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Hello everyone, I'm really glad to start a thread dedicated to a small project I'm working on. I named it "Don't Call Me Gambler" and it is a card game, inspired by Gwent from The Witcher 3 and a bit by Caravan from Fallout: New Vegas. This is a work in progress, I basically create it during my spare time. Don't want to show the gameplay just yet until it is not fully finished, but here is the picture to give you an idea of what it looks like. What is the actual status of this? Currently I do have general mechanics scripted (Player's turn, cards movement, cards placement, deck formation) and several cards implemented. What is to? Opponent AIAdvanced cards interactionThe rest of game logicMore cards, both: standart and special ones (up to 128 in total)More visual and sound FXsSeveral strategies for opponentsVoiced reactions (commentaries) from player and opponentA little tutorial questHopefully a fully voiced quest with emphasis on gambling (a competition?!)Modular system. A master file with instructions on how to add this game possible in your companion/house mod.What do you guys think? I haven't decided with the game's name yet TBH. Thank you for your time and stay tuned for updates!
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Backstory: While walking around in skyrim I encountered certain npcs that would come to kill me. Speically, Stendarr Hunters and Dawnguard Hunters come and attack me and I cant seem to take damage to them. They would randomly spawn and attack me in towns, wilderness, etc. making my game unplayable. Im assuming it has something to do with better vampires but idk. I love the mod and dont plan on removing. Any ideas what you think it might be? Here is a list of my load order: Unoffical Skyrim SE Patch The forgetton City Apocalpase- Magic of Skyrim Belt-Fastened Quivers Enhanced Blood texture Vivid weather Rich merchant of skyrim Ring of increase Carry Black Mage Armor SE Immersive Wenches Immersive Citizens Realistic conversations Immersive Patrol Alternate Start Sofia Amazing Followers Saroscant Better Vampires Better vampire and Sacroscant patch Leanwolf weapons Skyrim Graphic overhaul Ordinator Magic college of winterhold
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Hi, Here's the thing: I want to publish my very first mod and I need some help with it. I want it to be good, not a chump's mod. I am somewhat familiar with the Creation Kit's basic functions; and I have done a couple of simple mods for myself, mods that were outclassed by other mods found on the nexus shortly after their creation. Despite my tinkering with the Creation Kit, there are many things I have no idea how to achieve, althought I know them to be possible, for other modders achieved them with ease. And that's the thing, I would like to learn what needs to be learned to complete my mod and since modding ressources are vague and hard to apply into modding (to me that is). I think my best bet is to find help for every step of my mod's developpement. And if some of you would like to pertake into the making of this mod, I'd be more than happy to let you join in! Ok here's the concept: I know it's nothing new and somewhat touchy subject, but... I would like to implement a Slavery System to enhance one's role playing experience. Fallout 4's role playing is lacking in the evil role playing department and I would like to add to it. Look I know, slavery is awful and I wish it was pure fiction, but it sadly isn't, but that's not the point. The point is: Slavery existes in the Fallout universe. It's even the main subject of Fallout 4's plot. Plot where you get to decide either to save slaves or to condamn them. And if you do condamn them, the changes that insues are quasi-inexistent. Not to get philosophical or anything, but isn't doing like nothing changed worse than to witness the consequences? Enough sidetrack here's what I want my mod to do. First: I would like to allow players to capture non essential npcs (raiders, gunners, residents, useless named npcs, etc...) and to turn them into slaves by equipping them with a shock collar. The now-slave npc would become essentially a settler to boss around. To add a difference I thought it would be neat if slaves costed less resources, something like half-food, half-water (still one bed). To equip the collar I would like to use Seb263's Knockout Framework (https://www.nexusmods.com/fallout4/mods/27086/). For this part I'm looking for people familiar with scripting. Second Idea: A Slaver Station for a raider settlement object. An object to which you can assign a Nuka World raider for them to capture, buy and sell slaves. Something like an desk covered in papers with a couple of empty cages that would fill with idle animation slaves after a while to signify a profitable venture for your slavers. The Slaver Station would produce Slave Certificate which you could sale for an efty amount, or to have a slave delivered to a settlement of