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  1. New features:* The anvil hole is fixed, I tired it on both non-moded anvil and better cities 6.08. * All npc dialogues are fixed. I tried csm, recruiting npc from nehrim to morrowind and another way around. * All main and side quests saved in the Nehrim world. * unlocked all fast travel. * Includes nehrimdata.esp and en/cn language pack. ------------------------------------------------------------------------------------------------------------------------------------------ 1. Installation:Install with obmm. Load order: nehrim.espnehrimdata.espnehrimenglish.esp Put is as front as you can.If you installed morroblivion, can put it after all morrowind_ob xxx mods. 2. VERY IMPORTANT- first entering nehrim world(activation) 1) the first load in obmm shouldn't include nehrimdata.esp and language pack.2) you need a save that your character located outdoor.3) load the save and start nehrim quest.4) after you start the nehrim quest, you can include nehrimdata.esp and language pack and no more activation needed in the later saves. 3. How to get to Nehrim World:Type in "coc xxxx" in console.( xxxx=nehrim location id ) coc erothinhafen-Nehrim,If return to oblivion world,use "coc xxxx" (xxxx=oblivion location id) coc anvilmagesguild-Oblivion ------------------------------------------------------------------------------------------------------------------------------------------ Link: https://www.nexusmods.com/oblivion/mods/47410?tab=description ------------------------------------------------------------------------------------------------------------------------------------------ Note: This mod is fully compatible with Morroblivion. It is a new land mod of oblivion, it also compatible with all other oblivion mods. I am fixing the voice and the cross_world transport of this mod. About cross_world transport, I am planning to add a secret room in arcane university which has a doorway connects both. Firstly, player reads a book in arch mage quarter...... Still planning. ------------------------------------------------------------------------------------------------------------------------------------------
  2. Do you think things will escalate to a major conflict between world powers? And how severe if it does? But please refrain from any biased propaganda as this is deadly serious. Thank you.
  3. Hi Fellow hunter. I have a request. Recently i began a new game on MHW Iceborne and modded a bit. I step upon this two Weapon i talking in the subject. In the mod where i take the file, they replace Wyvern Ignition and Anguish. I just want to change this into Ultra Jaw Blade for Sigmund and Chrome Deathscythe I - II - III for Dreadqueen Rathian GS Can someone could do it? Im not a noob in modding since i resided for almost 6 years on Nirn but im a total stranger about the architecture of MH modding If someone accept, just post and i will give you the file. Thank in advance.
  4. I've got this weird bug in a world space I created. For some reason there are large, rectangle chunks missing from the water surrounding the land. They appear out of nowhere. You can see right through them to the bottom of the map. You can swim through them even though there's no water there. If you approach the rectangles they change shape and get much bigger. The useable dimensions are X2055 and Y1830. It uses the default water. "Small World" is checked, unchecking it didn't change a thing. Does anyone know what could cause this?
  5. So I got this mod idea Vim-world basically Nuka-World but for Vim
  6. Hello all... I'm looking for someone who is familiar with both Nisetanaka's "The Amazing World of Bikini Armor" and lordkoz's "Buxom Wench Yurianna".... for the purpose of testing a mod of mine... it will require nothing but the latest version of Skyrim... and Dawnguard. Please contact me if interested, and I will be willing to help in whatever endeavor you wish if I'm able. Thank you for your time.
  7. I've recently started creating a map that I would like to convert into a Skyrim mod and worldspace (topological map at https://ibb.co/iSq9YJ). I briefly tried the Creation Kit heightmap tool but quickly found out why people don't seem to like it. Way to unpredictable and crashed every now and again, leaving extra chunks raised in the world. Obviously, creating a worldspace with the Landscape tools would take way too long, so I'm left with finding 3rd party tools. From what I have read, using a custom greyscale heightmap seems to be the most common recommendation. I lack any experience with this but would be willing to learn if this is the best way forward. During my research into this I discovered someone who recommended using GeoCreator 2 to create the terrain or modify it from a greyscale map. GeoCreator 2 seems to now be called World Creator 2 (https://www.world-creator.com), and I was wondering if anyone has experience with it to verify whether it would work. Obviously there would be a difference in sizing and I would have to convert from Skyrim "units" into WC units. I'm merely wondering if I could create a decent landscape in it and import into Skyrim (probably after running TESArryn or whatever). Does anyone have experience with WorldCreator (or GeoCreator) for creating worlds to import in Skyrim? How could I convert between Skyrim "units" and WC units? Would I run into issues with heights?Are there any recommendations on this or other ideas for creating the worldspace?
