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I've been thinking about a mod that adds a dynamic graffiti system to Skyrim. It's not just about placing a static decal; it's a fully-realized system with its own economy, progression, and consequences that would make the world feel more alive and reactive to the player's actions. Key Features: Graffiti System: A new in-game item (a paintbrush) that places custom glyphs on buildings. Customization: A new in-game station where players can design their own glyphs using a grid system, with the ability to save them to a library. Dynamic Decay: Graffiti tags would fade over time, with a new texture for each stage of decay, until they are eventually removed completely. Consequences: Guards will react to your graffiti, with their reactions and fines changing based on their faction and the location of the graffiti. New Crafting System: A new alchemy-based crafting system for creating pigments and paint pots from pre-existing resources like iron, malachite, and troll fat. Player Progression: A new skill tree with perks related to graffiti, from creating more complex glyphs to enchanting them. Enchanted Glyphs: The ability to create spell-like effects from your graffiti, such as summoning Atronachs, setting off trap runes, or using the "Calm" and "Incite" spells. In-World Storytelling: Thalmor hunting parties will be sent to hunt the player, carrying a note that explains the reason for their hunt. The nuts and bolts: 1. The Graffiti Decal System The core of this mod is a dynamic, fading decal. Placement: A script attached to a new item, like a paintbrush, would detect a player's interaction with a surface. Using the PlaceAtMe Papyrus function, a simple, flat NIF mesh with a transparent, alpha-channel texture would be spawned directly onto the wall. This decal would not be a static object but would be parented to the wall's ObjectReference. Dynamic Fading: The decal's script would have a timer. Rather than trying to dynamically change the texture's alpha (which is not directly supported in Papyrus), the script would periodically swap the decal's texture for a series of pre-made textures. For example: Graffiti_Tag_100.dds (full opacity) Graffiti_Tag_75.dds (75% opacity) Graffiti_Tag_50.dds (50% opacity) Graffiti_Tag_25.dds (25% opacity) Final Cleanup: After the last fade stage, the script would automatically self-delete using the self.delete function. This crucial command permanently removes the decal's object reference from the game world and the save file, preventing save game bloat. The decay timer would be customizable in an MCM, and could even include a hard reset button to remove all scripts at save upon exit. Glow Effect: The initial "flashing" effect would be achieved by setting up the decal's NIF file with a shader property that controls emissive light. The script would briefly set this property to a high value when the decal is placed, then quickly fade it to zero over a few seconds, mimicking the glow of a word wall or Daedric rune. 2. The Glyph Designer and Stencil Crafting A custom, in-world station would be the hub for creating glyphs, bypassing the limitations of the MCM. The Glypher Station: A new Static object would be created in the Creation Kit, representing a drafting or painting station. Activating it would trigger a custom menu, not the MCM. Custom Menu UI: This menu would be a new Scaleform (.swf) file. It would present a 10x20 grid of clickable buttons, each acting as a "pixel." When a button is clicked, it would visually change color to represent being "on." The menu would also include a color slider and a "Save" button. Data Transfer: When the player hits "Save," the Scaleform menu's ActionScript would send an array of 200 boolean values (the on/off state of each pixel) to a Papyrus script attached to the station. Crafting the Stencil: The Papyrus script would take this data, consume the required crafting materials, and create a new, unique "Stencil Board" item in the player's inventory. This item would be a container for the player's custom glyph data, which is now a persistent object in the save file. 3. The Paint and Pigment Crafting System This system integrates new resources into the existing game economy. Alchemy Recipes: New Constructible Object recipes would be created in the Creation Kit and added to the AlchemyStation keyword. These recipes would combine a mining resource and a binder to produce a pigment. Ingredients: Examples would include Malachite Ore for green pigment, Iron Ore for red, Ebony Ingot for black, and Bone Meal or Troll Fat as the binder. Final Product: The pigment would then be combined with a new, generic item like an "empty pot" to create a consumable "Paint Pot" item. Merchant Integration: All new items—pigments, empty pots, stencils, and paintbrushes—would be added to the appropriate leveled lists. For example, pigments would appear in alchemist inventories, while paintbrushes would be in general stores. This ensures a player can buy what they don't want to craft. 