The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Castle Volkihar Redux - A Player Home
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Atualização: 1/mai./2013 às 15:34

Added:

Summonable Vampiric Horse.
Spell tome inside satchel hanging on new horse stable.
Peer to shipyard docks, it goes around the narrow corner.
Horse stable at entrance to new peer.

Atualização: 1/mai./2013 às 14:40

For these last three submissions, I was getting the infamous "steam error 16", publishing not successful.. but apparently it lied as I kept trying.

Atualização: 1/mai./2013 às 14:38

Atualização: 1/mai./2013 às 13:11

Atualização: 16/abr./2013 às 0:27

I know, I'm going nuts with upgrades. What can I say I am in the mood. This is all stuff I wanted to do before, but was too busy chasing bugs to.

+added several coffins and several beds in the undercroft for the pool dudes and girls and the thralls that work in the castle.
+added sleep packages to swimming dudes and chicks.
+made all npcs that have sleep paks "walk fast" to their beds
+made npcs who don't live in the castle jog home, and they now leave at 3am cause they were getting burned in the sunlight. Now they are gone seven hours instead of 5.
+When my mod activates (when you get auriels bow), all traps, mobs and a few sand piles in the "undercroft" will disable.
+fixed vincenzo's package so he'll go back to his dancing spot no matter where you dismiss him.
+RiffRaff now chops wood and the white eyed thrall carries in into the castle and spreads it around

Atualização: 15/abr./2013 às 15:15

+Added a couple items on tables in North tower by teleporter.
+Some posts were missing on the balconies val tower, added them
+The fogotten Vale Portal in throne catacombs and in the vale were confusing NPCs into walking in them. Made my own copy of them and changed them to "minimal use".
+Gave better bows/weapons to my NPC's in the castle who are followers now.
+Vampires from Solitude Sewers needed to walk home faster so they didnt lolly gag in the sunlight.

Atualização: 15/abr./2013 às 11:58

Atualização: 15/abr./2013 às 10:33

+Made all light beams coming into windows now reflect what time of day it is, at night they will be dim and blue (moonlight), and of course during the day they will be bright sunlight beams.

+fixing minor stuff. Somehow some objects are getting untied to the enable/disable triggers I set up long ago. Not sure what is going on, but I have a sneaky suspision that the CK is up for a re-install soon cause this is the kind of crap I start to run into right before it completely bugs out on me.

This mod is pretty much done. Just adding finishing touches to shit like this. I still want a couple more of my npc's to be followers, but they arent working and I dont want them all to have the same gay follower voices.

Atualização: 15/abr./2013 às 9:43

testing the mod with enable/disable triggers. The only way to be sure is to upload to steam, then download to my vanilla computer. Hence why you will see alot of uploads all in a row.

Yes I know it doesnt make sense, I should just be able to use the one locally huh.. yeah well that doesnt always produce the same issues. Not logical, but very true. It's the best way to be sure my environment is not influencing anything I guess something like that is going on.

Atualização: 15/abr./2013 às 1:43

Somehow the enable marker was not parented in the shipyard. I never touched it. Don't even ask how cause I havent a clue. It's like someone is playing with me.

Everytime I add something, something breaks. It goes to show without reason, it is murphy's law, it is always on me, it is my curse.
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