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Everything posted by MagnusMac
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go to next objective when you get so far in a dungeon
MagnusMac replied to MagnusMac's topic in Skyrim's Skyrim LE
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go to next objective when you get so far in a dungeon
MagnusMac replied to MagnusMac's topic in Skyrim's Skyrim LE
Ive actually made an onactivate script, would that work? -
Sounds racist
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hello, I'm not a scripter, it'd be very helpful if someone could help me with a script. I need 3 scripts hopefully basic ones. the first is just when I activate a door it continues a quest. I've tried this but its never works. the other 2 are pretty much the same, I just need it so when you create a specific thing in the atronach forge , the quest continues direction.
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Anybody else, a more detailed one?
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go to next objective when you get so far in a dungeon
MagnusMac posted a topic in Skyrim's Skyrim LE
I'd like to know how to make it so when you get too a certain area and enter a new area it goes to the next stage. This is probably basic but thanks a ton anyway -
LE Surprisingly, the most "missing" mod I've encountered
MagnusMac replied to Lanessar's topic in Skyrim's Mod Ideas
do it yourself in the CK -
what list are you referring too?
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on NM? try the one on steam and see if it works
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then you probably pirated the game
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says the douches, and you prob don't know much bout scripting, if at all. sorry grimm but I aint a scripter, good luck
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http://www.youtube.com/watch?v=OmfP_2Rc-q8
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as the title says, when I try to select a .NIF file it only shows me the files added by mods, any ideas?
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Correction, I've started work on it. But I have added something people may not agree with. I've made it so you need Skyre. This is for many reasons, mainly 1. This I'd the only way to truly make each guards combat style unique 2. It's also the only way to make their weapons and armor unique. I'll consider changing this and/or making a separate version without Skyre
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This would be quite easy actually, maybe a day of work in the CK, I'll keep this idea on my radar and if no one picks this up I might.
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anyone, this is very important for a mod i'm working on
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cant seem to paste at all
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How do I make atronach forge recipes? I've found a list of the things but didn't see how these lists influence anything. Also how do I place a new atronach forge somewhere else, I haven't found the actual thing in the CK only snippets of it, what's the ID?
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How much is that 20? Well talk again when you have my 200+
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Pre-enchanted, each piece adds 50 to enchanting. Each individual piece has better enchants. Altogether they fit a warlock playstyle, heavy armor, increase magicka regen, 90% off spell cost to conjuration, destruction and alteration, carry weight increase. As like in tge lore, the bloodworm helm has an absorb health cloak when in combat. The staff is a dead thrall staff, as it is in lore. The sword is a new addition in terms of lore, I'll just make it a absorb magicka + soul trap for 30 secs. His amulet is already in-game, but I think I'll give it a boost. I'm going to add 2-3 things for good players, so it's balanced in terms of opinions, one is a banish daedra + absorb 10 health, stamina and magicka. For the 2nd I'm thinking a special shield that has a ward and increases one handed damage. The 3rd thing I think should be a helmet that boosts restoration and block. Also a power that summons stendarrs spirit to help you in fights, once per day mind you. I'm hoping this all turns out alright, I fell in a lot of mods that they leave out on side which really lowers the amazing quality some mods have, even simple tweaks can fix this. Also the open ended end of the mod I.e. It doesn't finish with the quest and theres still plenty of journeys for you to go on after. And lastly, the nostalgia! I can't wait to add tons of pointers to old attempts at manninarcos life, bit failed and suceeded attempts. I have almost all the equipment nailed down. Just the textures are needed for the equipment to be COMPLETE. I'll ask around though.
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They're anti-daedra, undead and monsters. I thought it's be both fitting and ironic for one of their own to become everything they hate and have the hunt their once allow down. Why?
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Heres my detailed quest plan 1. find crazy man in reach, he tells you of losing his wife and where he last saw her [quest starts] 2. go to location 3. find ghost of wife, she tells you of a book she found and how when she followed it she was killed 4. fight some enemies 5. go into main chamber [here you see a mass amount of dead vigilants of stendarr surrounding a more evilly dressed vigilant but wearing daedric gauntlets and boots and a conjuration robe. in her inventory she has the book the ghost told you of and some daedric summoning gear and a note. around the chamber is other summoning equipment and corpses. on one of the vigilants is a not implying that the dark vigilant read the book and was then possessed to try and summon a lich.] *in case you haven't realised what im implying, the wife is a vigilant and shes trying to summon mannimarco. 6. gather ingredients to summon the lich or destroy the equipment. if you summon him, he'll be a tough fight. on mannimarco's corpse is a note showing how to get soul gem armour, his armour. This quest will reward curiousness and even expand on the story of the quest. trying to encourage the player to explore and puzzle solve, the other half of this mod, getting his sword will be hidden and hard to find, almost only available if you have intuitiveness. I.e. a riddle telling you where to find it, a book implying several locations which you'll have to journey through all or several books and you have to cross reference all of them.
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LE Zahkrii Do Dovahkiin - Hidden DLC Dragonborn Sword
MagnusMac replied to pmnavatar's topic in Skyrim's Mod Ideas
Thanks, I'm a bit busy working on another mod, so this may be delayed a while. My other mod is similar, adding a quest to obtain some armour and such. Specifically the armor and armoury of Manninarco. -
Nice, now to find a scripter :P not my field of expertise in modding