  8. For me it started with the Nuka world crash, you would approach the zone and get CTD every time, after hunting all over for a Fix i found 2 things that seam to crash a lot of folks (not counting mod conflicts) #1. is UI-keybinds, #2. Is water enhancements , # 1. UI, a lot like my self will change the key-map, like i use ENTER on my laptop instead of (E) for use key anyhow seams this BUGS a lot of things out, this MOD/PATCH FIXED it for me, may fix any entering, using, and opening, CTD and don't really even have to use the custom HUD changes, seams to MASK custom key-binds, meaning you will see "hit (E) to open" how ever your key-bind for USE (enter) will still work, for some they had to clean save load,save,reload but just the mod it self fixed it for me. https://www.nexusmods.com/fallout4/mods/10654 #2. Water Texture Enhancements, if your getting a CTD wile loading from one zone to the next, this might be why haven't run into my self , but seams quite a few have and well simple fix "Turn off your enhanced water or Texture Enhancements "
  9. I've always had this stupid idea for an alternative start..... Your character was living life as normal in our own reality, but some freak accident happens...and they wake up cold, naked, and alone in the wilderness. Upon seeing something that only exists in myth (such as a troll or a dragon flying over *cough*Alduin*cough* They realize they aren't on earth anymore....but some new unfamiliar reality/dimension/etc I like to use Arthmoor's Live Another Life * among other mods, and I don't know how would would make it so you aren't Dragonborn....because some random human from a different dimesions would most certainly not be.... All-together....I can't mod....but I'd like to throw this idea out there in case someone else, who can mod, is interested.... Because I am a peasant....I have plain old skyrim with no dlc....no special edition, no dawnguard, dragonborn, hearthfire, etc.... if that would make a difference... *I realize the link says Special Edition Skyrim, but I can't seem to find the plain skyrim one that I have installed
  10. Is it possible to make the world map geoscape into a more 'realistic' satellite view? I'd settle for some greens without all the crazy effects they've layered on top as well.. Maybe someone's already done this? Thank you for any assistance and information.
  11. Hello, I'm working on a new project using Creation Kit for Fallout 4 called "Treacle Island". As it's not finished and I do not want to release an unfinished product and I would like some critique from you fine people as I update and work on my mod. I will also ask for help whenever I find myself stuck as I am no pro in Creation Kit. The new world will include many different and unique looking locations, here are some images: Treacle Manor exterior/interior A sunken park leading onto the Coastal Beach Town Coastal Beach Town including pier (some images obtained from creation kit excuse poor quality) What i'm doing now Making the just the map and releasing it before July for the Nvidia mod competition, this will also include vanilla loot and enemies dotted about the map including interiors and such. What I hope to do after release I will start work on a small quest, the quest will be that your character will find a functioning aircraft which is essentially a teleport which loads you into the crash site of your aircraft on Treacle Island, then you must search for either new parts or a boat, i'm unsure which one yet) to return home. I will also be looking to add new weapons for each location, for example a beach based weapon, a horror based etc... I will also want companions, armour similar to how I want weapons. I hope this impresses as I've been working on it for quite some time and i've not seen anything of this scale for Fallout 4 map mods yet. I would also like to generate some hype if it's good enough, so please share it around. Follow me on Twitter if you wish to keep more regularly updated, I don't post about anything other than my projects so if you're interested don't worry I wont take up your feed with my opinions and memes. @bonjons98 Also i'm uncertain if you can ask for donations, but I don't expect any until after I've released at least something. But if you wish to pay for my coffee which keeps me up till late creating this navigate to my nexus profile.
