Skyrim Modding
Vault-18 :: Vault Lobby :: Games :: Game Mods
Page 2 of 4 • Share •
Page 2 of 4 •
1, 2, 3, 4 
Re: Skyrim Modding
how hard would it be to make one of them start off as a "skin job"
As you do dammage to them, the flesh falls away and leaves the robot
As you do dammage to them, the flesh falls away and leaves the robot

Fonucmo- Posts: 139
Join date: 2011-12-01
Age: 30
Re: Skyrim Modding
[DUBB] wrote:no fate but what we make
The Flying Monk wrote:I was thinking more along the lines of:
"Give me your boots, your armour and your horse."
I guess it does look a bit like a steampunk Terminator.
The original idea (before Skyrim was out and I knew what assets were in it) was something like the robot thing on the classic Metropolis movie poster. The gilded skeleton part came later.
Fonucmo wrote:how hard would it be to make one of them start off as a "skin job"
As you do dammage to them, the flesh falls away and leaves the robot
Reasonably difficult to do well, would be my guess.
Elder Scrolls lore-wise though, it reminds me a bit of the fabricants in Tribunal.

Antistar- Posts: 260
Join date: 2011-12-04
Re: Skyrim Modding
It is shiny and steampunk. That is it's reason for existing 

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Re: Skyrim Modding
Things I didn't know about Fall of the Space Core Vol. 1:
http://www.uesp.net/wiki/Skyrim:Fall_of_the_Space_Core,_Vol_1
I particularly like:
There are reasons for it existing... it'll be part of a much larger mod (if I'm able to finish it all), and explained in that.
Edit: Here's a vague hint, actually; its design is meant to evoke Akulakhan (or Anumidum) from Morrowind.
http://www.uesp.net/wiki/Skyrim:Fall_of_the_Space_Core,_Vol_1
I particularly like:
If a Giant hits the core with its club, the Space Core will be launched back into space and removed from the game.
PolySoup wrote:It is shiny and steampunk. That is it's reason for existing
There are reasons for it existing... it'll be part of a much larger mod (if I'm able to finish it all), and explained in that.
Edit: Here's a vague hint, actually; its design is meant to evoke Akulakhan (or Anumidum) from Morrowind.

Antistar- Posts: 260
Join date: 2011-12-04
Re: Skyrim Modding
Just ask Autochthon.

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Re: Skyrim Modding
Here's the female version:
- Gilded Female 01
- Lamashtu 01
The second one is a unique variant for a particular character. Oh, and I forgot to mention earlier, but the 'helmets' for both male and female have detachable parts so I can make multiple variants: left and right jaw, and left and right face. You can see the unique variant there has the right jaw piece detached (actually it's just made invisible).
- Gilded Female 01
- Lamashtu 01
The second one is a unique variant for a particular character. Oh, and I forgot to mention earlier, but the 'helmets' for both male and female have detachable parts so I can make multiple variants: left and right jaw, and left and right face. You can see the unique variant there has the right jaw piece detached (actually it's just made invisible).

Antistar- Posts: 260
Join date: 2011-12-04
Re: Skyrim Modding
I spotted this over at the Beth forums. It lets you have a heap of alternate textures for mobs and have the game pick one at random each time that mob is spawned. They are going to try to extend it to cover items (so you can have variant mesh/textures for daggers for example) and they also want to be able to provide variant stats for spawns. So you could spawn a jewelled steel dagger that was worth a bit more than a regular one, or a rusty iron dagger that did less damage, etc.
EDIT: There is also this that will patch in any spells added by other mods so that NPCs can use them too.
EDIT: There is also this that will patch in any spells added by other mods so that NPCs can use them too.