your choice. For the Slaver Station to "produce" slaves you would have to contribute some ressources, I'm thinking a Shock Collar and a few Caps (i.e: 1 Shock Collar+500 Caps=1 Slave). I would also like to be able to sell already owned slaves (like the ones you captured yourself), I'm not sure how it would work, but if could it'd be neat. For this part I'm looking for people familiar with workshop objects and scripting. Third idea: The Shock Collar, a Shock Collar Detonator and Switch. The Detonator would be for exploding the slave's head and the Switch would be to shock the slave until unconscious. I'd like an original design for both and would like for them to work only on those wearing a Shock Collar (that part I'm sure I can achieve). Now for the Shock Collar, I think I'll have to script it to change the wearer's faction to become player friendly and settler ready, but my scripting skills are almost none. I failed the "Hello World!" tutorial and I need help scripting this thing, I have idea what to do, but can't script for s***. I'm not looking for someone to do it for me, just to teach me how to, although if you wish to do it with me, I think it would be fun! So there it is. My mod. I would like any help from a simple suggestion to active consultant to developper, I'm mainly looking for tutors, but I'll take whatever I can get. If you're interested, leave a comment in this thread, I'll make sure to check it every now and then to see if anybody contributed to the idea. Thanks for your attention and I hope to see your feedback very soon. -Jules927
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For the last year or so, I've been using Safety Load to prevent CTDs and Infinite Loadscreens, but after having been recommended SKSE Memory patch several times on the SkyrimModding subreddit, I decided a while back that I would try it. I tried several different pre-patched DLLs, (http://forums.nexusmods.com/index.php?/topic/1340369-skyrim-memory-patch-fixing-ils-ugrids-ctd-freezes-for-real/) but everytime I tried, the game crashes at the loadscreen after the Main Menu. Since I'd uninstalled safetyload, I removed the SKSE Mem Patch and re-installed safetyload, which I've been using up until this point. I've now recently started noticing an increase in CTDs, and wanted to switch, but I still have the same error. I can't move particularly far anywhere without crashing. I'm grateful for any help, if you need any files or something I'll gladly supply them. Thanks, Falling
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I'm having this problem where half my mods won't work. Here's a list of mods that do work. Better power info blueprint tracker modding helper (I think) more quick slots safe-autosave subnatica map Here is the one's that won't work. autosort lockers customized storage long locker names more cyclops upgrades more seamoth upgrades This mod habitat control panel. This mod loaded in weirdly once, I could see it in the building menu, but it was just a white square. I reloaded the game and it was gone the second time, I couldn't find the blueprint. I'm not sure what is causing this. I got each mod in my qmod folder.
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So I installed a few ENBs lately (Sharpshooter, RealVision, A Realistic Hope) and I noticed that I couldn't get the God Rays to work! The sun looked very static, bFloatPointRenderTarget is set to 1. All the solutions online that I found pointed to that line, but I already had it set to 1. Using d3d9.dll 0.243 Some pics: http://i893.photobucket.com/albums/ac138/3l1t3_b34st/2013-12-31_00004_zps5db94667.jpg http://i893.photobucket.com/albums/ac138/3l1t3_b34st/2013-12-31_00008_zps73515b5e.jpg http://i893.photobucket.com/albums/ac138/3l1t3_b34st/2013-12-31_00001_zps4ac1b595.jpg http://i893.photobucket.com/albums/ac138/3l1t3_b34st/2013-12-31_00003_zpsb27d0db7.jpg http://i893.photobucket.com/albums/ac138/3l1t3_b34st/2013-12-31_00002_zpsd05bb85d.jpg
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- volumetric rays
- god rays
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Any help on this would be appreciated. Was fighting bandits at Fort Greymoor, and I noticed some of the bandits were not taking damage at all. I figured it might be my mods doing something weird so I disabled every single one and uninstalled SKSE and SkyUI. Still having the same problem. It's usually the more powerful ones, like Bandit Plunderer or Bandit Outlaw. After running out of options, I decided that it could possibly be my skill level and how sometimes if you attack a more powerful enemy, you do little to no damage. So I typed in killall to kill all the bandits left I couldn't kill normally, and they still did not die! They dropped to the ground like how essential NPCs do! If anyone has a fix for this please help. I haven't tested this on other characters yet, it's just on my one file, but I would like to clear out Fort Greymoor and make sure this isn't a bigger problem haha.
