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Sykez

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Everything posted by Sykez

  1. So, I recently ran through Helgen on a new character. I've got about 230 mods installed, so I have no idea which one is causing this. But upon seeing Ulfric and Tullius, they... had swirly vortexes around them! (Large image) And they're not the only ones. Mercer also had the same effect. Does anyone recognize important characters having this swirly effect on them? Here's my mod list, but it's about 230 mods strong, so... I don't blame you if you don't want to look through it. I haven't made any Bashed patches yet, but I have plans to in the near future. My current mod list more or less represents every mod I could ever want or need for Skyrim, which is why I'm so annoyed at this outstanding issue. Has anyone seen this before, and know the cause, or a possible fix?
  2. Awesome stuff! I just want to see more Thalmor, period. They're these evil, nebulous... dudes, who... hate freedom. I guess. But you barely even see them, outside of the main story. It doesn't feel like they acknowledge the Dragonborn at all, while I feel like they'd be actively trying to silence him.
  3. Okay. I'm gonna say this straight-up: I don't have the skills to do what I'm proposing here. I've tried looking at scripts, but it just made my head approach the cusp of exploding violently. So here's what I'm thinking: The Dragonborn is dangerous. Scary dangerous. But more importantly, he's a wildcard. He does as he pleases, and he does it for whatever reason he fancies at that moment. For the Thalmor, the Dragonborn would be an obnoxious problem, especially if he forges ahead to try and stop the civil war before both sides have exhausted themselves. What I propose is this: A modification to the "Hey, Dragonborn, stop yelling in public" script. Instead of only having a courier deliver him a letter, there should be a chance of a Thalmor hit squad, all decked up in Elven armor, to come and try to ruin his day. I even wrote up a little letter that could be left on the corpses to let the player know it wasn't a random elf attack. Honestly, I just want to fight the Thalmor more. This would allow that, while also making them more actively hostile towards the Dragonborn. So it's a win-win for everyone!
  4. So, back in Oblivion, it was kind of silly to use guns and crossbows. Most crossbow mods used the basic bow animation, and gun mods had the silly staff animation. HOWEVER: Come Skyrim, the staff animation is much faster, and actually looks -good- using guns, such at the Dwemer Rifle, and Flintlock Pistol. And playing around with the rifle, I noticed that when I hit someone, my bullets would stick into them like arrows do. So why have we no crossbow mod yet? I'm terrible at using NifSkope, and even worse at modelling and texturing, so I'm pretty much useless in this department. But looking at how the Dwemer Rifle is statted out, seems as if it would be fairly easy to have a crossbow that looks and sounds good, even if it runs on soul gems. Hell, could be a dwemer crossbow: gives it a reason to use soul gems, methinks. So, anyone else think this is a good idea? Or happen to have a crossbow model lying around, or be willing to make one? I'd personally love to have a crossbow handy, as opposed to a flame-shooting pistol, or a gigantic rifle of dwemer doom. Fits the lore a bit more, especially considering even those spheres have crossbows.
  5. Hurk, nevermind. I thought to read the readme more thoroughly. Anti-aliasing doesn't like OBGE.
  6. Have you tried rotating the animation itself to the left 90 degrees?
  7. So, I recently got myself a brand spankin' new computer, top of the line (Or at least as top of the line you can go without spending an extra thousand bucks on a slightly better processor). I installed Oblivion, Knights of the Nine, Shivering Isles, and the 1.2 patch, and then packed a whole bunch of mods in, all of which worked just dandy. Until OBGE. When I installed OBGE, the first thing I noticed when I turned on Oblivion was a distinct lack of loading screen, followed by a distinct lack of main menu text. With some random clicking, I managed to get to character creation, but... it was a mess. I could see his teeth and eyes, like the character's skin was transparent, along with everything else. I thought it was something else, so I unactivated all my other mods. Nope, still an issue. The only way I fixed it was by moving OBGEv2 to a different folder, out of the Plugins for OBSE. Naturally, this is an issue; I'd like to be able to actually USE all this horsepower I'm packin'. So, have any of you heard of a problem like this before? Any way to fix it? And yes, I'm running the latest OBSE.
  8. That's because you can disable it with the in-game options menu.
  9. And these people who have been shot in the head and lived. They had scars, yes? Point proven.
  10. So, I'm pretty sure most of us watched the intro cinematic. And most of us went "lolwut" when the main character, I.E. YOU, was SHOT IN THE FRIGGIN' HEAD. Normally, this would be fatal. However, our intrepid hero SURVIVED! And not only did he survive, but he doesn't have a single mark left at all! It's like he was punched in the face or something. That's not right. Come on. Shot in head? There should be scarring, or SOMETHING. Are there any texture artists who could make a small bullet-shaped scar on the main character's face? Preferably on the cheek area, so there's a chance of surviving, and so it could be hidden by those snazzy NCR Armor masks?
  11. Would it be possible to just make them super aggressive, use the Bandit faction or something, and set them to use the mounted Imperial Horseman's routes? That would take care of the first part.
  12. If you just wanna replace the arrow's on-hit sounds, why don't you do it yourself? Just download or use the Sound Recorder to make a blank file, find the arrow's on-hit sound name, name it that, replace it, run Archive Invalidation, and BOOM! Done.