4. Factional Consequences and Dialogue The mod would create a dynamic system of crime and punishment based on player actions and NPC allegiances. Location/Faction Check: The placement script would check the Location record of the cell and the Faction of any nearby guards. Conditional Dialogue: Guards would be given a new dialogue topic with multiple "Info" records, each with conditions. For example: If the graffiti was anti-thalmor and it was done in Windhelm, the guard would show amusement before levying a fine. If the guard's faction and the graffiti's target are aligned, the guard's dialogue would reflect that more severely. Reputation Loss: The reputation loss would only occur if the player is detected by a guard. The crime script would check for line of sight and then use a function to decrease the player's reputation with the targeted faction (e.g., the SetFavor function). Hunting Parties: This reputation decrease, if it falls below a certain threshold, would trigger the game's existing radiant hunting system. A new note would be added to the hunting party's leveled loot list, explaining the reason for their hunt. 5. The Custom Skill Tree and Enchanted Glyphs A new skill tree would give the player a sense of progression, leading to powerful magical effects. Custom Skills Framework: This mod would use the Custom Skills Framework to add a new skill tree for "Graffiti" or "Glyph Arts." Perk Progression: Perks would unlock new abilities: Early perks would increase the size of the glyph design grid. Later perks would unlock the ability to create enchanted glyphs. Enchanted Effects: The enchanted glyphs would be a new ActiveMagicEffect with a persistent script. Spell-Casting Traps: The script would be triggered by a specific event, such as a an actor walking within a certain distance. It would then use the Cast function to cast a spell like Fireball, Fire Rune, or Conjure Atronach at a specific location, after which the glyph's "charge" would be depleted. This would allow for much more dynamic dungeon craws when you set up a bunch of such traps to lure your enemies through, and makes stealth that much more fun. Recharging: The player would "recharge" certain glyphs by casting the corresponding spell directly at it. An OnHit function on the glyph's script would check for the spell and reset the glyph's charge, accompanied by a visual effect. This mod isn't just about adding a new feature; it's about adding a new system that fundamentally changes how a player interacts with the world. It provides a level of immersion, agency, and replayability that is rare in a single mod. A New Layer of Immersion and Realism This mod would make Skyrim feel more alive and reactive. The world's response to your actions wouldn't be limited to what you do with a sword or a spell; it would extend to how you express yourself creatively. A Stormcloak guard in Windhelm's quiet chuckle at an anti-Thalmor tag, or the angry shout of an Imperial guard in Solitude, makes the world feel dynamic and less like a static backdrop. The entire crafting process, from gathering resources like malachite and troll fat to creating your own paints, would be grounded in the game's existing alchemy system. The need to visit specific mines or hunt certain creatures for your pigments would give a new purpose to common activities, and the act of using a physical stencil at a crafting station would be far more immersive than simply clicking an option in a menu. True Player Agency with Meaningful Consequences This mod would give the player a new way to interact with the world and its factions. Your graffiti wouldn't just be a visual element; it would be a form of protest, a declaration of loyalty, or a creative outlet that has real, tangible consequences. Factional Impact: Placing an anti-Imperial tag in the heart of Solitude wouldn't just result in a fine; it would actively decrease your reputation with the Imperial Legion, potentially triggering a hunting party. Conversely, a pro-Stormcloak tag in Windhelm might be a sign of your allegiance that is recognized and even praised by the guards. A New Role-Playing Tool: This mod would allow a player to role-play as an artist, a rebel, or a stealthy assassin marking their territory. The ability to design your own custom glyphs would give you a unique identity in the world that is completely your own. Endless Replayability and a New Gameplay Loop The mod's unique systems would add a significant amount of replay value. A New Skill Tree: The custom skill tree would give you a new progression path. You could spend a hundred hours in Skyrim and still feel like you're progressing in a new and exciting way. Strategic Gameplay: The enchanted glyphs would create a new style of strategic gameplay. The ability to set traps, summon guardians, or cast spells from your graffiti would give you a new way to approach a dungeon or a difficult encounter. The experience of luring a Draugr down a corridor you've filled with glyph traps would be a unique and satisfying way to play the game. Creative Expression: The ability to design and create your own glyphs would allow a player to constantly reinvent their experience. You could create a new set of glyphs for every playthrough, giving you a completely new artistic identity in the world of Skyrim. I've been thinking about this for a while and would love to see a mod like this exist. I am not a mod author myself, but I am very willing to assist with testing, providing ideas, and writing dialogue. If this idea sounds interesting to any mod authors out there, I would love to collaborate on it. Feel free to comment or send me a message.
