load and i think they only have like 20-30 per cell. Additionally mannequins are a pain in the ass to put together in the CK, as copy pasting containers has like a 50% chance of some bug, linking to the wrong reference or occasionally a CTD. If the corridor aesthetic is a priority my house mod has like 16 mannequins lined up in 2 rows, but LoTD is probably the best bet.
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