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Everything posted by 09jlardinois
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I want to make a water mod. I can't stand water mods. Water isn't blue. Water isn't green. Water isn't brown. Water is black and water is clear. Clarity gets reduced the deeper you go. About 3 to 8 feet down you can't see anything, depending on murkiness. However, I don't know how to make this mod. Can someone show me? Or, otherwise, here's a request. Water isn't brightly colored and vibrant. These mods, and vanilla water, look absolutely ridiculous. It's immersion breaking when I look across the ocean and realize that grown adults still think the sun is yellow and grass is green and the sky is blue and the sun goes in the corner of the paper with a smily face and the house gets a chimney with little swirly smoke and the window has a cross in it and good god people. Water is dark. Black. But clear. Period. Other parts of the world? Yeah, you'll see it differently. Not in Boston. Your water looks ridiculous. Water isn't a rainbow. Hell, rainbows aren't even that colorful.
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I want to create a mod, which is why I'm posting this here. The mod is going to replace ALL fog with a blank texture. I need your help, however. Can the community provide a complete list of all the fog items in the Creation Kit? I've never modded FO4, only Skyrim. I'm hoping you guys can help me compile a complete list of everything with fog. Not just interior distance fog, but that crappy dust and shot puffs as well. All it does is create problems with night vision mods and ENB and other lighting mods. I'm gonna nerf it. With your help.
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Hey guys, For the first time, I've run into the problem of the 255 plugin limit. Crazy - considering I've been modding heavily since Oblivion. Anyways, I found two really great tutorials for learning how to merge plugins. The only problem is that they don't go very in-depth. They are more advanced tutorials, but still not what I require. I attempted to merge some weapons mods and spent the last several hours fixing my game saves. The knowledge I needed just wasn't there. So I'm wondering if anyone can tutor me on merging mods - preferrably a modder themselves, or someone very familiar with the engine. The reason is that this 255 problem is ridiculous, and I'm sure I'm not the only person in this position, which brings me to my goal. I want to start an official volunteer mod merging service. Free. Gloriously free. I am hoping that, within time, the Nexus will add a "merge request" section to their forum where volunteers like me can find the most popular requested merges and put out files for the community. Because community is important, and I love all of you guys. I want to contribute. I've been programming since I was 10 (17 years), and have modded Skyrim and other games. But I've never RELEASED a mod. I've never contributed. So this is how I want to contribute: by learning to merge plugins flawlessly so I can offer free merging services to others. I hope to launch my own mod author page ripe with merges for gamers and modders alike to download and enjoy. Would someone please tutor me? I promise I learn quickly. (I taught myself 7+ programming languages starting at age 10 - I can learn very quickly.)
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I really like the Outfit Switcher mod's idea, and was thinking how that could be built upon. What if a script was added to it that automatically switched to a civilian outfit when you entered Diamond City (or vicinity) or Goodneighbor, or an owned settlement. Same with during conversations. The conversations option can be set to: Only in cities Not after combat etc. It would also have a togglable option to automatically remove hats, glasses, bandanas / generally any facial items during conversations. Another option is to ONLY remove facial items (keep combat armor on). Or ONLY glasses, only hats, only rags, etc. And, of course, the option to switch to combat gear out in the wasteland, or triggered just when in combat (not realistic, just nice). --------------------------------------- Another, alternate solution is to use HUDframework and DEF_UI and create two (2) checkboxes next to each wearable item: 1. One that marks it as an "outfit piece" (so that normal outfits / clothing can be worn underneath any armor) 2. And another that toggles its visibility. So you can throw on an outfit or underarmor and still wear your full set, but mark it invisible, and have it automatically appear during combat or toggle it with a key. Still should include a headgear option for conversations (like Mass Effect does). --------------------------------------- Other ideas (that I'm not sold on): Individual conversation and civilian outfits. Outfits to switch to when traveling with each companion. Companion auto outfits!