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Hi! I've been loving Perdita25's outfit mods for Triss & the sorceresses. I've tried my hand at building similar mods for Yen and Ciri but just don't have the expertise or time to devote to learning right now (I've spent a good amount of time trying and failing). Has anyone created mods similar to the one's by Perdita25 mentioned here? Thanks!
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I would like to add Timescale to specific crafting recipes. More complex recipes, faster Timescale and vice versa, less complex less Timescale.. Mods which alter Timescale when using Workbench X, running, solving quests, etc; - Dynamic Timescale Enhancer - Dynamic Timescale and Chime - Dynamic Timescale SE - Time Sync thanks @Blinxys BUT Isnt there a simple multiplier already in the code? Cant be that difficult...
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i had this idea that i dont truly know how would work even if finalized. But simply would it be possible to have a framework be used where modders and users could edit what plays for C-SSS rankings for dynamic music? basically a mod that lets you customize your own personal dynamic music rank set. potentially merging riffs and vocals from different themes and potentially modded songs. Say if you like how rank A- crimson cloud plays into S-subhuman OR how C- Devil trigger plays into B- Bury the light maybe even letting you arrange just one theme in your own way. say maybe you want to change how S-SS-SSS play. with bury the light, you could change it from S-SS-SS to SSS-S-SS if you wanted to. i think it would be a cool addition not only to the game but for the DMC5 nexus in general that could cover another layer of modularity for the community.
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When player accidentally (or maybe not) heal spells the attacking enemy they react with confused gratitude or surprise, maybe some get angrier like you are toying with them, and with guards it could act as a way of yielding to more costly crimes. Maybe if you heal a downed enemy they aren't hostile anymore. But the main thing is the voice reactions of confusion in combat.
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Hey there modding community! I've been enjoying MH Rise on the PC quite a lot lately. My experience so far has been mostly flawless, but there's one problem in particular that bugs me a lot. I'm noticing that there is a certain area around the character that is rendered at a higher resolution, while everything further than that area seems lower quality. The quality difference isn't really noticable but the problem is that the lower quality render seems to be a bit darker so there is this line that you can clearly see in lit up areas without too much details. I'm attaching a link with 4 screenshots that demonstrate what I'm talking about LINK This seems to be related to the way the game handles shadows since one of the main things I noticed is that shadows beyond that point are really low quality. Also disabling the "dynamic shadows" from the graphics menu seems to mostly fix the issue (it's still visible but it's barely noticable). I'm currently playing with this setting disabled, but I'd like to turn it on since it makes the world come to life. I don't like shadows being burnt into the textures. Does anyone have any idea how to remedy it? If you could come up with a mod that extends this render distance I'd really appreciate that!
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I wish someone would create a mod that would dynamically change the colors of UI based on time of day or weather. It would be sick to have darker UI in the evenings, and default UI in the mornings. Anyone up for the challenge? I'd be happy to design the graphics.
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I've been racking my head trying to figure out why I have to dump nearly a whole mag into a mob on Professional mode at the start of the game just to stagger/kill them. Thanks to input from someone else, I managed to POSSIBLY narrow a large contributor of this to "Dynamic Difficulty". Would love a mod to be able to make the difficulty of mobs more static in their progression so that it rewards due diligence and skill rather than punish it. Thanks ahead of time!
