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Everything posted by thedemoninside
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Need retexture info or link to tutorial
thedemoninside replied to thedemoninside's topic in Skyrim's Skyrim LE
Thanks! That definitely gets me closer to doing what I want to do. Cheers -
Need retexture info or link to tutorial
thedemoninside replied to thedemoninside's topic in Skyrim's Skyrim LE
This tutorial will take you through the steps you`re looking for. I already know how to duplicate the items, give them recipes for crafting and tempering, and all that. I have already done this in the Ck. I need to know how to assign those items to use my custom textures. -
Need retexture info or link to tutorial
thedemoninside replied to thedemoninside's topic in Skyrim's Skyrim LE
Unfortunately I don't think that is the exact solution i'm looking for. Basically I need 4 robes that are basically new robes, to use 4 new textures(but not new meshes), all while leaving the default robes unchanged. -
I would really appreciate it if someone could send me a link to a tutorial, or explain this problem I have so that a rookie like me can understand. I have 4 robes set up, that are all identical except they are named "Blue Robe", Black Robe, Yellow Robe, and Red Robe. These robes are all duplicates of the vanilla Thalmor hoodless robe, and now have their own seperate ID's and all that. I even have them working as craftable in the Leather category of the smithing menu. Basically I just need someone to point me to info or hold my hand in helping me actually take the .dds retextures I have, and matching each one to the robes I have in game. This is the start of a mod that will allow you to craft colored variants of all craftable armor, using alchemy ingredients like blue and red mountain flowers added to the normal recipe to be used as a "dye" I heard this can't just be done in the CK, because that would just be too damn easy eh? I read I need to use NifSkope, but I've never used it before and don't know where to start. Please help, thanks :)
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I read that it is not possible with the CK. From what I have seen, that statement seems true. You can set custom weapons and armor to have a certain catagory of crafting material, by adding a preset keyword like MaterialSteel(or whatever it's called) and it will show up under the steel catagory. What I read is you cannot make a custom keyword, and make a new material that the keyword is associated with in the crafting menu. It seems like it is one of those things that is unfortunately hard-coded.
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Could you please do a tutorial on how to take a vanilla item, for example a thalmor robe, duplicate it and make the new item use a different texture? I have a mod that's set up to allow you to create 4 different thalmor robes, but I want each to be able to be crafted with a different texture. I read you can't just do this with the ck, and also need nifskope, but ive never used that before. Any help would be greatly appreciated.
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So I uploaded a mod, and added images for it, but they do not display the thumbnail image for when you are browsing mods. When you are reading the mod details the box to the right of the uploaded images is grey/empty. Did I miss something? EDIT: I think i know what it is, I did not upload an image that was 512x512. EDIT 2: Also tried one at 256x256. Just can't get it to work.
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So I created a new perk called extra effect 2 by duplicating the original perk. This gave it a new reference ID. I then edited the vanilla extra effect perk to have my new perk as the next rank after adding the first one. I also added conditions that you need extra effect 1 before being able to use extra effect 2. The vanilla perk sets the max # of enchant effects value to 2, so in the new perk I had it set the value to 3. Everything seems to work fine in the perk tree in game, but when I go to the enchanting table, I am still only able to do 2 enchants. I also tried having the new rank mod the value of 2 to three by adding one to the value. Neither one works. Anyone know what i'm doing wrong? I used the Enchanting power perks as a reference so that I understood how ranks in single perks worked. Basically those perks are labeled enchanting00, enchanting 20, enchanting40, etc. and each rank points to the next one in the rank so you can add a new description and values for each one. I essentially did the same thing with my number of enchants perk, but doing SetValue 3.00 in the new one doesn't seem to work. I know it is probably something stupid that i'm missing, please help :)
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So I created a new perk called extra effect 2. I then edited the vanilla extra effect perk to have my new perk as the next one. I also added conditions that you need extra effect 1 before being able to use extra effect 2. The vanilla perk sets the max # of enchant effects value to 2, so in the new perk I had it set the value to 3. Everything seems to work fine in the perk tree in game, but when I go to the enchanting table, I am still only able to do 2 enchants. I also tried having the new rank mod the value of 2 to three by adding one to the value. Neither one works. Anyone know what i'm doing wrong?
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Bethesda sues Notch over the use of the word "Scrolls"
thedemoninside replied to yoba333's topic in Site Updates
This whole topic does enrage me, but there is something many of you don't think about. If this one company copyrighted the word Scrolls, then wouldnt they be able to sue bethesda for using that word in The Elder Scrolls? This is why they are probably sueing, to protect their claim of their name. This won't go anywhere. it just needs to be documented im sure. -
What can modders expect from the Creation Kit?
thedemoninside replied to skyler14's topic in Skyrim's Skyrim LE
M y point was that it is a free program, and they can release whatever they feel like. It is not some high profile game like diablo 3 that needs closed beta. If a feature gets removed and people get pissed, then so what. We get what we get, and should be damn happy about it, and there was no reason why we couldn't be updated about the details while it was happening. f*** an NDA -
The better mod for what he wants is the Artifact Effect mod. It gives you 3 enchantments, and that is the max the info card can display anyways. The only downside is the guy made it an ESM file, so it is incompatible with the no perk prereq mod, as it quickly gets overridden. I think that is incredibly lame and I wish someone would remake it right, if possible.