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I have a problem I hope some one can help me solve... When my mod is loaded in game, Breezehome and a few other buildings this door ("WRShackDoor" 00024E26) do not seem to be able to be activated. I had duplicated and altered the duplicate of this door, But these duplicates have since been deleted. Can someone help me please?
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I have a problem I hope some one can help me solve... When my mod is loaded in game, Breezehome and a few other buildings this door ("WRShackDoor" 00024E26) do not seem to be able to be activated. I had duplicated and altered the duplicate of this door, But these duplicates have since been deleted. Can someone help me please?
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I recently got skyrim via steam and decided that I wanted to mod it. I got the nexus mod manager so both the manager and the game are up to date. When I start mod manager, it finds the game with no problem. I begin to download and install mods from this site and activate them. It says that the mods are activated and the plugin box is checked for the mods. But, when I run the game from the mod manager, the game shows no changes. Some of the mods include graphic changes,max weight my player can carry, and changes to the NPC'S. I've re installed the manager and the mods and still no change. Is there a specific place that I should have had installed the manager (I just said okay to where it wanted to install) or do I have to manipulate certain game files?
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Ok this is kinda a redo of my previous post. I apologize for my anger, but I hate when Skyrim does this to me. I could use some help please, any suggestions read below for information. As said in my earlier post, I was playing Skyrim just fine when I reset in the launcher to set my game graphics to default. It chose high by default and I went in game to experience some severe lag. I also noticed a texture increase in my character his head wasn't as smooth, had more pixels, and so did the floor. I didn't install any texture replacer mods recently, so I don't understand how resetting my graphics to high could increase the graphics when they were on high to begin with, just some minor tweaks to increase distance view. Here are some screen shots of a before and after the events. Before: http://i61.tinypic.com/2afzgp3.jpg After: http://i57.tinypic.com/259j2j6.jpg download the pics if you need to in order to compare, but something you can see is that my characters face has become more pixelated, and the ground texture has placed a few more patches of the road to the right of where I'm kneeling. (though that may just be me.) I'm positive though that my characters head has gained more pixels to his model and I don't know why. I'll post my load order if needed, but as i said I haven't ADDED any mods since a few days ago and my gameplay was fine until I clicked "Default" in the launcher tab. (lol please don't tell me you don't see anything. I'm positive my characters face has increased slightly in texture and there is a patch of rock in the road beside me.)
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Hello I'm a bit new on skyrim,i wanted to try it with mods ofc but not a single one seems to work,they appear on data files but in game they're just not here..I've done all the steps for mods,downloaded the NMM,changed the bEnable in skyrimprefs,but still no mod is working :( thank you for your help!
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I can't use any other mods then SkyUi when starting the game with SKSE. At first I only installed SKSE and SkyUi. That worked fine. Then I wanted to install other mods through steam. I subscribed to them and had them installed. They all show up in data files. They also work if I start the game through steam. But if I start the game with SKSE they dont work. I tried uninstalling SKSE, SkyUi and all mods. I installed the Nexus Mod Manager and once again installed SKSE. I installed SkyUi through the NMM. It all worked as before. Then I try to install mods through NMM. They work if I start the game normally but not when I start the game with SKSE. Im so confused, I have tried everything I can think of. I have tried googling. I cant find a solution. Im hoping I am making a very obvious mistake and that someone can help me out. Thanks for reading!
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Hello, I have a problem with the packages for an NPC. I created a NPC that lives in his house and works outside near his house while it's daytime. The packages that I use are(in this order): DarakirWorksSmithArmor14x2 (SitTarget "CraftingBlackSmithArmorWorkBench") DarakirWorksChopWood11x2 (SitTarget "WoodChoppingBlock") DefaultSleepEditorLocation22x6 DefaultEatEditorLocation18x1 DefaultEatEditorLocation8x1 DefaultSandboxHomeowner I placed the NPC inside his house, but he stays in his house, doesn't unlock his door when he is in his house, while the Homeowner package tells him to unlock his door on arrival. And he just won't leave his house or sleep. He just keeps cooking and walking around inside his house. Like I said the door stays locked and when I unlock the door he always says that I'm not allowed to be in there. I don't know what I am doing wrong, but nothing I do seems to help. Even changing the order of the packages doesn't seem to work. I really need help to fix this. I just can't seem to fix it myself.