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The idea is to use the life cycle of Xenomorphs to create a "scorched earth" attrition clock for the player to fight against. Yautja and AVP ideas are excluded from this mod to focus on detailed xenomorph addition, but I don't see why Yautja race wouldn't eventually be added later-on or in separate race mod. Core Mod Idea: - Utilized the procgen and size of Starfields planet generation to simulate a planet-to-planet infestation of xenomorphs. A planet can become infested, cleansed, or reinfested if proper quarantine is not handled.(Only non-critical planets to the story to avoid large scope of game breaking issues) - Utilize the outpost system to attempt to keep planets free of infestation by increasing anti-xenomorph presence on the planet. - Utilize the wildlife system to develop unique xenomorph types based on Starfield's wildlife. - Develop an agent based/finite state AI for xenomorphs in which they simply desire to populate (can have a pheremone link to a unique queen and if the link is lost they can become a queen themselves), the infestation is simulated by chance as a ship travels from an infested planet to an uninfested planet(did a xeno stowaway some how/ infect someone) - Possible Hive vs. Hive Conflict Content Additions: Factions: -Weyland-Yutani -USMC -Maybe Space Jockies -Misc. Colonies Can get a lot of money for bringing a live specimen to Weyu or you can get a lot of support from USMC by waging all out war on the infestation. Questline: - Mod triggers from a "hadley's hope" style distress beacon. - Decision tree's for USMC or Weyland-Yutani story progression - Can completely wipe out all Xeno's on the map or lose the outer systems. Models, SFX, Anim: -All lifestyle of xenomorph -USMC armory/tech/ships -Weyland Yutani armory/tech/ships AI: -AI have a predefined loop that conditionally changes based on their senses/needs -Xenomorphs are trying to infest, consume resources, capture victims. -USMC are hunting down xenomorphs, placing quarantines, exterminating. -Weyland Yutani are scouting xenomorphs, trying to break through quarantines, do research and development for profit.
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tldr => just scroll down to the technical problems to solve and give me a hand! You may know one of my current projects is Umbra and i've started thinking about the enchantment. Simple soul trapping is boring, i want to make something that reflects the behaviour Umbra should have according to the lore, i.e. the thing likes souls and it slowly takes control of the wielder (this of course only to certain degree and as much beneficial as possible, nobody wants a sword to destroy their characters) So, my idea or the user experience i want to create is two simultaneous systems, hunger and possession. Hunger is short-term and directly affects the charge of the weapon (which can also be forced charged with soulgems). The reason is umbra wouldn't fill your soul gems if he/she is hungry, so you first feed the sword then the sword feeds your soulgems. So the charge bar would turn into the hunger bar. Ideally some of the engravings on the blade could glow only when the sword is satiated. Possession is long-term, is basically a kill-count, the more you kill with it the more umbra bounds to you, unlocking new/better effects and also adding some passive effects to the wielder itself. This would be indicated by kill count messages every X kills or when a milestone is achieved and the effects change, as well as the actual sword description which should reflect the current effects with their magnitudes and everything. The high tier effects of umbra could be absorbing health/magicka/stamina, maybe a way to release the spirit within the blade? The passive effects applied to the player as a result of this Possession should be beneficial globaly otherwise you wouldn't use it, but should have some compensated detrimental effects i think, any ideas? Should they be permanent or only active while Umbra is equipped? So, the technical problems to solve, ideally not involving skse because after all is a weapon mod. Any ideas you have about any of them, please do tell. 1./ Have the glowing mesh activate only while the sword is statiated (charge above X%). Not sure if there is any way without using stuff like http://www.nexusmods.com/skyrim/mods/37481/? that i'd prefer to not need. If the glow mesh was the enchantments art then i think it should show only when the weapon has any charge, but doesn't update mid-equip and i'd like to have control of the threshold above which is shows. Is not massively important, just cool. 2./ Have the item's description show current effects and change dynamically as these evolve. I can think of you ways to do it: a) One magic effect of each type with a base magnitude and using <mag> and <dur>. When possession increases have a perk/s increase their magnitude/duration via conditioned "Mod Spell Magnitude" (works for enchantments too right?), If i want to have multiple steps then i'd need multiple perk entries. Never tried something like this so not sure if it will work. Is scriptless and, if it works, much more "solid" since what is displayed is the real magnitude. b) Multiple magic effecs of each type with different magnitudes and conditions similar to what dawnguard axe has, keep track of the magnitudes and display them in a single "description" magic effect or the item itself with text replacement globals. The problem comes (in either method) if i want some of the effects to not be present at all in the beginning and then appear when they are unlocked because, afaik, the enchantment will grab the description from all the magic effects ignoring their conditions. Maybe i could work the description completely on the script side as a string and use some text replacement, does alias name text replacement works in item/magic effect descriptions? Or just display "absorbs 0 health" until it's unlocked which looks kind of broken. Or have all the effects since the beginning but the high tier ones at very low magnitude.