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Re: Skyrim Modding
I only just became aware of the Real Carriages mod - by one of the Bethsoft devs, apparently - I think it's only on the Steam Workshop, and I don't really check that out very often (I've stuck to the Nexus). It adds a pretty cool and much-wanted feature (though I doubt I'd use it myself):
It does sound interesting. I think we're going to see a lot of interesting stuff come out of there being an apparently more powerful scripting language this time around.
PolySoup wrote:I spotted this over at the Beth forums. It lets you have a heap of alternate textures for mobs and have the game pick one at random each time that mob is spawned. They are going to try to extend it to cover items (so you can have variant mesh/textures for daggers for example) and they also want to be able to provide variant stats for spawns. So you could spawn a jewelled steel dagger that was worth a bit more than a regular one, or a rusty iron dagger that did less damage, etc.
EDIT: There is also this that will patch in any spells added by other mods so that NPCs can use them too.
It does sound interesting. I think we're going to see a lot of interesting stuff come out of there being an apparently more powerful scripting language this time around.

Antistar- Posts: 260
Join date: 2011-12-04
Re: Skyrim Modding
Those two are actually javascript programs that you run outside of the game. The spells one searches your active mods for spells while the other uses mod-supplied definition files and both then build new .esps with the appropriate changes/levelled lists that you then activate at the end of your load order (after any merged/bashed patch).
I've just started a new game with them both, so hopefully I should be able to see how well they work once I get out of Windhelm. The Automatic Variants one seems to be working, as I've already been accosted by two different looking wolves. I'll need to level a bit before I'll start to see hostiles with new spells.
While there is some cool new stuff with the scripting engine, there is apparently also a bit of a game-breaker. I've read that basically every script for every mod that is ever loaded is kept in the save game, even if the mod is later disabled. This has resulted in some new problems with updating mods that can not be fixed by making a clean save.
I've just started a new game with them both, so hopefully I should be able to see how well they work once I get out of Windhelm. The Automatic Variants one seems to be working, as I've already been accosted by two different looking wolves. I'll need to level a bit before I'll start to see hostiles with new spells.
While there is some cool new stuff with the scripting engine, there is apparently also a bit of a game-breaker. I've read that basically every script for every mod that is ever loaded is kept in the save game, even if the mod is later disabled. This has resulted in some new problems with updating mods that can not be fixed by making a clean save.

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Re: Skyrim Modding
I don't suppose anyone here has much knowledge of the console commands? I'm trying to find out what spell an NPC has equipped, because they seem unable to cast it and as long as they have it equipped they will not use anything else to attack.

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Re: Skyrim Modding
Here's a big list of console commands. I haven't looked through it all; there's a lot there.

Antistar- Posts: 260
Join date: 2011-12-04
Re: Skyrim Modding
Looks like you can add and remove spells, but not see what spells an npc already has. Bit of an oversight there. Might have to fire up the CK to see if I can work out which spell it is.

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Re: Skyrim Modding
Here's one to keep an eye on: Unofficial Skyrim Patch
Currently in beta, but fixes a huge number of bugs from floating rocks to NPC AI scripts to fixing quests that break if items are found before the quest starts.
EDIT: Also, those wonderful folks at SKSE have release a version for the 1.5b patch here
Currently in beta, but fixes a huge number of bugs from floating rocks to NPC AI scripts to fixing quests that break if items are found before the quest starts.
EDIT: Also, those wonderful folks at SKSE have release a version for the 1.5b patch here

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Re: Skyrim Modding
Why will the CK not correctly save an esp with multiple masters? I've added the bAllowMultipleMasterLoads=1 line to SkyrimEditor.ini but it does not seem to be helping.

PolySoup- Posts: 279
Join date: 2011-12-01
Age: 30
Location: Adelaide
Page 2 of 4 •
1, 2, 3, 4 
Similar topics» Elder Scrolls: V Skyrim screenshots! :D
» Transfer cable modding stuff
» Elder scrolls V : Skyrim
» Elder Scolls 5 Skyrim
» Modding Help needed
» Transfer cable modding stuff
» Elder scrolls V : Skyrim
» Elder Scolls 5 Skyrim
» Modding Help needed
Vault-18 :: Vault Lobby :: Games :: Game Mods
Page 2 of 4
Permissions in this forum:
You cannot reply to topics in this forum