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What can modders expect from the Creation Kit?
thedemoninside replied to skyler14's topic in Skyrim's Skyrim LE
I think that is incredibly lame. With something like that, I see no reason why they shouldnt post screens, tutorials, details, all that crap. It is free right? So what's the problem? Oh, and the wiki should have been put out there a week ago so we could start getting a feel for how to do things once it is released. -
Not sure, but she shouldn't have overcooked the roast. That much is certain.
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LE Purchasing shops like in the Fable series
thedemoninside replied to thedemoninside's topic in Skyrim's Mod Ideas
I can't wait for the ck release so I can get started! -
LE Able to buy inns,shops, etc...
thedemoninside replied to imagangsta101's topic in Skyrim's Mod Ideas
My link Post what you think on that thread. -
I don't think it will be that hard to do. Basically you would need a new type of table, or just a retex of the enchanting table. Have it use the same menu as the enchanting menu, but bring up your list of known spells. I would say just make it so you can only mix 2 spells together. Probably have to go with a single slider to change the effects power. Then creating it simply adds the new spell with your new name for it. The problem lies in deciding what you need to create spells. Gold is an easy choice because this game needs a gold sink badly, but it doesn't make much sense. Soul gems would be great, but shouldnt be the only ingredient. I wouldn't say you need a perk tree for this, since you can't get powerful spells without adding perks to the separate trees anyways. This limits how powerful your new spells are. The only difficulties I see are how to get your separate spell line perks to also increase the new spells power. For instance if you have both the enhanced lightning and fire damage perks, you need to be able to make the game make those new spells more powerful too, and cheaper to cast with the respective perks as well.
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LE Return of the Dwemer/Snow Elves
thedemoninside replied to snipatomic's topic in Skyrim's Mod Ideas
This thread is interesting, as I have forgotten a lot about the dwarf from morrowind, as well as the specters. It would be cool if all the dwemer ruins were populated by updated models of those specters, in addition to all the machine type foes. -
I like this idea, but what was mentioned earlier about using both mouse buttons to operate the gun...I don't care for that too much. I think it would be a much cooler option to have holding the single mouse button to aim and zoom, and release fires. then you can equip a sword or a second gun at the same time...or spell of course. This game already has a clunky enough magic/shield/weapon switching as it is. I am also looking forward to a mod that shoots spells through your weapon or shield, or even just have the shield strapped to your arm while casting with the free hand. Now if i could use this gun in my right hand, and wear a shield and cast a spell with my left hand without having to hit a single hot key, that would be amazing! Oh and I wanted to add that dwarven machinery like the sphere guardians definitely need to be using these once you get it working on your character. Just make them not lootable.
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I want dragons to pick up npcs and drop them from up high, or grab and throw them. I also want female giants that spray gallons of menstrual blood as a special attack while yelling "KKKAAAABBBLLLAAAHHH!!" or "Take out the garbage!" That would be fun.
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LE Mods that for some reason no one has done yet.
thedemoninside replied to Phantom7356's topic in Skyrim's Mod Ideas
There may be many, but I bet its only a small fraction of the people that bought it on release. They lost a lot of potential good modders because they did not release the ck with the game. -
It may have been me, here: Buy Shops and become Jarl of your own city Please comment on it if you like the idea.
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LE Mods that for some reason no one has done yet.
thedemoninside replied to Phantom7356's topic in Skyrim's Mod Ideas
The reason nobody has made your mods, to be blunt(but not mean) is that most do not find it important to them. The few people that still play this game, and want to play it modded, and can mod themselves will probably do what you are suggesting at some point or another when the CK is released. Up to this point, you have had to jump through a lot of hoops to make mods. Next week there will be many mods small and large uploaded to the nexus, and steam workshop. With a little patience you may even be able to make these mods yourself. :) Cheers -
This is definitely one of the weirder ideas i've seen. Basically you are selling whats in your inventory, just like when you visit a merchant, but you don't get to choose what you want removed? The NPC's do? This is something i have always wanted to see in MMO's, where people could come and buy from a shop that you set up. DAOC did it the closest, using a NPC merchant that you set up next to your house, and other players could buy your s***. Doing this in a single player game though, seems really strange to me.
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You could probably easily make this command work with a hot key using script dragon, but the ck will make creating this a better mod anyways.