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I have an idea for a mod that should finally eliminate conflicts between mods that alter settlements and cause settlements to reset from time to time. The reason I want to make this is because I like to use several mods to cleanup all the junk around Sanctuary while also restoring some of the old houses, bridges, furniture, walls, etc. The problem is that every time I add a new one of these mods or change the load order, or even sort my mods' load order using LOOT, the cell resets for (well-documented) reasons. The hedges and trash I deleted suddenly reappear, furniture suddenly appears, houses and lots reset, and all manner of things. These mods don't play nicely. So I think I found a solution. And I need the community's help in learning a bit about modding before I can attempt to create this mod. So I am asking you guys, my friends, for any thorough, accurate, and current information that the community you can recommend for learning how to mod Fallout 4, specifically with a focus on creating F4SE scripts. So here's my idea -- I want to create something odd, sort of an auto-patcher for settlement cell mods. It will use a masterlist like LOOT, and auto-gen a patch like bash. The way it works is by scanning for modifications to settlement cells, and converting the changes to an F4SE script, such that they are applied in an order matching load order. Then, the original ESP's are disabled. Then, any duplicate commands generated are merged into a single line for efficiency and cleanliness' sake, and any conflicting or operationally opposite commands are removed, giving priority to the command lowest in the load order. Finally, the program automatically generates FOMOD files for installing and uninstalling easily in mod installers and registers them with whichever mod installer you use. It does this by initially scanning for mod managers upon setup and then by matching directories to individual installation sources with a simple table. This is so that you may have multiple instances of Mod Manager or Mod Organizer or even Fallout 4 installed and the program will not accidentally place your generated FOMOD installer into the wrong folder for the wrong mod manager instance. How to go about all this, I'm really not sure. I don't know the inner workings of Mod Manager or Mod Organizer, and I honestly don't even know of any of the other mod managers out there, or how they work. I have no experience with F4SE of SKSE, so that aspect is new to me, and I have never modded Fallout 4 before. So I would appreciate all of the help that the community can give me on embarking on this journey to create this mod, so that fellow Fallout fans can hack their settlements to their liking without white knuckles and hair loss. That is all, folks. Post script below. ---------------------------------------------- Side Note: Now, before you say, "learning to mod is a complicated process that takes years of practice and..." that whole speech, just keep in mind that I've modded Skyrim, and I also have a lot of experience in both programming and game experience. Like... 16 years, seven programming languages, and several engine's worth. So don't worry about me, I can handle the challenge. :cool: But I appreciate the concern :happy: I only say this because I have gotten that answer previously on other modding forums for both Skyrim and other video games. So, yes, I've modded other games as well, and I'll be fine, I promise.
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- settlement
- cell reset
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Hey, guys, I was wondering what sort of event I would use in a script so that it was triggered every time a player leveled up a skill? I was also wondering where to find the incredibly, majorly, massively hidden perk points in the SE CK. I don't see it under magic effects or perks or quests or character or anything. I want to make a mod that gives you 1 perk point per level for every unique skill you increased during that level (plus a base of 2 perk points). It's really a personal mod, so sorry if it's not "balanced". But I hope it will encourage me to intentionally level my skills with purpose and play as a more jack-of-all-trades character. It will also let me delve deeper into a broader set of skill trees, rather than just grumping as a level 100 character who only specializes in two or three trees. I'm a completionist who likes that feeling of having every perk in every tree (without the need to play for several real-world weeks).