  12. Not like Conquest though. I want to be able to hit the settlement button and open that settlement-building UI anywhere: workbench or no workbench. I mean, why would you ONLY build in a few set areas? There are no laws to tell me that I can't build in this ex-Raider camp. Or this ex-Gunner camp. Or the Glowing Sea. Oh wait, I remember why I don't build in that last one! ...But let me build there anyway. If I build in a highly-irradiated deadly fog of deathclaws, radscorpions, radroaches, and rad-whatever-elses, and people are stupid enough to settle where I built, then it's their own fault. Not mine. Sincerely, Moron
  13. so i managed to duplicate the Mojave Wasteland, using FNVedit following this guide ==> www.gamesas.com/geck-crashes-when-try-duplicate-worldspace-t170858.html <== at the bottom of the page. i followed all directions exactly. A) the problem im having is that i cant load "mymod.esp" in the geck, well i can and cant, ill explain also should be noted that the world space i copied was WastlandNV (just so its clear, not the WaslandNVmini one) mymod.esp only contains the duplicated world space and nothing else. so trying to just load FalloutNV.esm and mymod.esp simply crashes the geck. but, if i load falloutnv.esm and mymod.esp PLUS another mod lets call it "mymod2.esp" then it works and all 3 load into the geck. using this method everything looks fine as far as mymod.esp goes, my world space is seperate from the original and the copied cells are all named "blahblahblah"DUPLICATE000. (obviously without the quotations) also if i make mymod.esp the active file, regardless of which of the above methods i use, it will crash the geck. that is problem number one, while annoying (i can deal if there isnt a fix) it would be better if i could just load FalloutNV.esm and mymod.esp without having to go through mymod2.esp never mind this bottom part i was being stupid. but any help on the top part still appreciated. B) problem number two, im sure once i can load just mymod.esp this will go away (ie. i can fix it) but when i load mymod.esp into the game and i coc somwhere it brings me to my duplicated world but going through a load door and then leaving brings me back to the normal world. for example: if i use coc goodsprings, it will bring me to the duplicated world goodsprings but if i enter say the weapon shop in town and then leave it brings me back to the non-duplicated goodsprings. this is weird to me that coc goodsprings would bring me to the duplicated world because as in problem one when i load FalloutNV.esm , Mymod.esp and mymod2.esp all the duplicated world cells are named "blahblahblah"DUPLICATE000, in this case goodspringsDUPLICATE000. so wouldn't i have to type coc goodspringsDUPLICATE000 to get to the duplicated world? i know its a lot of text but any help would be appreciated.
  14. could someone please make a mod that just turn on this stupid energy at nuka world? i want to see the rides working and not overrun my own settlements with raiders. it is sooo annoying, i try to get to the end of these damn quests for ages, teleport to nuka world, then to the commonwealth, then to a settlement, back to nuka world, to the commonwealth and so on, just to get ONE raider settlement established, this quest is annoying as hell i just want to get the damn energy on in nuka world, so i can use the workshop of the nuka rocket gas station otherwise a mod that allows to jump over this quest without having to create a single raider colony in the commonwealth would probably even do better hope someone can help with this, and correct bethesda's stupidest quest ever!
  15. im sure that everyone has tried to work with the DLC to make certain objects. one of the things i have worked on is a meat grinder for the various cages within the dlc. one of the most frustating things i have run into is how f*#@ing massive the pieces of meat from the various creatures can be. especially humans. there is not a single piece of meat that f*#@ing massive on the human body. with the conveyors and such that i have found on the nexus i have been able to for the most part work around the issue of the giant pieces of meat from the various creatures. but again a one pound piece of meat should not look like it is the thigh of an elephant but it is simply descibed "Human meat". heck even if i could just get a machine to can the human meat into manageable pieces it would be great. im sure everyone has seen a one pound chunk of meat at a supermarket and know how small it is. if someone could make all the meat sizes make freaking sense i would be very grateful.
  16. at the end of nukaworld, whatever you do, one gang will turn against you and invade the powerplant but i dont like that ending i did my best to help all 3 gangs equally and still one turns against me that sux so i thought to myself how about a peaceful ending instead of one of the 3 nwgangs turns against you, it will be the rust devil that invade the powerplant planning to take nuka town for them and there robots and you together with pack, operater and Disciples fight against the rust devils leaving all 3 gangs alive so you can get all 3 perks and be able to play all radiant quests after finishing nuka world i know this would be a lot of work but im sure it can be done could be another gang like trappers or forged or even gunner or minutemen, doesnt need to be rust devils, but i think they would fit cause you need a lot of firepower to go against three vicious raider gangs at ones and robots obviously have a lot firepower
  17. I would like to request a mod that allows us to fix up the galactic zone a bit, mainly for the things we do as we play through the area. Specifically, I would like to be able to place new star cores into the old slots that we took the original cores from to restore power, like in the movie theater, where if you take the projection booth's core, the screen stays off forever. Also, I would like to be able to re-dress the mannequins, (not just for the galactic zone) like the nuka-girl mannequin and the five space suit mannequins you have to strip for a quest. Is any of this possible to do? Please let me know if it is, If I ever stop being lazy I might just try to learn how to make this myself.
  18. im looking for a mod that lets me spawn settler, operaters, disciples and pack members and minutemen for my settlements i know cheat terminal lets me spawn normal settlers but no nukaw. raiders my raider outposts seem too empty and it takes ages to populate them
  19. i was allways curios why never someone thought about showing the rest of the world in the fallout universe. they only showed us mulitple places of the USA till now, but whats up with the rest of the world? why never someone showed us china for example, or europe, south america or africa. the world is so big, and no-one takes this chance. i would LOVE to see more of the world, more than only the USA. yes, something like that woulld be a real mammoth-projekt. to simply create one little bit of it would need a lot of time and work, BUT i think it would be worth it. i can only hope that someone would take up the idea, or wait for the next fallout and hope betheda will, at least, make a dlc for that.
