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cire992

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    Fallout 3
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    Star Wars: Jedi Knight II: Jedi Outcast

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  1. I've thought quite a bit about to what degree Zelda-style influences could be added to Skyrim. I'm wondering what the OP's take is on subjects like dungeons and character progression. For example, you could essentially flatten Skyrim's levelling system and design a scheme which distributes health, stamina and magicka upgrades as well as perks/abilities through exploration and quest rewards, just like in Zelda (or skyrim's word walls). Of course, that would only be practical if you were actually playing as Link. It would screw up the game if you were trying to roleplay a created character with a specific build. Also, I've attempted to make a Zelda styled dungeon in Skyrim before. Zelda dungeons are intricate in their design even on paper, but making one in Skyrim was one of the hardest things I've ever tried (and failed) to do. The main issues I ran into were the open-ended nature of skyrim's gameplay (I couldn't know what sort of character was playing my dungeon), the lack of any pre-existing puzzle scripts (there are some good traps, though), the lack of dungeon tools/items (made me have to re-think how a dungeon works), and the inability to put the camera where I needed it (no cinematic cam for fixed perspective, visual cues or boss intros). The other issue, though modders are possibly better equipped to overcome it today, is the lack of variety when it comes to monsters in Skyrim. Working with behavior files is a pain in the neck, I've gotten fed up with it every time I attempted it. Maybe its easier nowadays. tldr: How far do you think you can carry Zelda into Skyrim on a design level? Do you have any dungeons in mind, or alterations to the progression system?
  2. Have to click an extra button to search... that's going to be a lot more mouse clicks, but I'm assuming there was no elegant way to put the search bar right into that top section? There's plenty of space...
  3. Couldn't you have asked that in one of the other 30 threads about that in this section?
  4. Also curious about this, I'm a fairly poor scripter on a good day, but having to learn the new language at the same time is causing me a lot of trouble. MannequinActivatorSCRIPT has a menu with a button setup, but its all commented out and unused, and I haven't had much luck reproducing my own script from it. My current script: FormList Property AADAFlistIngredientsA auto FormList Property AADAFlistIngredientsB auto Message Property AADASorterLab Auto Event OnTriggerActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() AADASorterLab.show WaitMenuMode(0.1) if buttonpressed == 0 Game.GetPlayer().RemoveItem(AADAFlistIngredientsA, true, IngredientsContA) Game.GetPlayer().RemoveItem(AADAFlistIngredientsB, true, IngredientsContB) elseif buttonpressed == 1 endif endif EndEvent I need to define the buttonpressed variables, but I'm also getting mismatch errors out the ass.
  5. ffs, all this whining about the steam shop reminds me of those old console wars. Makes me so pessimistic about humanity...
  6. Can you explain how you fixed it? I've been having a similar issue.
  7. Yes, if you're planning to release it anyway. You can do whatever you want with your files for personal use. It's all rather hazy of course. For example if you had taken that statue mesh, changed its body shape, stuck pauldrons on it and recolored it, you COULD upload it. But only on the Oblivion Nexus.
  8. ^ An easier way to do that without having to duplicate the meshes is to use a texture set in the CK. Look it up on the wiki, should save you a lot of time in the future.
  9. The game uses a separate model for inventory items, you'll need to change that as well to use your new texture.
  10. I doubt it, any changes you made using the console would have been saved to your .ess save file, which can't be read by the CK. I can't imagine that anything you changed using the console couldn't be reproduced in the CK in just a couple of minutes. Certainly that would be much faster than trying to find some way to copy data out of the save file.
  11. Sounds freaky. Shouldn't be too difficult though. All of those things are in-game in one form or another, it's just a matter getting leveled creatures set up. Definitely will be keeping an eye on this, good luck!
  12. Grass is painted automatically when you paint terrain textures with the landscape editing tool. You can see that there are textures there labeled "nograss", those are the textures that dont paint grass. There seems to be a glitch in the CK right now though. Grass isn't automatically updated when you paint over it or change the landscape shape. It does work in-game though even if it looks unchanged in the CK.
  13. In the cell view window, select "Tamriel" from the dropdown menu and then find Riften in the cell list. Bethsoft puts everything within the walls of the city in a separate worldspace to maintain performance. Everything that is outside the walls is in the Tamriel worldspace, everything inside is in the Riften worldspace.
  14. ^ The developers aren't competent because they didn't put prostitutes in the game? I don't know about that. Keep in mind these are the people facilitating your virtual sex fantasies. Modder makes the mod, bethsoft makes the modder.
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