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Posts posted by theBreadThief
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Apocalypse Spell Package is a must! And if you want to try some SKSE mods, you may also want to pick up Staves of Skyrim too if you'd like different variations of staves! :D There's also Immersive Sounds Magic as well. That hasn't left my load order at all.
Edit:
Seen you already have Reborn listed! That's awesome! :D
Okay great I'll check it out
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So I am thinking about starting a new character as a mage.
I need as many (mostly visual) mods as I can get to make the experience better.
So far I have:
-colorful magic
-midas magic
-smart cast
-balanced magic
-Magic Duel Reborn
-Some mod that makes lighting effects (like a torch, but different colors) whenever a spell is in your hand.
I need some more if possible or suggestions on good mods that make magic more fun and aesthetically better. Thanks
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Here are some steps you can take to help fix this. Because you are using a mac, and don't have boss, this process will be very slow and very difficult to fix. First of all, Try using tes5edit to clean your files. I'm not sure if that's supported by mac or not, but I would highly recommend using that because Deleted references are pretty much the main cause of a CTD. The next step I would take is to go to the mods url and look in the description of EACH ONE and make sure that none of the mods you have installed conflict with each other. I would also suggest looking at LOOT. I'm not sure if that works on mac, but that will automatically place your mods in the best load order about 85% of the time. It will also give you a log of what mods need cleaned and what mods you have installed that require something else you don't have. If you can't get loot, then I don't really know what to tell you :/ Mac is so strict and limited on what is allowed on their software it's just a pain in the ass. Best you can do is just keep looking at tutorials and the descriptions of each file on the Nexus.
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Thank you so much for adding that new endorsement reminder system! One of my files went from a stalemate of 10-12 endorsements for about a week and after this update, I have been getting about 2-3 endorsements a day! I am now pushing 40 endorsements (which may not seem like a lot but it is for me for a small modder) Anyway it works like a charm!
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I think you have to extract the models from Skyrim's .bsa archives, because nifskope can't read them like the CK can.
Okay great thank you, got it working now :)
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No problem, I'm glad to help! And yes, it is a bit of a pain to add custom audio, I had to figure this out myself because I couldn't find tutorials ANYWHERE. Took me forever lol. Just thought I'd spread the info, because coincidentally, I am adding custom dialogue to a follower I am creating as well :)
Anyway feel free to ask if you have anymore questions!
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Hello, so lately I have been working on my house mod, and I have run into a particular .nif model that I would really like to edit or atleast find something similar to it. I would have no problem doing this mysefl, however, I have no clue on how to edit vanilla skyrim's models. If someone could point me to a tutorial on this, I would be much obliged. I will post a screenshot to give you and Idea of what I want exactly:
http://i.imgur.com/MeAWSQ5.png?1
What I would like to do is to isolate one side of the door so that I have that woven fence looking model. However, when I open nifskope, It doesnt recognize the model Directory and wont open. If anyone knows how to edit this, or knows of a specific resource that adds something like this, it would be greatly appreciated.
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I usually use RND, Frostfall, immersive first person (for realism, adds a little bit difficulty as well), Alternative death (trust me, it is way more devastating to have your stuff stolen and you stuck in a prison a mile underground than dying) Combat realism mods. SkyRe would be perfect with this, although I don't know if it conflicts with the ones I just listed.
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Yeah I think default is usually 64. That's what I always use anyway.
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Well, in order to use mp3 audio files for dialogue in NPC's you are going to need to convert the audio to .wav because the Kit will not accept any other audio forms. (i actually think it accepts one other but its complicated). To do that you will need to use some sort of program that can convert it. My personal favorite and most easy to use is located here. Just follow the directions on how to use it.
Once you convert the audio file, you're going to want to add it into the CK. To do this you are going to want to the audio tab and sound descriptor. Then you right click and create a new one. Give it a unique ID. I would suggest something along the lines of AAAFollowerDialogue01 or for when in combat dialogue something like AAAFollowerCombatTaunt01. Something like that (something that you will remember or find easily)
http://i.imgur.com/6O1wWxt.png?1
Then you'll want to RIGHT click on the empty box under the "sound" tab and click new. It will bring you to your skyrim directory Skyrim/Data/Sound/fx (it may be just Skyrim/Data/sound but i'm not certain for other people, this is how it is for me)
NOTE THAT THIS IS THE ONLY DIRECTORY THAT YOU CAN PULL YOUR .wav FILES OUT OF. So you will have to minimize the Creation kit, open up the .wav files that you converted earlier and drag and drop them in to that skyrim directory I stated above. Now, go back to the CK and select the files you dragged and dropped in. and that is all you have to do in terms of adding the sound file to the Creation kit. Preview the sound as well and make sure that it is working fine. You don't really need to mess around with the other options in the sound descriptor unless you want to change the pitch of the sound or the sound is too quiet or too loud. You can then click okay and it will have created and added the sound/dialogue in to the CK!
But we are not done!
After you have done all of that and the Sound descriptor has been added, you want to navigate to your follower's Dialogue quest. If you have not created a dialogue quest, then go over to the Character tab and click on quest. You can just created a new one. Give it a unique ID, something I suggest may be like AAAInsertFollowerNameHereDialogue. Then just give the quest name anything you want really it doesn't matter in this case. Set priority I'm not entirely familiar with, but I looked at DialogueDremora for assistance on the Quest Data. I just set it to 5 and it seems to be fine. Tick the box "Start game enabled" and untick the other ones. Make sure Type is None and then click OK to create the quest.