  13. Since I'm bored, playing a good character and am strapped for cash, I'd like to know what you all think would work for a bounty hunting quest. Think Dark Brotherhood, but for good or neutral characters, and with less "DROP ANTLERS ON HIM" and more "STAB HIM IN THE FACE". I actually have the start of it working in-game already... for example, the first target is a murderer ex-guardsman, hiding in Vilverin. Fun stuff. After you get the quest, you go kill him, report back, get 200 gold and 1 fame, and OFFICIALLY become the Legion's Unofficial Bounty Hunter. ....yeah, that's all I have so far. SO, does anyone have ideas for this? More targets? Good locations? Advice for an amateur modder? Hell, I'd even take ideas for what to name the ranks. I'm trying to make this a small mod, so no custom voices or anything, but it should mesh just fine with vanilla Oblivion, and give a few hours of fun and enjoyment killing random scumbags, rapists, killers, and litterers, AND GETTING PAID FOR IT! :biggrin:
  14. Nevermind. I fixed it. Somehow. >.> Just let this die off and never be seen by the light of day again.
  15. Do you have Archive Invalidation on? If not, it'll only use the vanilla sounds.
  16. Alright, screw it. Wall of text, GONE. Now could SOMEBODY please help me? D': Made a new texture for a custom race, based on the old Imperial texture. Didn't work, it made the head invisible. So instead of using HeadHuman.dds, I changed it to HeadNeovus.dds, since that was the name of the race. That SORTA worked, except it didn't show ANY of the changes I made to the face, even though it shows up in GIMP and NifSkope. Then I decided to add a Glowmap to it, using a tutorial I found. Just added it to the Nif via NifSkope. That made the face invisible too. What am I doing wrong?
  17. EDIT: Don't look at this, I found my solution.
  18. Alright! So, I'm making a Warhammer 40k replacement mod. Replaces stuff, but that's not important. What IS important, is that the Bolter, a... weapon that fires tiny, self-propelled rockets, basically, needs a custom explosion! A very high-damage, small one. Now, I've made one that should be SLIGHTLY larger than the Zhu Rong's, using the grenade's explosion, but to no avail. It blows up, but NPC's are unaffected. I can shoot someone all day long, nothing happens. I shoot at their feet, splash gets them, THEN they lose their legs... but I don't want to have to rely on splash damage alone. Any ideas?
  19. Rawr. I actually already made a thing like this. http://www.fallout3nexus.com/downloads/file.php?id=7691 Should be a module for just Radscropion replacement, tell me if there's an issue, or I missed something. GHOULS! :biggrin:
  20. http://img44.imageshack.us/img44/8615/screenshot2rq.png This Space Marine loves all of you. And so does his tiny bolter pistol. I orignally had a different model, but the textures aren't working right, so I just used NifSkope to make the normal one smaller. XD Thanks for all the help!
  21. I know the 40k bolter won't work. Mine, or the original. The ammo box and several Vanilla weapons won't work either. The 40k Power Swords won't load up. I have yet to try armor, but my guess is the same result. ....Although I was gonna grab that mod of yours anyway. It looks BADASS. I love the Lambert Carbine, being a stealth/recon guy.
  22. Yeah, the exporter is set for Fallout 3. And I do have the most recent one, which I did try uninstalling and reinstalling earlier. 1.0.9 is the latest, right? From Sourceforge.net, link from the NifSkope wiki page thing.
  23. Nah, I mean, my Nif is a Bolter-pistol. The other one I tried is the 5mm ammo box from Fallout 3, extracted from the BSA. Neither work.
  24. I've been trying to put together a Warhammer 40k replacer mod, that replaces many of the in-game items with Warhammer 40k equivalents, but I've ran into some trouble. Now, I'm not exactly an experienced modder yet, in the Nif modeling sense. I haven't really replaced any models with my own custom ones, only pre-made ones, using the GECK. But I just used 3DS Max 9 to make a Bolter-pistol, or whatever it's called. Y'know, shortened the gun's length, make it smaller, ect... and I've exported it as a Nif. Now, I know I gotta replace an in-game model piece by piece with mine, but here's the issue: My NifSkope won't even open up the models. I used to have NifSkope, and it worked fine, but I was a total novice to modeling back then. Now, I at least have some L4D modeling under my belt, so I feel a little more secure in actually making models. But now, the damn thing won't even open up my model. Not JUST my model, but ANY model. Here's the error messages. ""device position incorrect after block number 0 (BSFadeNode) at 524 ended at 524 expected 620"" ""device position incorrect after block number 2 (NiStringExtraData) at 628 ended at 640 expected 636"" ""device position incorrect after block number 3 (bhkConvexVerticesShape) at 636 ended at 660 expected 900"" ""device position incorrect after block number 4 (bhkRigidBody) at 900 ended at 916 expected 1136"" ""device position incorrect after block number 5 (bhkCollisionObject) at 1136 ended at 1140 expected 1146"" That's not all of it, only a small part so you can understand. This is from trying to open up an ammo box, and not a single piece of model gets loaded. The viewer is just black, with the axes and a white dot in the middle. I already have a tutorial once I get NifSkope working, I just need to figure out HOW to get it working. Thanks in advance to anyone who can lend a hand.
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