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aldwyn1111

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Everything posted by aldwyn1111

  1. I have some experience with papyrus and am willing to help. However I don't have all that much time either, due to both currently finishing my Abitur (basically A-levels) and having my own Skyrim Project.
  2. Nexusmods changed their link structure twice (since that link was posted), so you have to "convert" it to a new version. This should be the mod: https://www.nexusmods.com/skyrim/mods/10791
  3. I could try to help. I did some scripting for skyrim mods before
  4. I'm decent at scripting, but without the MCM (SkyUi) it would be a hassle to make a menu book.
  5. Have you tried http://www.nexusmods.com/skyrim/mods/52871/?
  6. I have some experience working with scripts (and the CK in general) in Skyrim and am interested in helping. If you need something scripted, just ask and I'll see if it's possible.
  7. Try this mod: http://www.nexusmods.com/skyrim/mods/8979/? It may not work due to being for the old Skyrim though
  8. You can also try this one: http://www.nexusmods.com/skyrimspecialedition/mods/4963/?
  9. You could use a triggerbox, but it is easier to just attach this script to the Door. Scriptname MODINITIALS_DoorScript extends ObjectReference Actor Property PlayerRef Auto ObjectReference Property lustTrickDoor Auto bool done Event OnInit() done = false EndEvent Event OnOpen(ObjectReference akActionRef) if (akActor == PlayerRef) && (done == false) lustTrickDoor.lock(true) done = true EndIf EndEvent PlayerRef defines itself automatically. lustTrickDoor is an Object Reference of the door you placed.( do NOT make a door reference type). The bool done is there so the script doesn't launch multiple times. You then need to attach a script to the bandits: Scriptname MODINITIALS_BanditScript extends ObjectReference ObjectReference Property lustTrickDoor Auto Event OnDeath(Actor akKiller) lustTrickDoor.lock(False) EndEvent
  10. If you use mods like Heart Breaker, you can kill essential npc (with a special killmove) http://www.nexusmods.com/skyrim/mods/32598/?
  11. I have the basics almost done(sell and rebuy horses). Mod should be compatible with Immersive Horses, as long as the added horses are moved to the same faction on buying them and the dialouge with the stablemasters is not altered. First possible problem(other faction on buying) can be solved rather easily however the second would make it incompatible. EDIT: v1.0 is done and uploaded: http://www.nexusmods.com/skyrim/mods/77851/? You can sell vanilla horses (not special ones like shadowmere) You can rebuy the horses. Sadly, since it's immersion breaking, the sold horses move to their original stables (gonna work out a fix for that later) Note that in order to sell a horse, you must have it with you(right next to you) If anyone wants another feature in the mod, ask away, if it's reasonable i'll implement it. Please report any bugs you encounter.
  12. v1.1 is up. Skilllevel requirements are added. Had to remake the daedric Intervention spell. It was crap. literally. If I didn't know better I'd think I was drunk when I made that. :huh: The content of it's script selected the shrine before the quests where checked and used a function that's for finding stuff in the same cell. Additionally to that instead of teleporting the player directly, I teleported an object there and then the player on the object! (Thats COMPLETLY useless o.O) Well now the daedric intervention spell teleports the player to a random shrine. Since I couldn't find a working function for multiple cells. Divine Intervention spell added, random same as daedric. I adjusted the costs and added NPC in the city halls. (they are essential btw) Since I am using the creation kit, modding is A LOT easier. Check a few tutorials online and try some stuff. You'll learn quickly enough. debug.messagebox("Hello, World") or debug.notification("Hello, World") depending on how it should be displayed ^^
  13. For the Fox-Race try this: http://www.nexusmods.com/skyrim/mods/62176/? And perhaps this for the wolf race: http://www.nexusmods.com/skyrim/mods/64466/? Please try to search first. Took less than 2 min.
  14. There is a mod on loverslab. It makes the char wear lingere, wolf ears and paws. Look it up, google: Shaydows WereWolf OVERHAUL
  15. Hmmm. 1) Done. 2) Not for now. There are only 3 shrines of the divines outside of cities or interiors. Too few to make a usefull and reliable spell. So there isn't going to be a divine intervention (for now, maybe I'll change that later). 3) Done. Alteration spell with 1 second charge time, costs 25 magicka. 11 shrines supported. ("If you are a vampire you couldn't teleport to a Shrine of Meridia" not included, maybe later, scrolls not either. all spells are buyable from farengar) 4) Done. I'll apply a fee of 40-60 gold, depending on the distance. Maybe I'll change the NPCMages to custom one, with easier to find locations(at the cities entrance) I'll edit this post and include a nexus link when I did the last tweaks and uploaded the mod. Done! Here is the link to the mod: http://www.nexusmods.com/skyrim/mods/77790/? If you find bugs or have suggestion for changes/new features feel free to tell me^^
  16. So...YES it is possible with the creation kit. Almost everthing is possible as long as it doesn't affect 3d models (like making craters from spells) Which is also possible(for stuff like scripted events) but ungodly time and perfomance consuming(making an anim with an explosion and then reloading the cell(a modified one) etc. 1) Done 4) Farengar Done so 1) is completly done and 4) farengar is done. Stuff tested on farengar(whether it works etc) EDIT: 4) Done All cites excluding Markarth and Riften (since they are too far away) have Mages to teleport the player to nearby cities. No cost yet as I'd like to ask you for an amount(i don't use requiem so i don't know whats realistic) EDIT2: 3) Done. a few Princes didn't have shrines (not even small ones) and others were in cities so you can't teleport to "them". There are 11 working shrines though. Keep in mind that if a shrine is indoors, the player will be teleported right ouside the door/cave entrance (since I couldn't compare their distances otherwise). 2) is gonna basically gonna be a repeat of 3) with a few changed references.
  17. I have started working on it. I added a recipe for the atronach forge needing all the deadric artifacts (almost as some have variations). You get an item which you can equip. This will start the quest and tp the player to a modified stendarrs hall where sheogorath waits. Unfortunatly as I was sorting through all soundfiles of the deadric princes (only skyrim, +Oblivion for Sheogorath) in order to make new dialouge for the mod, my harddrive bugged. I am currently waiting for chkdsk /f to finish. ///Done. Luckily it seems to be a shell plugin problem, so my hard drive is still alive^^ When it's done and I made some progress I'll keep you updated. EDIT: In the modified stendarrs hall the player can have a small dialouge with sheo which starts the next steps. The player can also rent/buy a bed there, since you cannot return to Tamriel during this next step. Now from what I gathered in this request the next step would be some trials/challenges. And the player would get the requiered items for the ritual from these. Since this is a request I'd like to ask for some suggestions for these trials/challenges. Aborted due to technical difficulties (voice acting, etc.) and lack of responses in comparison to the titanic workload
  18. This seems like a start Not sure how far it is though.
  19. You mean a mod to recruit anyone as a follower? If so please specify "any". Friendly NPC, Humanoid NPC, perhaps even mobs?
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