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Hey guys, My name is John. I'm a passionate gamer, programmer, and modder (game side and dev side), but I truly specialize in all things audio engineering and production. My degree is in audio sciences and engineering, but I was an engineer for five years before I ever attended university for audio sciences. I have tons of paid experience under my belt, and plenty of school and practice experience, and many happy clients. I really want to contribute to the modding and game development community, and I have noticed for many years, a great deficit in audio processing skills and compositional know-how for audio programmers. I'd like to change this by offering free classes to teach game developers the industry-standard, record-making strategies for compelling audio in video games. I strongly want these classes to be 100% free, ad-free, subscription-free, hassle-free, data-collection-free, and BS-free. But I need your help... I'm just not sure how to begin teaching classes online. I have experience in education, but I have never taught an online class, and don't know where to begin. I'd like to start by making my services open mostly to Nexus members and fans of Skyrim and Fallout. I was wondering if we could all brainstorm ways for me to get my knowledge out to you guys as soon as possible. I'd appreciate any ideas you guys have and help you can provide. Please note that video tutorials are not possible at this time (I have looked into it extensively), due to issues with sound drivers. To summarize, some drivers on old devices cannot unlock from the host application in Windows 10 due to their age, so recording video is not possible while the audio software is running. I probably won't do video tutorials anyway - I want to actually teach classes, real classes, with homework and lab work and grades and exams. I want students to interact with the industry through hands-on projects, so I can help each student develop their skills on a case-by-case basis. I want to have an "open office" policy where students can come to me with audio questions at any time, and I can either answer them myself through a queue, or have a teaching assistant or outside engineer answer them for me. I'd like to help modders and developers acquire a higher standard of audio so that all of our gaming senses can be enticed - so that what we hear with our ears during a game is as compelling, moving, and jaw-dropping as what we see with our eyes and feel through controls. Let's work together to find ways to make this work, Thank you, -John
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Hello, I have two questions about the rules of these forums. I have read the pinned thread about rules to read before posting, but unfortunately, it wasn't able to clarify my confusion. My first question is: Considering that multiple accounts are not allowed, am I allowed to have a separate account for my modding team? I would like to use a shared account between team members and don't feel comfortable having my personal account linked to that, or using it as the mod team's main page. My second question is: Is there an appropriate place on these forums that I can post to look for game developers for projects relating specifically to modding and the games featured on the Nexus sites? I'd like to find some more teammates, but don't want to overstep my boundaries or break the rules. I care a lot about this community and my account here, so I want to make sure I don't break any rules. Thank you for your time.
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Whoops, that's not what I intended. I have this script attached to a perk so that when you buy the perk, it removes 1,000 gold. I thought that OnInit() would only trigger when the script was loaded when the perk was bought. I didn't realize that this triggers every time the game loads. The effect I'm trying to go for is to have multiple levels of the Master Trader perk as part of a bigger personal project, and each increasing stage of Master Trader removes gold from the player as additional "payment" for the perk. The perk is tiered at: 1000 2500 3000 4000 5000 So that The total additional gold comes out to 14,500.
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Aaaah crap. Thanks, guys. You've helped a lot. I realize I was completely misinterpreting some of the things about Properties... whoops. It is starting to make sense. I'm not used to this "property" idea, because I'm used to just declaring variables as global and having objects directly declared, rather than storing a reference to something else. Yeah, I did extract that Source.zip folder, it did fix a few errors. That idea of "<type> <declaration> <variable> <definition> <modifier>" makes a lot of sense now to me. It's like saying, "Global Float percentageCheck = 00.00" kind of thing. The Definition part I'm still not terribly familiar with, but I think it will start to make sense. I didn't realize that "Auto" made it search for the matching ID. In all my searching, I couldn't find information on the Auto part.
