I'm pretty sure I'm late, but...
...it's new if you haven't seen it before.
I'm pretty sure I'm late, but...
...it's new if you haven't seen it before.
How hard do you think it would be to create a weapon's mod that equips as a single-handed weapon, but adds a visual around the torso?
Also, how hard would it be to have this weapon detonate a large explosion on the player's location when the attack button is clicked?
I think you can see where I wanna go with this![]()
As far as I know, all traders will give you the same price for everything unless you've done a quest for them, in which case they'll favour you in general.
Rather, if you want to get a larger profit for wood, ores or vegetables, you go see innkeepers or people like Sigurd in Whiterun, mine bosses (they'll buy the ore type their mine produces) and farmers, respectively. They'll pay for the base value of those items, which is far more usually than any trader will give you.
You mean, Hjerim as in the house? Player houses never get reset.
According to the wiki, torches found in mines last forever.
I used to get money in Oblivion by dungeon delving but now it's just selling my unlimited stacks of dragon bones and scales
I need help, I'm doing that early companion quest when you need to beat someone up, but the target is 'Sevrio Pelagia' in Whiterun, and the problem is, is there is no marker to tell me where to go, and as far as I can tell, the person doesn't exist.
Anyone have a suggestion to get by?
He's probably at his farm just outside of town.
Edited:
Started a new city.
I could need some help with quests, characters and interiors later.
There isn't anyone called Severio in Pelagia farm though.
How did you make that landscape?
I had an idea. I could rebuild my summer cottage somewhere in skyrim, at a big lake
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Manually.
Still WIP.
I've went in the house at night, only Gloth and that woman are there. Spent ages walking around the farm during the day and he wasn't there.
He might have died when I did the Battle for Whiterun, so I'm screwed I guess.
I'm making my houses in .esp and they're not affected?
Doesn't the dynamic quest system or whatever make sure it replaces him with someone else or something, apparently it's usually like Severio the 2nd or something. I know when I killed (dark brotherhood spoiler) Aniorath, the meat vendor in whiterun, before i got the quest in the dark brotherhood, that it told me to kill someone else
That's probably why. The early Companions quests, despite being generally a very buggy questline, has always directed me to the target.
Guys if I have a door in Tamriel, it teleports to a house, how do I make the door in house teleport back to the Tamriel door?
open door reference in tamriel, open up your interior(keep the door ref from tamriel open), click the teleport checkbox in the door reference, select "choose reference from render window", doubleclick your interior door, there should now be a yellow arrow rectangle sort of thing somewhere close to your door, position and rotate this as you wish. It's also important to make sure you position it in tamriel also (just double click on the teleport marker and you will automatically load the ext cell the entrance is located in).
Then position exterior marker and you're done.
Thanks!
no problem man.
He's died every time I've done that battle, so yeah that's probably it. Weird that he's still a target though.
Have you tried using some console commands to bring him back?
This looks pretty neat.
http://steamcommunity.com/sharedfile...08&searchtext=
Agreed and then some. Bethesda doesn't care about modders at all, if they did they would have fixed the navmesh bug years ago and they would have made at least a basic toolset for models and animations like Valve did.
Apparently you can make 'new' NPCs by duplicating an existing one and replacing all the animations of the duplicate. Underneath it'd still be the original creature you duplicated, but it'd have a new model.
I'd be willing to do some collab work as a level designer if anyone's interested, Drop me a PM and I'll chat to you on the weekend.
Good point, I'll see if I can find a console command somewhere to do that.
How can i modify Landscapes' height?
I just accidently deleted my big ass huge house cool mod i was making :c
any way to get it back?
did you delete the entire cell or just a bunch of objects in the cell? if latter, ctrl+z.
if former, ctrl+z.
Either that or quit without saving.
I would make the fog a little lighter to be honest, but otherwise it's looking like a good start.
Deleted it accidently from Skyrim Launcher
see that dead rabbit? the necromancer brought it back to fight for him.
(looks better in game)
Creation Kit makes automatic backups of your .esp's It's in Skyrim/Backup. Just delete the .bak and the number before it.
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somebody make a vampire lair for the player
with coffins, candles, cages and shit. to lure people back to your cages and lock them inside
Holy fuck than you sir!
And with it, a vampires-only spell that sort of hypnotises someone to follow you.
Are you sure? The bug only happens if you move two cells away, then return back to your home/dungion. The game will almost always delete the navmesh, though followers have a better time figuring out where to go vs normal NPC's. I.E. they might get stuck if you tell your follower to leave to go to a certain point, or try to summon things.
Of course if you restart your game it'll load the navmesh again.
Edited:
Landscape pretty much needs to be done exclusively using 3rd party tools since the HM editor in game is broken and will likely crash (due to Bethesda not using it since Morrowind)...
Is it safe to store your items in your room in College of Winterhold (dresser, etc)
I'd look out for the Navmesh bug, because all your work is useless unless you take it into account. Google it and look up workarounds, you might have to make your whole mod as an ESM from the start as the only fool-proof way to beat it.
Navmesh bug is where any mod that uses a navmesh (aka how NPC's move) will have that Navmesh deleted by the game the moment the player goes farther from 2 cells away from the navmesh's location. Restarting the game will respawn it, but if you are doing a playthrough and end up walking away from the mod, then returning, every NPC will be unable to move and followers will be broken.
That fig seems kind of useful, it could be used as an effect in a dungeon filled with enemies which turns invisible unless they start attacking.