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christianerding2

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Everything posted by christianerding2

  1. Hello Modders and translators, I am using a Darker Dungeon Mod (Darker_Caves_Dungeons_Ruins_Towers_Nights) with the german verion of the game. Unfortunatly now the messege on the dungeon doors are in english, when moving the mouse over the door, it says, e. g. "Bleak Falls Temple" instead of "Ödsturzhügelgrab". Does anyone know were the information for the Dungeon-DOOR-Name is stored in the mod, so I can correct it with the CK. * Figured it out by myself * Use the Cell-View-Window, Click on the cell, e.g. Alftand01, right-click -> Edit In the new window click on interior data... World space are more dfficult to find, in the main window of CK click on "World" -> World spaces... Thx for reading, Christian
  2. Thx for the answers. I did not want to insult anyone by offering compensation. My intention was, that the world is full of people who have great ideas of what other people could do for them (for free of course) ;-) I wanted to be different. The time of everyone is limited and I have absolutly no skill in scripting and no talent. But I loved the idea of the mod so much that that I wanted to fix it. Due to the lack of skill I had only two options. 1. Leave it 2. Ask someone to do it, but at least offer compensation for his time. @Korodic: "Branding" in terms of the mod means you can mark a horse as your own and remove the stolen mark from it. For example: You find a dead merchant, with a lonely horse you can mark the horse and it will belong to you. It will no longer run away or disappear. A detailed description of the "problem" is in my mod description. But the matter is complex.
  3. I desperatly seek a scripter to further improve the horse branding mod. It is now in a working condition, but I have come to the end of my skills, because I can't write scripts/check conditions. Details available here: http://skyrim.nexusmods.com/mods/45129//? Thx for taking a look. :-)
  4. I think he means every time he starts playing skrim and restores a save. Leaving game and rentering it to have merchant restock their money is a common exploit.
  5. Hello Guys, I have none of your mod installed, but I had similar problems with crafting. First you have to narrow things down, this is quite simple. Put deer hide in your inventory, stand in front of a tanning hide, SAVE. Leave game. Disable one mod. Load game. -> Check if crafting is possible. If YES than this mod caused the problem. If NO disable the next mod. Load game, and so on. Hope it helps.
  6. Hello Sabrio, I am not a expert for spellmedding but, ... I think you mean that in the Effect Item Popup "Area" is greyed out. This has a good reason, a firebolt should only hurt enemies that are hit DIRECTLY. Area does not describe how far the firebolt will fly, but how large the radius on impact is that will take damge. If you want to change that, you have to change the "Magic effect" that the firebolt uses, in your case search for "FireDamageConcAimed" and untag the item "No Area", but beware this has an effect on ALL spells that use "FireDamageConcAimed" as a template. If you want to learn more about magic spells modding, download midas magic and pick it apart in the creation kit. Greeting, Christian
  7. Well, I have not found a solution yet. The settings are stored in the gastrapfiles. It was no problems to change them to let lightning inignite the traps. But torch did not work. I think it has to do with the fact that spells use "aimed" while weapons and torch use "contact". You can try yourself hit a chair with the torch, you will hear a bash sound, hit the ground you will hear noting... I you are looking for a solution, try the connan mod and browse through the files, it uses inignitable fireplaces that can be lit with a torch. He must have found a solution.
  8. Helly Guys, I have the problem that the torch ist not setting up the oilpooltrap. I did block with the torch, shield-bash with it crouch around in the pool doing the same stuff nothing did help. I can let it go off it with magic flames but not with the torch. I did to a look into the trapgasonhit-file the torch is IN the list so it SHOULD work. In the trapgasonmagiceffectapply-file there is the hazardfiredamgeffcontact-file from the torch. So it REALLY should work! Anyone any ideas why it does not?? THx a lot.
  9. Hello Modders, first, sorry for my bad english. Second, thanks for reading. I am using the "Bound weapons mod", which gives you a complette set of bound weapons. I really love it, that there is a complette set now. But I do not have any experience with shader und membrane shaders. Nevertheless, I tried to improve the mod a little bit. I removed the "can't drop" tag in the weapon tag of the creation kit, so the weapon shows up in the inventory, and the damage it does can be seen. I did fill the "first person modell object"-Tab with the first person view of the daedric weapons. So you have the flame effect in first-person-view and third-Person-view, you can see the damage of the weapon and you have a INVENTORY PICTURE. So far so good. BUT: It works on every weapon, but not on the bow, I don't know why. When you fill the "first person modell object"-field with daedric bow. You get the correct inventory icon, but the blueish flame effect in first and third-person disappears. The bow only gets colored blue, no blueish flames. Then I tried the elvenbow-modell in the modell field of the weapon and filled the "first person modell object"-field with 1personelvenbow. The same, blue bow no flames. I even tried to make a enchboundbowFXS-file because the bow uses the enchboundswordFXS-file which itself uses the model of a falmer sword. But it did not change anything, the flames get not applied. I personally think the problem ist in the boundswordFXS-File it works fine with maces, swords, but does not like bows of any kind. I tried everything to find out why, has anyone experience with that problem and a idea to solve it?? Sincerly, Christian
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