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I've been trying to compile a simple script that removes 1,000 gold from the player. The compiler keeps telling me that Gold001 and RemoveItem do not exist. I have my script extending Actor (which extends ObjectReference), so there's no reason that the "RemoveItem is not a function or does not exist." should be popping up. The compiler shows that it is loading both Game.psc and Actor.psc with "unknown user flag hidden". But even though Actor extends gameref, it's not finding the RemoveItem function there. The code is as follows. Scriptname MyScript Extends Actor Event OnInit() Game.GetPlayer().RemoveItem(Gold001, 1000, true) EndEvent So then it also says that Gold001 does not exist. I tried adding a Form Property like so, Form Property goldItem Auto But this line of code makes absolutely no sense. There is absolute zero way that the game can determine that goldAuto is supposed to represent the item 000000f or Gold001. Form Property goldItem = Game.getForm(Gold001) ... ... RemoveItem(goldItem) ... Tells me that Game.psc does not exist. I can't fathom how you can type in Form Property [somerandomvariablename] and the game determines exactly which item / object you intend to have there. Clearly, this does not work. I have been Googling this problem since 5:00PM CST. It's currently 3:24AM the next day.... I'm going insane, I swear. The search results amount to, "Oh, I have this same problem!" "nvm, figured it out, bye!" With nobody posting a solution. Tutorials about Forms Properties Actors ObjectReference Extending Compiling Eating a Horseare all miserably incomplete and unhelpful across the entire internet. I came here as a last resort because I hate to bother you guys with such noob questions. It's a very basic, beginner question, I'm sure, but I'm driven mad by the sheer hours I've put into Googling this and the fact that I am fluent in C++, C#, Lua, Python, Java, JavaScript, VisualBasic, Basic, SQL, HTML, PHP, CSS and anything you throw at me, but then some rinky-drink, slapped-together Bethesda middleware script kiddie garbage pops up and I roll a critical failure apparently and end up breaking the universe trying to write the simplest, most basic, hello-world-level papyrus script. Moral of the story? Papyrus is trash. Can anyone restore my sanity so that I don't have to go to the Shivering Isles and be a slave to Sheogorath for all eternity? Thanks, really, truly, I mean it. Any help at all would mean a lot. I'm goin' nuts over here...
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SSE Perk Tree related crash
09jlardinois replied to Apocalyptias's topic in Skyrim's Creation Kit and Modders
One-Handed Tree as well. Driving me nuts. -
SSE Mirrored Reflections in Skyrim?
09jlardinois replied to 09jlardinois's topic in Skyrim's Creation Kit and Modders
Ethreon, I'm not too familiar with texture mapping, so I'm not sure what it might be called. I'm more of a programmer and level designer. But I would imagine reflecting in real time the environment around the material. Like a mirror, but on the surface of a silver sword or elven armor. Zilav, that's a good point. I think it might be noticed on armor and swords, but would that have too much of a performance impact? I'm looking to a similar effect of the hyper-reflective cars in some racing games and mods for racing games. I've never modded Grand Theft Auto, but I have seen mods for it where the metals are super reflective. I think you're right that reflection on that level is probably not necessary for jewelry, trinkets, and silverware, but it could be really cool for weapons and armor - especially on swords in 1st person and armor in 3rd person. -
SSE Mirrored Reflections in Skyrim?
09jlardinois posted a topic in Skyrim's Creation Kit and Modders
Hey, all, I'd like to make some texture mods for Skyrim SE, but I'm not sure if it's possible to do what I want. I'm not very familiar with how texture mapping works in Skyrim, but is it possible to make mirrored reflective surfaces in Skyrim? I see lots of "reflective" armor, dishware and vases in Skyrim, but they're all a very diffused, dull, and lackluster. I was wondering if the engine supports fully-mirrored reflections or not, or if there are some kinds of performance constraints that prevent them. I'm hoping to make some truly reflective jewelry, silverware, and treasure pieces that have a reflective glow and sparkle to attract players to take them, steal them, or even just notice them better. I want to make a mod focused on treasure hunting and kleptomania, and having very tempting, shiny treasures is part of that goal. Thanks for your help, friends. -
Dark0ne, this means a hell of a lot to me actually, and warms my heart. Most content providers don't care enough to do something like this when necessary. It just further shows that Nexus Mods is someone I can trust. I have to be honest, though, the auto-playing and malware filled ads are what eventually pushed me to do my lifetime subscription, but I don't regret it because the download speeds are FREGGEN AMAZING with the subscription. Whoooooo~~ like a bullet whizzing past my ear. All in all, I have to say I'm super proud of you guys for doing this. It's noble and honorable. If you need any help with sorting ads or finding reputable sources, I have 10+ years in web design and am newly into the info security industry just this year. I will say one of the bad things about those ads were that they would "rotate" or refresh to new ads every couple seconds, which made the page continuously load and slowed down not only my downloads, but my entire browser. Just a heads up. I really appreciate this, and thank you for everything you do, sincerely, me!
