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amycus

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Everything posted by amycus

  1. technically possible, but it would be illegal even if you change the textures. Bethesda is, unfortunately, against any kind of porting even in their own games. At most you can use the resources from oblivion as a visual reference.
  2. I'm talking about the menu on this page, to the right: http://i296.photobucket.com/albums/mm200/amycus89/scan-2.jpg
  3. if you can, also ask them for a button (if there isnt one already that I just happened to miss) to show the mods you already "subscribed" to. It is a bit hard to manage the mods when you have no way of uninstalling any you dont like, except from manually browsing all the mods on there... (also, I assume that "unsubscribe" means deinstalling the mod? or does it just stop the updates?). Why the heck did they choose the word "subscribe" instead of "download" anyways? EDIT: Nevermind, there is a link to "your subscriptions" right after you "subscribe" to one. However I have yet to find a button like that in the deafult menu. Do I have to subscribe to a new mod each time I wish to remove another?
  4. oh, thanks, i was looking for such a mod but couldnt find it :biggrin: Seems your mod actually fixes a lot of things I was planning to do... Only thing I wanted to do that I cant see in your description is extending the level limit for the illusion spells. Any chance you added that too? (just asking before I'm uploading something that isnt needed. I have found some mods that tried to do that before the CK was released, but the mana cost also increased a lot as a consequence). Also another question: It seems the CK created a .csm file as well besides the .esp.... so... what is an .csm file? :confused: (I cant find an answer with my google skills...)
  5. Thanks and kudos :) Only my first question left then :P
  6. Thought I would just poke around the CS, but was delighted to see that even a beginner as I could find and edit the spell variables. What I really would like to do though, is to make the destruction spells damage "scale" with your destruction level. I'm having some trouble to find the variables for the skill trees though. I found the perks, but that doesnt seem to help me. Also... since I'm a complete noob when it comes to modding bethesda games... how do I export my changes as a working mod?
  7. Have you tried this tip from nosisab? I'm still downloading the texture pack, so I cant check myself
  8. No need to restart the PC (for me at least). 1)Open steam 2)Go to library 3)Click the field "all games" and change it to "tools" 4)Look for "creation kit", and rightclick to choose "install". Done. You would think they could have added the word "skyrim" to the name "creation kit"... Or even better, a simple, easy to find, button on the skyrim shop page.
  9. they have already released it long ago, but its hard to find unless you know where to look. Go tot he "tools" area on steam to find it. There are specific instructions from Dark0ne on the news page here on thenexus.
  10. yup, 3 guys standing in the middle of nowhere. Also got the necklace :) Its smaller things like that which adds to the immersion to the game.
  11. Thieves arsenal from oblivion, in skyrim
  12. I'm thinking... Horse armor! On a more serious note, I'm expecting some kind of DLC announcement.
  13. 2 ways: Either you just enlarge the vanilla texture, and use it as a base to paint an entirely new one. More time consuming, but can give you better results depending on how good you are at painting with photoshop. Having some high resolution pictures of various materials helps. Or, which most of the "high resolution texture" mods I have seen seem to do, just enlarge the vanilla texture and then use photoshop to "sharpen" the picture. Doesnt take much time, but the result will never be as good as what Bethesdas staff originally had. Just google "sharpen images photoshop" for a tutorial, or just use this one for example: http://www.photoshopessentials.com/photo-editing/sharpen-high-pass/
  14. I would just like to add that if you want to get a faster response, you have the option to upload the meshes you have already done as a "modders resource" on skyrimnexus. Just remember to save your creations as an .OBJ since there are many modders who use blender instead of 3ds max.
  15. Well you have one example here: http://skyrim.nexusmods.com/downloads/file.php?id=7687 Everyone who writes positively about the mod has received a negative rep :rolleyes: I feel for the mod author...
  16. Hi and welcome to the nexus :) The top 100 mod list would probably be a good place to start. You can sort it to only show the most popular armor, weapons and gameplay mods, etc: http://dragonage.nexusmods.com/downloads/top/alltime.php You can also check the "mod of the month" list here: http://dragonage.nexusmods.com/downloads/filesofthemonth.php Otherwise, here are some of my favorite mods: More hairstyles Adds new hairstyles (duh!) Runic armor Adds a new good-looking armor set. Skip the fade Skips the fade, while still letting you get all the loot from that place.. Nothing you want on your first playthrough, but most of us got tired of that part after the 3rd playthrough. Extra dog slot Allows you to have 3 companions + the dog during your questing. DAModder Software that allows for quicker and easier mod install than DAupdater. Lock bash Allows you to open locked containers without having a rogue in the party. However, there is a chance that you will destroy the loot in the process. According to the author thwas already among the gamefiles, but Bioware inactivated it in the final game. UDK Allows you to tint (change the colour) of your armor and weapons in-game whenever you want. And finally, some shameless advertising for my own mods that can be found in my signature... :whistling:
  17. I actually got the same problem with DAUpdater long ago. I later switched to DAModder though, and have used that to this day: http://dragonage.nexusmods.com/downloads/file.php?id=286 Hopefully that will work for you.
  18. The mods on the first page's "hot files" are based on the number of downloads/endorsements (dont remember which) during the last 2 weeks. So even if your mod is really popular the first day it might take another couple of days before it shows up there.
  19. might be an idea to attach those two pics to your topic...
  20. Or open up the console, select the locked item, and type "unlock".
  21. you installed the nexus mod manager AND installed the mods manually?! ...um, you better try to explain everything more througfully. Explain exactly the procedure you have tried so far, and what mods you have tried.
  22. depends on the game you wish to mod, and sometimes the mod itself. Just read the installation instructions for each mod in the description.
  23. Well they had to make sure that it was able to run on consoles (that is, the same hardware as oblivion), and the textures (compared to other PC games) are a bit low res. You will probably have to wait until the next generation of consoles before we see any real mindblowing graphics. As for me, they met all my expectations and more except in one area: The "smaller" quests. The main questlines like the dark brotherhood or the thievesguild where a lot better than oblivion, but the smaller "subquests" like the assassin contracts were fewer and not nearly as memorable. Less (good) smaller quests in towns too, though I dont count all the goandfetchquests...
  24. so... its a file with the ending .dazip, but its not a dazip file... excuse me? can you try and elaborate? or post a screenshot? Otherwise, a dazip is actually just a common .zip file where its ending has been changed to .dazip to allow DAModder or DAupdater to read them. So you can in worst case just use winrar to make a .zip file out of the contents file and the manifest.xml, and then change its ending to .dazip. Oh, one more thing: are you using Opera? There was a user before who had the problem that all the downloaded dazips were turned into .7z while using that browser. If so, just change web browser and it should work as intended.
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