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johnskyrim

johnskyrim

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johnskyrim posts

Apologies

Sorry for the lack of updates, I've been sick the past few days, only just managed to get out of bed :( I was working on something too but I don't like how it's turned out, but I've started something new which has barely been touched so hopefully that can be out by the end of the week


Also Adobe won't give me a license for Substance on Windows 7, even after paying for it :| that upgrade really needs to happen soon

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Happy New Year!

Here's to another year of modding (and less gaps between releases!)

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Complex Parallax

Been experimenting with the new ENB feature "Complex Materials" which allows you to combine environment mapping and parallax, something that wasn't possible before. It also allows you to use it on things like armors, which also isn't normally possible

These were tests, but you should be able to see the new "height" information which makes details look more 3d. I'll be uploading them as optional files likely when I've tweaked them some more :)

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[Update] A few XB1 Ports

Merry Christmas!

Hi everyone, I just wanted to say Merry Christmas and a big thank you to everybody that uses, enjoys and supports my work, it means the world to me and I hope that I can continue doing it for as long as it is still fun!

I know things have been a little quieter since the summer and it's been very difficult to try and get back into things while being busy elsewhere. I'm looking to start a couple of smaller replacers next week and hopefully get them released in the new year, along with fin...

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Screwing Around

Thought it would be fun to make an Ugly Sweater mod, unfortunately I started it too late so it wouldn't be done for Christmas :(

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Update: JS Immersive Tripwires SE

Version 1.2

  • Fixed an issue where tripwires (activated via E) were still able to trigger tripping
  • Reworked scripts
  • MCM Menu now lets you control almost every aspect of the mod

MCM Menu added (MCM Helper Required)

  • Tripping Chance: Allows the user to set the tripping percentage
  • Conjured Only: When enabled, only Conjured Tripwires will cause tripping
  • Assault Alarm: When enabled, NPC...

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Just some test shots

A new unreleased feature of ENBSeries is the ability to make environment mapped textures (with cubemap reflection) that also support parallax. Here's a test texture I whipped up earlier :)

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JS Immersive Tripwires SE: Update

Should be dropping tomorrow! Now with complete customizability via MCM (MCM Helper required). I'll be doing similar for JS Emissive Eyes at some point soon too, get rid of that quirky config file!

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End of the line

Unofficially, I think it's time to announce that I will no longer be creating mods specifically for Skyrim Legendary Edition. Model replacers are still likely to be added, but anything else is going to be strictly SE/AE.

Yesterday I could not open NMM, which I still use for LE and it's been practically unchanged since 2014ish. Since it's no longer supported by Nexus, I decided to update to the community version; bad mistake. Upon installing, it asked if I wanted to re-install my mods (n...

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Update: JS Rumpled Rugs SE

Version 1.4

  • Cleaner implementation which swaps references instead of spawning new ones. This eliminates a bug that caused doubling of Rugs
  • Rugs that are hidden/enabled via parent are now ignored (ex: Khajiit Caravans)
  • Added rotation to increase variation of messy rugs
  • Tripping is ignored when God Mode is enabled (TGM in console)
  • Removed Blacklist.ini as it was no longer needed
  • Added MCM Menu (MCM Helper Required) Please...

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Updates for this week

The new update for Rumpled Rugs will be out at some point this week. 

I've also added in an additional feature where rugs won't trip users up if they are near doors. This is to help prevent an occurance where sometimes the user would trip when clicking a door and get stuck in a t-pose animation that they couldn't break out of. It's likely that a new game will be required for the update because it's a completely new plugin and implementation. It's faster and cleaner by far.

Af...

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Suggestions?

What lesser modded items would you like to see me remake? I'm trying to compile a list of smaller items that I could potentially work on when the 3D is back in full swing. 

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Bugs!

Just when I thought I was out...they pull me back in! Thought I had the rugs all finished and ready to move on to doing all the different rugs...nope! Found out that if I leave the dungeon with the new implementation, the rugs all reset back to being straight, even though they are still acting messy! 

I think it's something to do with Base Object Swapper but I think I have a workaround. Sorry for delaying this too, once this mod is updated and out of the way, I'm 100% back on the 3...

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Notch sure if I posted this anywhere

Here's the Notched Pickaxe (made nearly 2 years ago now :O) which will be part of a Unique Utopia release. Probably not the next one though as that will focus specifically on swords (I think?)