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I used to love SFO, Dat Grass, Unique Ground Covers, Unbelievable Grass, etc etc. But the more I thought about their looks as both an artist and a resident of Wisconsin, I realized they all really, really sucked. I live in a northern Temperate climate that is basically an exact clone of Skyrim's climate (minus the mountains). And while many of these mods LOOK great, from a beauty standpoint, they all unfortunately also look fake, unrealistic, and overly dramatic for that same reason. I think Dat Grass is the first foliage mod that made me start thinking this. But then when looking at various ground cover and tree mods, I realized many of these mod makers probably live in the city, or at least in climates like the deep south or south west (California). Most of these mod makers probably have not lived 23 years and 9 months in a climate exactly like Skyrim's - they simply don't know - and there's nothing wrong with that. it's just disappointing. The things that these types of mods all inevitably get wrong about ground cover and foliage is 1. the types of ground cover plants in forests. In forests, grass doesn't cover the ground. Even in fields, there are more dandelions and thistles than actual grass. And those purple thistles in skyrim? yeah those only grow near water.... the normal kind are little star shaped leaves with big fuzzy ears. The whole thing is no bigger than a drink coaster, and only 1/2 inch high, and has no purple bud or flower of any kind. But the fuzz hurts like holy hell when stepped on - itches more really. And again, clovers are huge. So are ferns, poison ivy, burn weed, and saplings. In forests there are logs all over the ground and broken sticks and twigs everywhere. There are more dead leaves in empty spots on the ground than filled in with plants, and the plants that are actually there are very rarely grass. Forest floors just don't get enough sunlight to support grass as pictured in these mods. In fact, there is actually very little grass out there in the temperate climate world, at ALL, because the constant re-freezing and thawing of the permafrost layer wreaks havoc on any normal types of grass. Only the ugly invasive ones survive. But while we're on the topic of grass... 1.2 -- grass isn't green. Sorry, not even close. It's like a blue teal when in a perfectly curated suburban lawn - but in the wild? It's brown, grey, a garbage green, its a chute mostly (that's straw, folks), its got little fluffy things on the end, and it isn't majorly tall or lawn-mower short. Dat Grass is too short and SFO is way too tall. The grass is all different heights - it does not grow in tufts either, and it will be patchy with pools of mud water in the middle. It grows on the side of hills - even steep cliffs - because in this type of environment, cliffs are typically just dirt dropoffs, no actual stone like in Skyrim. While we're on the subject - stone in this environment is usually quartz or granite, so mostly grey with brown and white freckles. Rocks in nature are not brown, guys. Geez. But going back to grass, real grass in a temperate climate is butt ugly and sporadic and random as hell and looks more like a cornfield than the SFO or Dat Grass versions. And once the grass dies when the ground freezes over, it all gets laid down and flattened. 2. pine forests in particular --- even the developers completely failed to model the trees correctly. Usually branches start further up the tree, above eye level, and usually they are very dense with little sunlight at the forest floor, and the forest floor is almost entire orange. Just pine needles f***ing everywhere. Also - lots and lots of ants and ant hills. Finally, pine forests are not made up of christmas trees - pine trees look nothing like that. Yes, those are a type of pine tree, but those are the kind you would see as a decoration in the front yard of a suburban home - not a pine forest. 