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Hi, I was thinking if maybe it would be nice if apachii was a hair replacer instead of an add-on. I really want to see NPCs use it without additional .esp files which really clutters up my main game data folders. Can anyone send me a link or make one for me and the benefit of others too? :biggrin:
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Hello, you beautiful internet users, I have a really annoying issues and I need assistance, So today i was playing the game with all my furry nude mods as always, everything works fine. Then I save close the game and I was wondering about installing new mods since i didn't install one in 2 years, right after opening nexus mod manager (version0.65.2) I try to launch the game, and ofc when i click play the game won't lauch, "Maybe the new mod you install are in conflics with the other one ?" I try without it and same problem. I try all the f*ck*ng solution on the net and ONE works, I have to delete plugins.txt in AppData/local/SSE -> https://steamcommunity.com/app/489830/discussions/0/1696045708658866249/ Okay the game launch but thats turn off all my nexus mods, and damn after modding this for hours, I can't play with the vanilla one. So I ask you, Do you have any other solution ? To make the game runs with the mods Thanks in advance. (btw I try vortex but the problem still here and damn this software is not easy to use) (I heard Is the last patch of SSE creating this error or something) (ofc My game is in admin mods, still not working if I launch it from the .exe, my drivers are ok, etc etc) (sorry for bad london, I hope my problem is clear, feels free to ask me anything) PC specs: Operating System: Windows 10 Professionnel 64-bit CPU: Intel Core i7 7700K @ 4.20GHz 40 °CKaby Lake 14nm Technology RAM: 16,0 Go Dual-Channel Unknown @ 1467MHz (15-17-17-35) Motherboard: ASUSTeK COMPUTER INC. STRIX Z270E GAMING (LGA1151) 28 °C Graphics:ZOWIE XL LCD (1920x1080@60Hz)ZOWIE XL LCD (1920x1080@60Hz)4095MB NVIDIA GeForce GTX 1080 (Gigabyte) 42 °C Storage: 111GB KINGSTON SV300S37A120G (SATA-2 (SSD)) 29 °C1853GB Microsoft Storage Space Device (TMax (SSD))
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I am getting absolutely irritated, I've tried EVERYTHING TO MAKE A GOD DAMN MOD WORK AND THEY DON'T. I've watched video tutorials, took baby-steps using NMM at first to try out just ANY f***ing mod in general and none want to work. So, what happens? Absolutely f***ing nothing. Game runs, nothing different has changed. I activate them through NMM, and run and play the game through the Script Loader and NOTHING f***ing helps. Then I uninstalled the game completely, fresh installed and tried with Oblivion Mod Manager, Invalidating zips and all when necessary, double check to make sure it's absolutely activated and NO f***ing LUCK. I have latest version, with every DLC possible. I've tried with unchecking everything except vanilla Oblivion& a specific/simple mod, and no luck as well. I can record a quick video and show if someone wants to see exactly what the issue is. It seems so f***ing simple to get this working, yet it's never f***ing easy. Never.
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Hello, I uninstalled a few mods via Mod Organizer, and I CTD because my save game is missing ESP's. The only problem is that do not want the mods that I uninstalled anymore. How can I fix this issue? Cheers, Mobilizer
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- skyrim
- mod organizer
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I was talking to my friend the other day, and he told me he pirated Skyrim before buying it. I lectured him on how piracy is illegal, you can be fined, blah blah blah. He then tried to defend himself by saying "But I bought the game in the end! I just wanted to try it before I bought it!" I then responded with "Would you go to Woolworth's (Australian supermarket) and open up various food items to sample them before buying them?" "But it's different!" So, tell me this. Do you believe that pirating software to 'try it before you buy it' is okay?
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I'm not sure if this is the right place for this but it is the best part i could find. For the past week and a half I have not been able to click certain links on ANY of the nexus sites(skyrim, morrowind, fallout, etc.). I have tried 4 different browsers and am currently on Chrome. I have also tried clearing the cache, cookies, and browsing data. An example of the problem is I can't log in. When I click not logged in, nothing happens. It doesn't show the login dialogue. Also, when I go to a file, I can get to the file fine, but then I cant click anything on there. I can't view changelogs, I can't see the download section, and I can't view comments. I'm not exactly sure when the problem started happening because I hadn't visited the site for about 2 months, but it was working early January for sure. I have tried everything and I hope maybe I can get some help from here.