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Unique Utopia Swords

I think this definitely has to be done before the years out! Here's a preview of Windshear which I've already completed. I think there's more swords than daggers though, so it would be a bigger release than the last

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Screw It

I've decided to remove the ability for NPC's to fix Rumpled Rugs by themselves until a later date or a development update in Papyrus. Been wasting too much time on it and need to get back into 3d mods. For now, there is a rare bug that can occur when ragdolling that completely locks an NPC in place making them unkillable/uninteractable and I can't leave that in.

Good news for that though is that I can just get this out of the way and released sometime this week, just have to make the up...

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Apologies

Sorry I've been more inactive than usual, still trying to find the time to fully get back into modding. Going to be working on things this weeked and hopefully have an update out next week. I've been writing down new ideas for mods too, some are a little adventurous!

Here is a short clip of the re-written reset timer on JS Rumpled Rugs. Now it only resets when a rug has changed and there is a randomizer too so that the rugs don't all reset at the same time. The length of the duration ca...

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Rugs Slight Delay

Bit of a delay on the update to JS Rumpled Rugs. I keep having problems with the ragdolling effect getting stuck on NPC's if they try to fix the rug at the same time, I've been messing with this for a few days now and I think I just need to re-write it. 

If I can't figure it out by the weekend, I'm just going to get started on something new :)

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Fix Those Rugs!

NPC's will now be able to fix Rumpled Rugs on their own, they will also be able to mess them up themselves too. Still ironing it out though :)

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Rumpled Rugs Update

I'm going to remake Rumpled Rugs so that it performs better and hopefully doesn't have any issues with duplicate rugs. Unfortunately it's looking like it will need to be a completely new plugin and set of meshes but it should be nicer overall and I can probably make it compatible with LUX too.


Check out the clip attached which shows a quick timecycle of the rugs getting messed up automatically. The straight mesh isn't correct currently, it's just a test!

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Let's Go!

Trying to get back into the swing of things now that the summer has started to cool off, hoping to get something released by the end of the week if all things go to plan. Something small, but useful :)

Then hopefully that will be enough to bring the motivation back to speed and I can get on some of those nagging projects that are still unreleased

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Potential Idea

Been thinking about making a Dark Iron Driller for Skyrim. It would be an animated summonable mini player home where the user could set travel points

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Release - JS Shout Apart Skeletons

Unrelenting Force now instantly kills weaker Skeletons.

Link: https://www.nexusmods.com/skyrimspecialedition/mods/72548

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Finally

Took the plunge yesterday and finally updated to AE & MO2. I had been using NMM this entire time and while I'm still not 100% comfortable with it, I think it's going to be a lot cleaner.

The biggest difference for me is that I can actually play SE and not have it freeze after 15 minutes of overworld play. This gives me more opportunity to find things out in the world that I can mod :D

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Release - JS Misplaced Septims SE

NPC's now have a chance to drop some gold when getting up from furniture

Link: https://www.nexusmods.com/skyrimspecialedition/mods/71993

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Bearly Working

I was in the process of working on Immersive Bear Traps, ones that would lock the NPC in place for x amount of seconds and cause a bleeding effect over time, let's just say that it didn't go to plan.

- NPC's don't 100% get locked in the bear trap and they don't always get placed IN the bear trap, so it just looks like they're standing around

- NPC's that die while locked in the bear trap can sometimes disappear, start talking again or become unlootable but instead "pickpocketable"...

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Update: JS Immersive Tripwires SE

Version 1.1

- Walking over a tripwire now has a 25% trip chance
- Sneaking now protects you from tripping
- Fixed some papyrus log errors
- Added Conjure Tripwire Spell Tome that can be purchased from Farengar in Whiterun
- Conjure Tripwire: Allows the caster to place up to 15 tripwires, which self-despawn after 60 seconds


https://www.nexusmods.com/skyrimspecialedit...

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Release - JS Immersive Tripwires

Tripwires will now trip up any NPCs that runs into them!

LE: https://www.nexusmods.com/skyrim/mods/112468

SE: https://www.nexusmods.com/skyrimspecialedition/mods/70979

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Tripping on Rugs!

Now NPC's will have a low chance to trip on a rumpled rug! This is increased slightly if they are running and increased further if they are sprinting for a maximum of 7% chance. Will get the update uploaded later today!

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