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sky se is good but the torches are weak... always have been.... we need a torch that pronounces the textures, such as hdr or a dynamic light would, it seems it is a ambient light source and a very weak light at that, also may want to tone down ambient light at night 50%? you are all awesome , slap an ambient light source on a torch , rename it and done! i havent modded in a long time so i cannot do this at this time but believe me, downloads would be at the top! good luck, God Bless!
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Hi folks. I'm doing some study into using arrays with Papyrus, currently I'm looking at how I can use a dynamic array to do what I want. I've got a bout 6 or so wiki pages up that I've been reading through, as well as various example code I've looked at in War of the Commonwealth. I was hoping to get some advice on what I've learnt so far. First I'll say what I want to do with this and then I'll post the example code I just made. What we want to do is, dynamically create a list of Actors that spawn at a spawn point (that I've made) so I can do things with them later, such as disable them/delete them when they have been unloaded for some time. And I also want to destroy the array in that particular case so it's not making my spawnpoint persistent forever. You might say I can do that with PlaceAtMe function, but I need to use PlaceActorAtMe function, so I need to do this instead. Here is example/test code I wrote, with commentary: Event OnCellAttach ;Do what I need to do to get to Function Spawn(), if we do Spawn() EndEvent Function Spawn() if (WhoToSpawn == 1) && (1S_Allowed_Raiders_R1.GetValueInt() == 1) ;1 = Raiders, and are we allowed to spawn Raiders according to user settings SpawnCounter = 1S_Max_Allowed_Raiders_R1.GetValueInt() ;Maximum allowed units to spawn while (SpawnCounter > 0) if (Utility.RandomInt(1,100) >= 1S_Chance_Raiders_R1.GetValueInt()) ;Chance of a unit actually spawning (makes the spawn amounts a bit more dynamic) Actor[] SpawnList = new Actor[0] ;The list of Actors that will be controlled, maybe I should make this straight after the function call instead of in this block Spawn = Self.PlaceActorAtMe(LvlRaider, Utility.RandomInt(1,Difficulty), R1_EZ) ;Place the spawn Spawn.SetLinkedRef(PatrolMarker) ;Set the NPC to use the Patrol marker network I've created, there is a starting marker next to each point (we use GetClosest function rather than property) SpawnList[GroupMembers].Add(Spawn as Actor) ;Add the spawnpoint to the array, GroupMarkers is a declared Int starting at 0. Not sure if this is correct method but for example only GroupMembers = GroupMembers + 1 ;Increment the index number + 1 SpawnCounter = SpawnCounter - 1 ;Lower spawn count remaining Spawn = None ;Ready for next actor SpawnSuccess = True ;This value is used for another function else SpawnCounter = SpawnCounter - 1 ;Lower spawn count on unsuccessful dice roll for dynamic group size endif endwhile endif EndFunction Event OnCellDetach SpawnPointLoaded = false Utility.Wait(10) if (SpawnPointLoaded = true) && (Player.IsInCombat == true) ;I'll figure out how to loop this efficiently eventually elseif (SpawnPointLoaded == false) && Player.IsInCombat == false) ;We can disable/delete or do stuff to the Actors in array if true) while GroupMemebers > -1 ;Not sure if this is what you do here SpawnList[GroupMembers].Remove() ;Remove the highest index actor from the list GroupMembers = GroupMembers - 1 ;And count down until the list is empty endwhile ; Whats the best way to destroy the array here so it's not saved endif EndEvent