3. Finally - the animals. These aren't grass mods, but where are the animals? If you think everything from North Dakota, Minnesota, Wisconsin, Michigan, and all the way up to northern Canada consists of moose, wolves, and rabbits, then you're in for a real surprise when you go camping there. Skyrim needs skunks eagles grizzly bears polar bears moose vs caribou vs elk (yes, these are different, guys) owls moths trout hawks bobcats / lynx / cougars bison (buffalo) coyotes raven black boar (wild pig) ferrets weasles and minks otters beaver raccoon porcupine 50 fricken kinds of squirrels and chipmunks prarie dogs (think falkreath) gopher hare (large rabbit) badger and wolverine muskrat oppossum vole (tiny mouse) and mice in general (including shrews) moles - ugly little buggers bats. f***in tons of em. lots and lots of whales. i'm serious. Canada. Whales. It happens. seals / sealions bighorn sheep (rams)
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I used to love SFO, Dat Grass, Unique Ground Covers, Unbelievable Grass, etc etc. But the more I thought about their looks as both an artist and a resident of Wisconsin, I realized they all really, really sucked. I live in a northern Temperate climate that is basically an exact clone of Skyrim's climate (minus the mountains). And while many of these mods LOOK great, from a beauty standpoint, they all unfortunately also look fake, unrealistic, and overly dramatic for that same reason. I think Dat Grass is the first foliage mod that made me start thinking this. But then when looking at various ground cover and tree mods, I realized many of these mod makers probably live in the city, or at least in climates like the deep south or south west (California). Most of these mod makers probably have not lived 23 years and 9 months in a climate exactly like Skyrim's - they simply don't know - and there's nothing wrong with that. it's just disappointing. The things that these types of mods all inevitably get wrong about ground cover and foliage is 1. the types of ground cover plants in forests. In forests, grass doesn't cover the ground. Even in fields, there are more dandelions and thistles than actual grass. And those purple thistles in skyrim? yeah those only grow near water.... the normal kind are little star shaped leaves with big fuzzy ears. The whole thing is no bigger than a drink coaster, and only 1/2 inch high, and has no purple bud or flower of any kind. But the fuzz hurts like holy hell when stepped on - itches more really. And again, clovers are huge. So are ferns, poison ivy, burn weed, and saplings. In forests there are logs all over the ground and broken sticks and twigs everywhere. There are more dead leaves in empty spots on the ground than filled in with plants, and the plants that are actually there are very rarely grass. Forest floors just don't get enough sunlight to support grass as pictured in these mods. In fact, there is actually very little grass out there in the temperate climate world, at ALL, because the constant re-freezing and thawing of the permafrost layer wreaks havoc on any normal types of grass. Only the ugly invasive ones survive. But while we're on the topic of grass... 1.2 -- grass isn't green. Sorry, not even close. It's like a blue teal when in a perfectly curated suburban lawn - but in the wild? It's brown, grey, a garbage green, its a chute mostly (that's straw, folks), its got little fluffy things on the end, and it isn't majorly tall or lawn-mower short. Dat Grass is too short and SFO is way too tall. The grass is all different heights - it does not grow in tufts either, and it will be patchy with pools of mud water in the middle. It grows on the side of hills - even steep cliffs - because in this type of environment, cliffs are typically just dirt dropoffs, no actual stone like in Skyrim. While we're on the subject - stone in this environment is usually quartz or granite, so mostly grey with brown and white freckles. Rocks in nature are not brown, guys. Geez. But going back to grass, real grass in a temperate climate is butt f*#@ing ugly and sporadic and random as hell and looks more like a cornfield than the SFO or Dat Grass versions. And once the grass dies when the ground freezes over, it all gets laid down and flattened. 