  20. I have a lot of mod ideas but no modding knowledge at all. So I'm asking if anyone would be willing to create my idea or teach me how to do it myself? this is the fourth Idea I'm presenting here :) and this time it's sort of a dungeon. There are many dungeons in the game and all, but one most commonly known dungeon around the world isn't there. Where the hell is hell!? The idea is to create a huge hell under skyrim or if you don't want it to be hell it can always simply be an underground are. The access point would be a hole in the ground that makes you fall for quite some time aka abyss. There would be many monstaers roaming around, hot magma pools to evade, narrow bridges above another abyss to cross and a lot more. And I have ideas on how to expand this based on which way it would be taken: primitive (wild cratures roaming around in a survival dungeon) or populated (city of trading loving devils gouverned by lucifer awaiting you at the end) ps. thanks in advance for your feedback
  21. Requesting a mod that allows building in water, all objects static. Would allow floating settlements such as Water World: http://assets2.motherboard.tv/content-images/contentimage/no-slug/bbffe2899202fab36e4d11f744df8f46.jpg example: a raider fence would clip slightly under water surface and stay/sit like it would on land Other related ideas: - workshop floating raft (can use existing wood floor or group together rotated wood posts, with tire pile resource) - add existing moving platform for player transport to workshop (wooden, operated by cables and a button, horizontal movement) - add existing fish bodies and dead dolphins to workshop - add existing water tower to workshop
  22. I've been thinking about the leveling system in FO4 being monotone or boring. Recently I found this video on YouTube, titled "Bethesda's Perk Problem".. more like leveling problem: https://www.youtube.com/watch?v=zLptDJdI0L8 in which the presenter talks about the same thing and summarizes the problem. There needs to be a mod that overhauls the perks, what they do, when and how they can be achieved; the currently nonexistent skill system needs to be brought back in some form; the player gaining higher levels should make the player character stronger and better at the things it does, instead of just making the world harsher, more and more brutal. At the beginning the player character should be one of the weakest actors in the game world, not the other way around. The world should be a very harsh place from the start staying almost constantly at the same level, or at least advancing independently of the player's own level progression. For example increasing in difficulty /level once every in-game month or so ... in order to not be stagnant, but not become a cakewalk after PC-level 35 or 45 either.
  23. Hey guys! I made a youtube channel dedicated to all things World of Darkness. There I plan to cover and review all things that are related to the World of Darkness universe. Sotries from the books, games and movies. Go check it out! Share and subscribe so that more people can find about this awesome universe! Youtube channel: https://www.youtube.com/channel/UC25H7cVHt9jCIhIO-ko5isg Facebook page: https://www.facebook.com/scientia.antiquorum/ Thanks!
  24. Hi, i am a modder of sorts tough far from an expert. i have created a few mods but kept them to my self mostly because they lack the polish to be worth anyone's time.i now have a concept for a mod but due to the size and excessive amount of work my concept would take i wanted to post here and discuss the validity of my mod concept before i began any serious work on it. Rough Concept:Basically i want to create a larger version of Skyrim, putting more realistic distances between all of the existing caves and locations and making the wilderness feel more expansive and wild, this would likely mean recreating the entire Skyrim map from scratch as i do not believe there is a way to insert additional space between the already existing world cells and filling in the gaps. i would prefer to try to make the already existing locations in the Skyrim map be dispersed evenly on the larger map id like to focus on making the world feel more difficult to travel across (especially as i am a fan of Frostfall), but new spaces would also be a good base for other modder's to add dungeons/caves and quest-lines without cluttering up the map a few questions id like to be discussed before i make any decisions on if i go through with this mod project:is such a large mod worth the workload? would people actually use it or is Skyrim to old to be worth the effort? How much bigger do you think the world should be made? twice as big? three times as big? Theoretically should the city's be made bigger too ? or just more wild space between themas a completely rebuilt world would likely be incompatible with mods like 'open cities' should new and potentially larger versions be be in the open world ? would the mod need to add more NPCs to fill out the new areas of the world? i imagine a majority of popular graphical mods would be incompatible with a new world map? with that in mind should the mod overhaul the worlds graphics? using newer meshes and textures?or is it better to stick to vanilla graphics and let other mods improve upon the graphics? is there anything i have overlooked about making the world map bigger?if i go through with the mod i want to plan it all out in advance. i would love to hear peoples opinions, particular those of experienced modders who might have some insightful input.i'm not looking for a 'that sounds like a great idea' i genuinely wish to discuss if a large project like this is viable or if it is just too much work. Lina Greyfall
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