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Imagine: It is dark, you walk past a candle, you want to kindle it ... you can't ! I play Skyrim with very dark lighting, very few ghost lights. (Only those that have a real object (flame ect.) behind it) But while walking through a cave /dungeon i couldn't fail but notice that there are a lot of extinguished open lights, with enough fuel to burn for days... However, even while facing the wall of roaring flames that i had cast... they stayed cool. Other scenario (Frostfall): Being surprised by a blizzard is never a comfortable experience. So i was relieved to find an abandoned hunting camp. They even were nice enough to put wood into the fireplace, before dropping dead for no reason... But as before, wood won't burn ... it stayed cool... but i was cooler. So, my proposal to a capable modder out there: Triggerable "Base Objects" of open light (candles, torches, fire pits and these fire bowls),(Lanterns are protected by glass) Triggered by: - Fire Effect to kindle - Frost Effect to extinguish Imagine a mage fight between frost an fire in a room with candles, the dynamic light must be awesome. That is just an base idea of course: Imagine the possibilities with weather (wind, rain) and then guards rekindling it on their patrol... ... starting to dream here.
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Well, I hit a blockade, a very very large and obstinate blockade. I been trying to find a way to force persistence dynamically on equipment so I can access their objectreference while equipped to see if it's been tempered or not via getitemhealthpercent. I'm fairly new at scripting (this would be my second, my first was a botched attempt at seeing if I could get it by getting the wornform data, alas as I expected,'twas not so simple) and I need to find a way to force persistence to have access to the object reference. I could try a placeatme, but I have no idea how to use the syntax by using the getwornform function and passing the true for forcepersistence boolean. I know I could use a reference from what I gather and so I thought I could use a forcerefto from the actor to the equipment. Any thoughts suggestions or help would be much appreciated! Thank you for taking the time to read through this mess! lol
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I am looking for someone to help me enhance an already existing, awesome house mod into an EPIC one. The owner of the mod is interested in giving permission to do so. The house is meant for more of the nature-loving Player with exciting alcoves, hallways, and an AWESOME Armory & Treasury. The mod was designed with Dynamic Storage Display scripts that allow a Player to place items in a certain chest and then you get to watch the items magically appear on walls, displays, and shelves. It makes collecting item so immersive an exciting. However, with the new version of JContainers, a good portion of these display scripts behave not how they are supposed to behave. I am an extreme novice wen it comes to the Creation Kit or else I would take on this project by myself. First off, I am looking for someone who will help me add the rooms and work with my ideas to eventually get a fully working Dynamic Collector's Display Sorting Storage home with even more rooms than currently included. Any takers? The mod link I below: http://www.nexusmods.com/skyrim/mods/34368/?
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Hi all, my first post here and id like to say thanks to the community and for all the amazing stuff here! Thanks all. Next id like to describe my problem/annoyance and why its driven me to post here :) iv got my Skyrim nice and modded and its looking and playing good. one of my favorite small mods though is causing a problem and i think i know how to solve it. i just dont know how to actually do it. So i thought id make a request! The mod in question is called "Torches of Everlasting v5 with dynamic shadows" - Now, this cool mod makes your torch last longer and makes it brighter and cast shadows! it looks subblime at night! Now the issue is, im sure some allready know. The mod makes all the torches the npc use also "super torches" and in some instances where there are many lights (more than 4?) the game crashes (CTD). Now as i KNOW when its going to crash, i can unequip the torch before entering places with lots of lights and only use it exploring the empty wilds (when it works best anyway) and use the spell-light to see instead. the problem is the NPC useage. So is there a way i can; A: Stop all NPC from using X item code -or- B: Make the torch a seperate item with a different name so the NPC use the origonal non-special torch, and i get "Torch v2" or something in my inventory. Thanks for looking all.