2. pine forests in particular --- even the developers completely failed to model the trees correctly. Usually branches start further up the tree, above eye level, and usually they are very dense with little sunlight at the forest floor, and the forest floor is almost entire orange. Just pine needles f*#@ing everywhere. Also - lots and lots of ants and ant hills. Finally, pine forests are not made up of christmas trees - pine trees look nothing like that. Yes, those are a type of pine tree, but those are the kind you would see as a decoration in the front yard of a suburban home - not a pine forest. 3. Finally - the animals. These aren't grass mods, but where are the animals? If you think everything from North Dakota, Minnesota, Wisconsin, Michigan, and all the way up to northern Canada consists of moose, wolves, and rabbits, then you're in for a real surprise when you go camping there. Skyrim needs skunks eaglesgrizzly bearspolar bearsmoose vs caribou vs elk (yes, these are different, guys)owlsmothstrouthawksbobcats / lynx / cougarsbison (buffalo)coyotesravenblack boar (wild pig)ferrets weasles and minksottersbeaverraccoonporcupine 50 fricken kinds of squirrels and chipmunks prarie dogs (think falkreath) gopher hare (large rabbit) badger and wolverine muskrat oppossum vole (tiny mouse) and mice in general (including shrews) moles - ugly little buggers bats. f*#@in tons of em.lots and lots of whales. i'm serious. Canada. Whales. It happens. seals / sealions bighorn sheep (rams)
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Unfortunately, human heads are typically located directly above the shoulders, so the hair is going to curve over the body like it's supposed to..... the only way to make it hang down straight is to make her skeletal mesh have terrible posture where she leans her neck way forward like a hippie or a stoner at a burning man concert or Janice from The Muppets. But while we're on the topic of "realistic people" let's address the fact that Skyrim is a fantasy epic about fighting bears, monsters, dragons, and demons. It is NOT a fashion show. Leave your skimpy armor fetishes to yourself and play a game with a big burly dude with scars and greasy long hair and chest pubes that are so thick, they're basically heavy armor class. What's up with the anime hair bullcrap in Skyrim mods? This isn't a miss prissy pants "let's dress up as fairies" video game. It's for hardened warriors and sorcerers to kick daedra butt and put dragons in their place as human servants. None of that stylish outfit crap.
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Filling soul gems can be tedious and take quite a long time if you have many. I typically visit local jewelers and buy all of their jewelry, put on my +speechcraft and +barter gear, then go enchant the jewelry with sneak or archery and flip it around for incredible amounts. A 380 septim necklace will usually go for around 2200. But filling gems is a pain, as fellow enchanters will know. even the Black Star, as cool as it is, can only hold 1 at a time. My suggestion is a mod that allows you to craft a hilt with some special and rare materials, including silver, flawless gems, moonstone, etc, (so it doesn't quickly become a OP item) that has slots in the hilt for mounting soul gems. After crafting the Soul Gem Hilt - you take it to an enchanting table and imbue it with a special enchantment called Soul Harvest that can only be imbued with a Soul Cube. The soul cube is made my collected soul gem fragments and smelting them into a special, indestructible cube (so you can use it for multiple batches). Once the hilt is enchanted with Soul Harvest, you must take it to Azura's Shrine to bless it. Finally, once the hilt is successfully created, you simple combine it with your favorite weapon at a forge. So what does the hilt do? It holds multiple soul gems by combining the weapon with empty or partially filled gems at a forge. All you have to do is kill any creature and it's soul is added to the soul gems, accumulating on top of any partially filled soul! Soul Harvest will distribute the soul among the gems (a petty soul would fill each with petty), and add the soul to any existing ones in each gem. So if you have a hilt with 5 Grand Gems each filled with petty souls, and you trap another petty soul, each gem will now have a common soul.