Before we open up the quest we just created, head over to Character tab and select Voicetype. Very easy to make a voicetype, just create new and then give it a unique ID that you'll remember and select the gender of your follower and I don't think you need to worry about the "enable default Dialogue". just leave it unticked. After you create the voicetype, go to the actors tab and select the follower that (im assuming) you have already created. Under the "Traits" tab, go down to the dropdown box that says "Voicetype" and select the ID of the Voice type that we just created. You can click okay now. Now head back over to that quest we created and you should see a lot more tabs then before. Before we navigate to the ones we need, go to the tab "Quest Data" and right click under the Conditions box and click new. Select "GetIsVoiceType" and click the "INVALID" button to the right of it and select the ID of the Voicetype we created earlier. then just don't worry about the other options and click okay. This condition lets the game know that the only actor(s) that are allowed to use this dialogue "quest" are the ones that have the specific voicetype that you created. Now, its a matter of creating the dialogue you want the actor to say (Obviously whatever that .wav file you created earlier says.) I don't really feel like explaining how to add dialogue branches and topics, but I will kind of explain these main two windows that you will see here:
http://i.imgur.com/m4iadWt.png
The first thing that will pop up is the "Edit Response" window. The Response text is what the actor will say prior to what dialogue topic the player selects. That "Prompt: --" you see at the top of the window is what the Player will say. The response text is what the NPC will say. You get the point. Now the important part: where it says "Sound file" you want to click on that. This is where those sound descriptors we added earlier come in. All you do is select the appropriate sound descriptor that matches the response text, whatever that may be. Then click Okay, don't worry about anything else in that window. The next window that pops up (right) is the topic info. beside where it says "Prompt" this is what the player will say. The response text will already be there becuase you will have already created it. You can tick has lip file and thats it. *A LITTLE OFF TOPIC*: The reason I have random ticked in this one is becuase I was using in combat audio. For example, the NPC will sometimes taunt in combat, like you hear with bandits saying "I'll mount your head on my wall!" or "Time to die today!" etc. I have multiple audio files of different taunt quotes witch is why I have random ticked. This tells the game to use a random audio clip of the ones that I have added to the specific topic branch. But you don't need to worry about that if you are just doing dialogue for what the player selects on the NPC. *BACK ON TOPIC* You can now just click Okay, and theoretically, you should be able to go in game and select the dialogue option you have set for the player to be able to select, and the NPC will be able to say that.
If you have any questions or need someting clarified, just ask and I'll do my best to help :smile:
I also apologize for bad grammar, as I am typing very fast and trying to get my point across, I will also assume that there will be some muggy areas where I didn't explain as well. Just tell me and I'll clarify. Hope this helps!
P.S. nice profile pic! Good to see a fellow rogue amoungst the shadows. Keep it Stealthy! :)
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EDIT: Ah, nevermind, seems that It was a pesky .nif object. It appears that the scroll sets shown in the figure below and the scroll shelf were very picky and cuase CTD. SO going to have to delete them.
So, I have been working on this house for a little while now, and have been going in game every so often to look at it and see what I'm doing wrong, etc. Well, after I have completely completed the architecture and structure for the house, I started cluttering and decorating it. After adding quite a bit of clutter, I go in game to see what it looks like, and upon entering the cell, CTD. All of the items that are in the cell are static, and I think there is only like 4 or 5 books laying around. Is there a limit on how many static items you can have in a cell? or maybe I have too many SMALL static items? Also, I have some static magic effects if you know what I am talking about. I can post a screenshot of what the interior of (the cellar is the only portion I have decorated):
http://i.imgur.com/40XKeYE.png
http://i.imgur.com/iqYOwd8.png
Any ideas?
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Okay thank you, this is exactly what I was looking for. And I kind of do know how to add the scripts and compile them. I have only scripted one other thing and that was my fox follower mod. Im extremely new to scripting otherwise. I'm sure I can figure out how to get this functional. Anyway thank you again!
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So I'm making this house mod, and in the "bar" area, I would like to have a keg of mead able to be activated with a trigger box or something, and then a script would run to give the player a bottle of mead. Any ideas? All I would need is the script. Thanks
Reason I'm asking is becuase scripting is one of the only things I don't know how to do in the creation kit lol
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Okay great thanks!
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So, how would you go about adding an MCM mod menu for your own mod? I am a bit unsure about this.. sorry if this has already been answered or if there is tutorials on it, but I couldn't find one anywhere :P
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I have been having this EXACT same problem since December and it's starting to piss me off; I can't download any of the mods that I have seen showcased and they look awesome! I actually just figured out, however, that you CAN in fact still get the mods installed, but ... you gotta do it manually. It sucks but it still works. But i really do NOT want to keep installing them manually for the rest of the days, anyone know how to fix this issue?
Necromancy Glitch - Summoned dead last forever?
in Skyrim LE
Posted
So, upon starting a character today as a necromancer, I noticed that raised dead have been lasting very long. I didnt pay much attention to it until today, and I went into my spell list and it says under "Raise Zombie" spell and "Reanimate Corpse" (any spell that brings the dead to fight for you). In the description of each of them, they say "Raise a (weak, powerful, etc) enemy to fight for you for 1209600 seconds.
This is very cheaty and I would like to know what is causing this..
I will also note that Whenever my thralls die, they dont turn to ash, they simply just ragdoll back into a body from when i raised it. And they also don't follow me into buildings. I will provide a list of all the mods I have installed below:
(not in order, and I know the list looks messy, if you have questions about a name of a mod or description let me know because I know what each mod is and does)