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I am also curios if we can: 01. Enable each icon placeholder to show the number of subcategories/assets it has. 02. Creat some tick/untick boxes in the ui of the menu to block the loading of the icons in a category and freeze it till it is checked back. 03. Create a dynamic search function in the WB menu to search for keywords (wood wall, workbenches) and load only those items. 04. Know the limit of objects in the WB menu. Is it a fixed number for the workbench, or is there a total fixed number for both the workbench and the crafting menu. Or maybe there is a subcategory cap or a main category cap ( the subcategory with most items has 208 objects right now ). 05. Can a model with different texture be built similar to the 7 turret models so it can spawn different variations of the same texture/model. It can solve 2 problems a. models that have texture variaton - black wood, panel wood etc. on the same model can be combined in one slot b. it can also spawn different types of the same texture/model so you can have more variation ( like the variations of the small shack floor) SK menus will soon need some ingame filtering and optimisation to acomodate all the mods that add so much to the game and not compromise performance (eg thanks to these mods now I can make a vertibird patrol in settlemets and also build a hangar full of static jets and vertibirds as the main base ). With the upcoming updates and new building mods there will be somewhere around 5-6000 objects in the menu in february. Granted all the subcategories icons will be fixed icons (now the menu selects whatever object is first in a subcategory so it takes more time then it should), there still is the issue of object/asset icons that are loaded in the menu (almost 3500 now in all categories).
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Dear all, I am a new skyrim modder, had the game for 4 years now but the computer did not allow for much modding before (hello HD5650!). I am restarting a new game, and would like to add as many compatible mods as possible to make the game hard, pretty, immersive and dynamic in terms of weather (storms, fog, rain), lighting (enb, dark nights and dungeons) and combat (responsive, harder, more emphasis on parrying, bows and sneak), cities and npcs. I would like to compile a list of mods, and hopefully newcomers like myself can use my load order to have a great playthough!Here is what I have so far, any recommendation -especially on little, unknown gems- and tips for compatibilty/load order would be amazing ! Thanks :) Alternate Start Populated Cities Deadly Dragons Frostfall Immersive HUD Cloaks of Skyrim Climates of Tamriel (or Pure Weather?) Enhanced Blood Textures Knocking Immersive Armors Immersive Weapons Immersive Patrols CBBE Deadly Combat Skyrim 2K Textures SkyUI Skyrim Flora overhaul Quality World Map with Roads Sounds of Skyrim (or Audio Overhaul?) Realistic Water 2 Footprints Glowing Ore veins Player Headtracking
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I know I am the least qualified to make one of these but I thought it'd be helpful for new people to find this via the title and what not. If it needs refinement go ahead and say what ti needs I will update as needed. --------------------------------- This must be done via an activator. Make a duplicate of VoiceCastMarker, remove the script make new script extends ObjectReference add script below the green ==== bars. Your activator name should be the same activator name Your explosion name should be the same explosion name YOU MUST SET THE PROPERTIES OF THE EXPLOSION IN THE CK TAB IF YOU DO NOT IT WILL NOT WORK(and may or may not be lost down a rabbit hole of coding hell for 3 days) Make a duplicate of fakeForceBallNudge, call it whatever NULL explosion, add your activator to the place object tab. Add this null explosion ONLY to your base magic effect(if you are trying this you should know what to do) in the explosion tab or via explosion for a projectile(if you are trying this you should know what to do). So your Spell/Weapon Enchantment/Projectile you are shooting directly calls to your null explosion which calls to YOURACTIVATOR which has YOURSCRIPTNAME and its explosion property set that calls to YOUREXPLOSION. Would a more advance setup utilize an array better? Anyone want to make an array version of this? Add a couple getrandom floats 3 explosions if you need more food for the array to work. ---------------- Note this line below is formatted as so the game/compiler ignores it and is used for comments and explanations. ;== comment/explanation text goes here =======/ ---------------- ===================================================== ===================================================== Scriptname YOURSCRIPTNAME extends ObjectReference ;== script name and what it extends=======/ import utility ;= used for a utility function=======/ import Debug;= not sure if this is need=======/ ;======================================================================================; ; PROPERTIES / ;=============/ Objectreference YOURACTIVATOR ;== Object reference of your activator=======/ explosion property YOUREXPLOSION