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LE NORMAL hair mod - looking for modders
09jlardinois replied to 09jlardinois's topic in Skyrim's Mod Ideas
definitely agree with that. I personally shave my head to an 1/8" cut, so some cool shaved / short hairs in Skyrim would be cool. My ME2/3 character always has a shaved head :D -
I would really like to see a hair overhaul that is not geared towards anime (totally immersion breaking), or creepy women-lust. It seems all of the hair, eye, lips, body, and race mods are geared towards creepy obsessions with naked animated women. I get plenty in real life, thanks, I'd rather have mods to give my character more beards, better mustaches and facial hairs, totally bad*ss scars that can be earned through quests, manly hair with braids adorned with skulls and sabrecat teeth. I want a bad*ss character, not some ultra feminine anime hot shot strutting around my Frostfall mod in skimpy clothing. A nord is a warrior, not a pole dancer. If someone would like to make this mod with me, I need a modeler. I can do the rest myself, although help would be great. Let's bring bring some manliness back to Skyrim. Nords get bonuses for drinking nord mead, men get bonuses for drinking lagers and stouts - a total beer overhaul. I really need to see more balls on the nexus. If skimpy anime ninjas are your thing, then go forth and enjoy the mods already on the nexus, I don't and I won't judge you. I used to have similar mods when I played oblivion. But skyrim is a harsh, wild, unrefined land of raw and terrible beauty. so let's make it manlier. I've changed my mind on women-geared / nude mods. I want to make a mod with new male body models, muscle adjustments, better long hair, braided hair, and shaved heards, better beards, a separate mustache slider/choose, overhauled scarring system, frightening eyes, and some nice, bushy eyebrows to bring it all together. I want to add a multiple-scar system and the ability to scar the top of bald/shaved heads. scars on necks as well. there should be a way to add body scars too - and the ability to decorate your braids and weapons with small war trophies you earn through main quests and radiant quests. for example, throughout the creation kit tutorial, the quest features the player invading a necromancer tomb and killing a draugr boss summoned by the necromancers. killing these necromancers would yield a small, jewel adorned skill that could be tied to a braid or placed over the hilt of your sword, or fashioned to the front of your shield.
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As most of you may know, if you add a weapon to the favorite menu that you have 2 or more of, equipping two of that same weapon in both the left and right hands does not work. I have discovered a permanent fix, and yes, it works with vanilla weapons and mods as well, however I am far too lazy to actually create a mod to fix it. It requires editing every weapon in the game. In the Creation Kit, double click any one-handed weapon form to open the form editor. In the center section near the top right, you will see a drop down menu with equipable hand options. The default for one-handed weapons is "right hand". Switching this to "either hand" fixes the favorites menu L/R problem permanently for the weapons that were edited. It's kind of plainly obvious... I'm not sure how no one has caught onto this yet. I just started modding a week ago. I am lazy, I hope someone will come along who is not. --JL
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It would be cool to see someone make a spell that summons darkness. At lower levels, it only works on dungeons and in doors, at medium levels it works outside, but only at night, and at higher levels it can work outside during the day as a once-a-day power. A difficult quest can be added to provide a ring that permanently does this. What it does is suck light from the player's area, leaving the surrounding area with little light for a sneakable play area. Instead of simply having no light, all lights should be extremelly dim, in such a way that the player can still see. A night vision can also be applied to the spell to make you feel more like a hunter. In dungeons, torches and such will go out, the enemies will start to panic and act confused. Outside at night, the stars will suddenly go dim, the moon will fade, and any torches and similar outside of caves, or even campfires will go out. During the daytime, the outside will briefly turn into darkness much like the night, while everyone becomes scared and confused. Lower level NPCs should have fear applied. During the darkness, player gets a sneak bonus while surrounding NPCs have lower sneak, but only slightly. Another idea would be to provide a spell that renders an NPC blind. Higher level versions can blind everyone in a given area. During the darkness, stealthy kill moves can be added for hand to hand combat. These spells are automatically granted to vampires and werewolves, and unlocked at the later stages of the Theives Guild and Dark Brotherhood Quest lines. I would love to make this myself, I just have absolutely no experience in modding and do not have any coders with similar experience.