auto ;== you explosion property, make sure to set in CK =======/ ;======================================================================================; ; VARIABLES / ;=============/ ;======================================================================================; ; EVENTS / ;=============/ Event OnInit() ;= Starts up script when activator is created in world=======/ placeatme(YOUREXPLOSION) ;= this calls to the explosion itself ,DO NOT FORGET TO SET IN THE CK=======/ EndEvent ;= ends the event=======/ Event OnLoad() ;= loaded after OnInit =======/ YOURACTIVATOR = self ;== makes the activator self allowing for removal from disable and delete calls below=======/ utility.wait(2) ;== wait 2 seconds before disable/delete=======/ self.Disable() ;== Disables your activator =======/ self.Delete() ;== Deletes your activator, do we need any markfordelete or other calls to ensure clean removal?=======/ EndEvent ;= ends the event=======/
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Hello skilled modders, to press the key to toggle the quick acess menu to select signs or bombs and then press the key again to exit menu, takes a lot of time and interrupts the combat, it'd be awesome to make this menu just like the witcher 2, holding the key select and release key, makes combat way more fund dynamic, faster, thanks to everyone who are making mods for this game :smile: you make an awesome work, keep it up
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- quick access menu
- quick
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So, this is something i've been scheming about for awhile now, but since I don't have the coding know how to make it a reality I thought i'd post the request here. Now, I was a huge fan of the dynamic deathclaw pet Little Ripper for New Vegas, and the dynamic dire wolf pet for Skyrim. This train of thought led me to think that maybe, a better pet for Boston due to it''s water logged state, would be a mire lurk pet that dynamically grows with your level, up to a cap of 50 where it's a pretty impressive size.To acquire this mire lurk, you would find a mire lurk egg and build an incubation machine at one of your settlements, over a period of a few days the egg will hatch. And I also had this idea that it could have its texture and color changed through paint packs, so you could give it hot rod flames for example. Another section of this idea was that you could feed it to chems over a period to change some aspect of how it looks and give it a beneficial, permanent buff until you feed it Addictol to get rid of the buff in case you want to change the buff to something else. Overall this will be edited with time as I get new ideas, but I thought i'd just give you a mod idea for those of us that were fans of the dynamic death claw and dynamic wolf pet.
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I am working on creating a quest that will help me manage the AI of nearby aliases in the quest based on what the player is doing. I haven't been able to figure out how to get all nearby actors that are not guards or bandits and what have you. I don't want to have a huge list of specific references because that will destroy the game's performance, but I want to be able to do something like get all nearby guards in the current loaded area and make them flee by changing their ai packages because I have my bow fully drawn. I am able to do all of that, except for getting all of the nearby actors. Thank you for taking your time to read this.
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Hi All, I am looking for a 'dynamic enb' mod that would adjust the darkness / brightness of shadows and highlights depending on the focal point, similar to how the Depth of Field (DOF) works. If you are focused on an area that's in shadow, I would like for the shadows to be brightened and the highlights to be similarly brightened. Likewise, if I am focusing on a bright area that is not in shadow, then that area should have a lower brightness and the shadows should become darker. Are there any mods that do this, or is it even possible? I don't know how the game engine/enb work enough to know. However, it does seem like it would make the game more realistic. Is this effect similar to the HDR effect in some games? Thanks!
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So, i have this idea about a building i would like to place in the skyrim world, but not as a static thing. I would like to have the building change in correlation to a quest progression. For example, it might need to be just a house, but later become an outpost as the quest progressed, then become a tavern even later. Though i would like to do this, i somehow cannot seem to wrap my head around the way i should do this, any ideas?
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Hi guys. I'm currently trying to manipulate the projectiles fired by a spell. For example: upon firing a spell (say Firebolt), I'd like to increase the scale of the projectile I just fired. Is there any way this would be possible via script?
- 2 replies
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- spell
- projectile
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